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Computational complexity aspects of path-forming games

Abstract

This thesis explores the current State of the Art regarding the computational complexity of various two- player infinite games, focusing on Parity Games, Mean Payoff Games, and Simple Stochastic Games. Initially, we delve into the application of universal trees in the realm of Parity Games, that simplified the groundbreaking quasi-polynomial time algorithm developed by Calude, Jain, Khousainov, Li, and Stephan in 2017. This approach has since been a catalyst for the development of similar complexity algorithms in this domain. We overview the work of Fijalkow et al. in 2020 who built on this foundational concept to extend the use of universal objects to design algorithms for Mean Payoff Games. Here, we analyze a family of value iteration algorithms that demonstrate the utility of universal graphs, an appropriate generalization of the universal trees, in optimizing strategies for Mean Payoff Games. Furthermore, we assess the overarching complexity of Simple Stochastic Games, aiming to draw parallels and distinctions in strategies across these game types. Through this study, we aim to enhance the understanding of algorithmic solutions in game theory and provide a consolidated view of the complexity landscape across different game frameworks.

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Computational complexity aspects of path-forming games

Author: Saguillo Gonzalez, Oriol
Publisher: Universitat Politècnica de Catalunya
Year: 2024
Source: https://upcommons.upc.edu/bitstream/2117/415905/2/Master_Thesis_Games_on_Graphs.pdf
Ti le: Compu a ional Complexi y Aspec s o Pa h-Fo ming Games
Au ho : O iol Saguillo Gonzalez
Ad iso : Albe A se ias Pe i
Depa men : Compu e Science Depa men
Academic yea : 2024
Mas e o Science in
Ad anced Ma hema ics and
Ma hema ical Enginee ing
Uni e si a Poli `ecnica de Ca alunya
Facul a de Ma em`a iques i Es ad´ıs ica
Mas e in Ad anced Ma hema ics and Ma hema ical Enginee ing
Mas e ’s hesis
Compu a ional Complexi y Aspec s
o Pa h-Fo ming Games
O iol Saguillo Gonzalez
Supe ised by Albe A se ias Pe i
June, 2024
I would like o exp ess my deepes g a i ude o my amily and iends o hei unwa e ing suppo and
encou agemen h oughou his jou ney. A special hanks o my u o , Albe A se ias, o his in aluable
guidance, men o ship and showing me he beau y o Compu a ional Complexi y. I am also g a e ul o
Juanjo Rue o his insigh ul ad ice du ing my mas e ’s p og am, and o my iends a EPFL o hei
cons an suppo and companionship.

Abs ac
This hesis explo es he cu en S a e o he A ega ding he compu a ional complexi y o a ious wo-
playe in ini e games, ocusing on Pa i y Games, Mean Payo Games, and Simple S ochas ic Games.
Ini ially, we del e in o he applica ion o uni e sal ees in he ealm o Pa i y Games, ha simpli ied he
g oundb eaking quasi-polynomial ime algo i hm de eloped by Calude, Jain, Khousaino , Li, and S ephan in
2017. This app oach has since been a ca alys o he de elopmen o simila complexi y algo i hms in his
domain. We o e iew he wo k o Fijalkow e al. in 2020 who buil on his ounda ional concep o ex end
he use o uni e sal objec s o design algo i hms o Mean Payo Games. He e, we analyze a amily o alue
i e a ion algo i hms ha demons a e he u ili y o uni e sal g aphs, an app op ia e gene aliza ion o he
uni e sal ees, in op imizing s a egies o Mean Payo Games. Fu he mo e, we assess he o e a ching
complexi y o Simple S ochas ic Games, aiming o d aw pa allels and dis inc ions in s a egies ac oss hese
game ypes. Th ough his s udy, we aim o enhance he unde s anding o algo i hmic solu ions in game
heo y and p o ide a consolida ed iew o he complexi y landscape ac oss di e en game amewo ks.
Keywo ds
Game Theo y, Compu a ional Complexi y, Economics and Compu a ion, Algo i hmic Game Theo y,
In elligen Agen s, G aphs, Combina o ics
1
Con en s
1 In oduc ion 3
2 P elimina ies 5
2.1 Basic De ini ions ........................................ 5
2.2 Games De ini ion ....................................... 8
2.3 Value I e a ion Algo i hms .................................. 11
3 Pa i y Games 13
3.1 Uni e sal T ees ........................................ 13
3.2 P og ess Measu e ....................................... 17
3.3 Quasi-polynomial Algo i hm .................................. 18
4 Mean Payo Games and Ene gy Games 20
4.1 Reduc ion Pa i y Games o MPG ............................... 21
4.2 Uni e sal G aphs ........................................ 21
4.3 Uppe and Lowe Bounds on Uni e sal G aphs ........................ 23
5 Simple S ochas ic Games 27
5.1 Reduc ion MPG o SSG .................................... 27
5.2 Complexi y o SSG is NP ∩coNP .............................. 30
6 Conclusions 33
2
1. In oduc ion
The NP s P p oblem [5] is one o he mos impo an open ques ions in compu e science and ma hema ics,
dealing wi h he e iciency o sol ing p oblems and he ela ionship be ween wo classes o p oblems: P and
NP. P (Polynomial Time) ep esen s p oblems ha can be sol ed quickly by an algo i hm. ”Quickly” means
in polynomial ime, which is a way o measu e how he ime o sol e he p oblem inc eases wi h he size
o he inpu . Examples o p oblems in P include so ing numbe s and inding he sho es pa h in a g aph.
NP (Nonde e minis ic Polynomial Time) ep esen s p oblems o which a solu ion can be checked quickly,
gi en he solu ion. Examples o p oblems in NP include checking i some subse o a gi en se o num-
be s adds up o a a ge numbe (Subse Sum) and de e mining i a Boolean o mula can be sa is ied (SAT).
The main ques ion in he NP s P p oblem is whe he e e y p oblem whose solu ion can be checked
quickly can also be sol ed quickly. Fo mally, his asks i P=NP. I P=NP, i would mean ha e e y
p oblem o which a solu ion can be e i ied quickly can also be sol ed quickly. This would ha e a huge
impac on ields like c yp og aphy, op imiza ion, and a i icial in elligence, as many cu en ly di icul p ob-
lems would become easy o sol e. On he o he hand, i P=NP, i means he e a e p oblems in NP ha
canno be sol ed quickly, e en hough hei solu ions can be checked quickly. This aligns wi h ou cu en
expe ience, whe e many impo an p oblems seem o lack e icien solu ions.
P oblems ha lie in he in e sec ion o NP and coNP, deno ed as NP ∩coNP, a e pa icula ly in igu-
ing. These p oblems can be bo h e i ied and e u ed in polynomial ime, depending on he gi en answe .
One eason hese p oblems a e o signi ican in e es is ha hey p o ide insigh in o he s uc u e o NP
and coNP. I a p oblem in NP ∩coNP is also p o en o be NP-comple e, i would imply ha NP equals
coNP, a majo un esol ed ques ion in compu a ional complexi y heo y. Such a esul would ha e p o ound
implica ions, sugges ing ha e e y p oblem o which a solu ion can be e i ied quickly can also ha e i s
nega ion e i ied quickly.
On he o he hand, Game Theo y s udies he s a egic in e ac ions be ween a ional agen s, whe e he
decisions o each pa icipan in luence he ou comes o all in ol ed. I aims o p edic he ou comes o
hese in e ac ions and o ind op imal s a egies o each playe . The undamen al concep s o Game Theo y
include playe s, s a egies, payo s, and games. Playe s a e he decision-make s, s a egies a e he possible
ac ions hey can ake, and payo s a e he ewa ds o ou comes esul ing om he chosen s a egies. A
cen al concep is he Nash equilib ium, a s a e whe e no playe can imp o e hei payo by unila e ally
changing hei s a egy.
The in e sec ion o Game Theo y and Compu a ional Complexi y o ms a c ucial heo e ical ounda ion
wi h as implica ions o a ious ields, including economics, compu e science, and ope a ions esea ch.
One o he mos ema kable esul s in his a ea is he cha ac e iza ion o he complexi y class PPAD
(Polynomial Pa i y A gumen s on Di ec ed g aphs) in oduced by Ch is os Papadimi iou [8]. This class
cap u es he complexi y o inding Nash equilib ia in games, showing ha his p oblem is PPAD-comple e.
This means ha while Nash equilib ia a e gua an eed o exis , inding hem can be as compu a ionally
challenging as he ha des p oblems in PPAD. The ongoing esea ch a he con luence o hese ields con-
inues o p o ide deep insigh s and p ac ical ools o ackling complex, s a egic decision-making p oblems.
Simple S ochas ic Games (SSGs) a e a class o wo-playe games ha in ol e bo h de e minis ic and
3
C.C. Aspec s o Pa h-Fo ming Games
p obabilis ic ansi ions. These games a e played on a ini e di ec ed g aph, whe e he playe s aim o
each designa ed a ge s a es wi h he highes p obabili y. SSGs a e pa icula ly in e es ing due o hei
applica ions in a eas such as e i ica ion, syn hesis, and p obabilis ic algo i hms. The seminal wo k by
Anne Condon [4] es ablished he ounda ional complexi y esul s o SSGs, showing ha he p oblem o
deciding he winne in hese games lies in NP ∩coNP. This esul indica es ha while i is compu a ionally
challenging o de e mine he winne , he p oblem is bo h e i iable and e u able in polynomial ime, gi en
a co ec solu ion.
In ou s udy, we will explo e a majo b eak h ough in he ealm o Pa i y Games [2], which a e simple han
Simple S ochas ic Games (SSGs) and also belong o he complexi y class NP ∩coNP. A b eak h ough
in his a ea is he ecen de elopmen o a quasi-polynomial algo i hm o Pa i y Games. This algo i hm,
de ailed in [7], has signi ican ly ad anced ou unde s anding and spa ked enewed in e es in he ield. The
exis ence o such an algo i hm aises he in iguing possibili y ha NP ∩coNP could equal P o hese
games.
Value i e a ion is he s a egy used o ob ain his quasi-polynomial algo i hm, hanks o he eliance on
Uni e sal T ees, a s uc u e ha has a quasi-polynomial space. Value i e a ion algo i hms play a pi o al
ole in sol ing hese games. Fo ene gy games, Casa es and Ohlmann [3] discussed he ESL algo i hm,
which highligh s he e iciency imp o emen s possible wi h alue i e a ion echniques. Simila ly, Fijalkow e
al. [6] in es iga ed alue i e a ion using uni e sal g aphs o Mean-Payo Games (MPGs), demons a ing
i s impac on he complexi y o hese games.
We will u he explo e how hese s uc u es wo k o Mean-Payo Games (MPG) and assess hei po-
en ial o yield a quasi-polynomial ime algo i hm, making u he p og ess owa ds de e mining whe he
NP ∩coNP is indeed in P. The complexi y o MPGs has been a opic o signi ican esea ch, wi h oun-
da ional esul s p o ided by Zwick and Pa e son [10]. Thei wo k laid he g oundwo k o unde s anding
he compu a ional challenges associa ed wi h MPGs, and subsequen esea ch has buil on hese insigh s
o de elop mo e e icien algo i hms.
This b eak h ough has p o ound implica ions o compu a ional complexi y, sugges ing ha e icien al-
go i hms may exis o some class o p oblems p e iously hough o be in ac able. The de elopmen o
he quasi-polynomial algo i hm o Pa i y Games has he e o e become a ocal poin in he unlikely ques
o mos o he scien i ic communi y o de e mine i he p oblems in he complexi y class NP ∩coNP a e
in P, inspi ing u he esea ch and explo a ion in his exci ing a ea o s udy in he bigges conjec u e o
he Theo e ical Compu e Science.
4
De ini ion 2.24 (Value p oblem G(u)).Fo each o he games desc ibed we ace he ollowing compu a-
ional ques ions, o each o hem assume Gbe a Game and o some e ex u∈G:
•PG: G(u) = 1?
•MPG: G(u)>0?
•DMPG: G(u)>0?
•SSG: G(u)>1/2?
2.3 Value I e a ion Algo i hms
Value I e a ion algo i hms a e c i ical compu a ional ools used o sol e a a ie y o game heo y p oblems,
such as Pa i y Games, Mean Payo Games, and Simple S ochas ic Games, e c. These algo i hms a e
essen ial because hey o e a sys ema ic way o de e mine op imal s a egies in games wi h complex and
in ini e s a es, which a e common in hese ypes o games.
Theo em 2.25 (Kleene ixed poin heo em).Le (X,≤)be a la ice and O:X→X a mono onic
ope a o , hen Ohas a leas ixed poin which is also he leas p e- ixed poin . Fu he mo e:
•i X is ini e he sequence by u0=⊥and uk+1 =O(uk)is s a iona y and i s limi is he leas ixed
poin o O.
•i Op ese es sup ema hen he leas ixed poin o Ois sup{Ok(⊥) : k∈N}.
Le us conside a la ice(X,≤): he bina y ela ion ≤is a pa ial o de , and e e y pai o elemen s has a
leas uppe bound and a g ea es lowe bound. ⊥ o he las elemen in Xand ⊤ o he g ea es elemen .
An ope a o O:X→Xis mon onic i o all x,y∈Xs. . x≤ywe ha e O(x)≤O(y), and p ese es
sup ema i O(supnxn) = supnO(xn) o all inc easing sequences (xn)n∈N.xis a p e- ixed poin i O(x)≤x
and pos - ixed i O(x)≥x.
Le us conside a game G. We le FVdeno e he se o unc ions V→Y, i is a la ice when equipped
wi h he componen wise (pa ial) o de induced by Y: we say ha µ≤µ′i o all e ices we ha e
µ( )≤µ′( ). The main ing edien is an ope a o OG:FV→FV. The in en is o ob ain he unc ion
Gas a ixed poin o he ope a o OG, using he wo di e en app oaches o ixed poin s we in oduced
abo e. Whene e Gis clea om he con ex , we simply w i e Oins ead o OG.
P ope y 2 (Fixed poin h ough mono onici y): Fo all games G, he ope a o OGis mono onic, and
Gis he leas ixed poin o OG.
Rema k 5 (G ea es e sus leas ixed poin ). Whene e echnically con enien o mo e in ui i e,
we will ob ain he alue unc ion as he g ea es ixed poin o OG. Fo alue i e a ion algo i hms, only
small adjus men s a e necessa y. This will be di e en o s a egy imp o emen algo i hms, in he nex
sec ion.
Theo em 4 u he s a es ha Gis he limi o he sequence (OG(⊥))k
k∈N. The pseudocode is gi en
in 1.
11

C.C. Aspec s o Pa h-Fo ming Games
Algo i hm 1 A gene ic alue i e a ion algo i hm based on ixed poin h ough mono onici y – nai e e sion.
1: o ∈Vdo
2: µ( )←⊥
3: end o
4: epea
5: µ←OG(µ)
6: un il µ=OG(µ)
7: e u n µ
Theo em 2.26 (Gene ic alue i e a ion algo i hm h ough mono onici y).Assume P ope y 2 ( ixed poin
h ough mono onici y) and ha Y is ini e. Then he gene ic alue i e a ion algo i hm ou pu s Gwi hin
a mos n · |Y|i e a ions.
P oo . I Yis a ini e la ice hen so is FV. Fo each , he sequence (Ok(µ)( ))k∈Nis non-dec easing, so
i can be s ic ly dec eased a mos |Y| imes. A each i e a ion he alue o a leas one e ex is s ic ly
dec eased. Hence he e a e a mos n· |Y|i e a ions.
I Yis no ini e hen he sequence (OG(µ)k)k∈Ncon e ges owa ds Gbu u he analysis is equi ed o
e alua e he con e gence speed.
12
3. Pa i y Games
To sol e pa i y games using a quasi-polynomial algo i hm, we mus u ilize a alue i e a ion algo i hm.
Howe e , be o e del ing in o he algo i hm, i is essen ial o in oduce some key concep s ha will help us
es ablish he p ocess and co ec ness o he algo i hm.
To unde s and he quasi-polynomial algo i hm p oposed in [2], we need o i s de ine some undamen al
da a s uc u es, namely Uni e sal T ees and P og ess Measu es. These concep s a e c ucial o quan i ying
he playe ’s p og ess owa ds achie ing pa i y. The main e e ence o his chap e can be ound in [7].
3.1 Uni e sal T ees
The ees we conside ha e h ee p ope ies: hey a e oo ed, e e y lea has he same dep h, and he
child en o a node a e o ally o de ed. Fo mally, a ee o heigh 0 is a lea , and a ee o heigh h+ 1 is
an o de ed lis [ 1, ... , k] o sub ees each o heigh h. We conside wo pa ame e s o ees: he heigh ,
and he size which is de ined o be he numbe o lea es.
We say ha a ee embeds in o ano he ee Ti :
•ei he bo h a e lea es,
•o le = [ 1, ... , k] and T= [T1, ... , Tk], he e exis i1<· · · <iksuch ha o all j∈[1, k], we
ha e ha jembeds in o Tij.
Ano he possible de ini ion and pe spec i e o his embedding is o conside i as an isomo phism o a
smalle ee wi hin a la ge ee. Fo mally, le Tand T′be ees, wi h Tbeing he smalle ee and T′ he
la ge ee. We say ha Tis embedded in T′i he e exis s an injec i e homomo phism ϕ:T→T′such
ha o e e y e ex ∈T,ϕ( ) and i s co esponding edges in Tp ese e he adjacency ela ionships in
T′. This embedding main ains he s uc u al p ope ies o Twi hin T′, e ec i ely mapping Tin o T′.
De ini ion 3.1. A ee is (n, h)-uni e sal ee i i embeds all ees o size n and heigh h.
Figu e 5: On he le , a ee o heigh h= 2, which is he smalles (5, 2)-uni e sal ee: i has size 11
(meaning i has 11 lea es). On he igh , a ee o size 5 and one possible embedding o he uni e sal ee.
[7]
An impo an aspec o hese ees is hei cons uc ion, which is c ucial o demons a ing how o model
a pa i y game using he la ice om he i s le el o he uni e sal ee. Addi ionally, i is essen ial o
13
C.C. Aspec s o Pa h-Fo ming Games
no e ha a quasi-polynomial algo i hm can be achie ed h ough he cons uc ion o he Uni e sal T ee o
Pa i y Games. The complexi y o Value I e a ion algo i hms depends on he s uc u e being i e a ed o e
and i s size o he numbe o possible s a es du ing he algo i hm’s execu ion.
Theo em 3.2. The e exis s an (n,h)-uni e sal ee wi h size (n,h)sa is ying he ollowing:
• (n,h) = (n,h−1) + (⌊n/2⌋,h) + (n−1− ⌊n/2⌋,h)
• (n, 0) = 1
• (0, h) = 0
An uppe bound is gi en by
(n,h)≤n·h−1 + ⌊log2(n)⌋
⌊log2(n)⌋≤n2.45+log2(1+ h−1
log2(n))
, which is quasi-polynomial in n and h in gene al, and polynomial i h =O(log2(n)).
P oo . In o de o p o e ha we can gene a e an (n,h)-uni e sal ee wi h size (n,h) we a e going o
build he ee wi h he ollowing cons uc ion:
•Tle be a (⌊n/2⌋,h)-uni e sal ee.
•Tmiddle be a (n,h−1)-uni e sal ee.
•T igh be a (n−1− ⌊n/2⌋,h)-uni e sal ee.
We a e going o me ge wi h he same oo Tle and T igh and inse be ween hem a child, which is Tmiddle .
Le Tbe he (n,h)- ee cons uc ed his way. We p o e ha Tis (n,h)-uni e sal by induc ion on h:
•Fo he base case h= 0, Tis a single lea and n= 1, which is clea ly (1, 0)-uni e sal.
•Fo he induc i e case, assume a h>0 and ix an (n,h)- ee = [ 1, ... , k]. We wan o show ha
Tembeds . The main ques ion is how can we cu his ee and ha e he maps o T igh ,Tmiddle
and Tle . We know ha he sum is a mos n, i no we canno embed ha ee iin he uni e sal
one. The e o e, he e exis s a unique p∈[1, k] s. . he sum o he lea s om 1 o p−1≤ ⌊n/2⌋
and he es is <⌊n/2⌋. Because we know ha Tmiddle has a size o n, hen o he pselec ed we
ha e ha he o al lea s o p+1 o kis ≤n−1− ⌊n/2⌋. To embed in o T we p oceed as ollows:
– he ee [ 1, ... , p−1] has a mos ⌊n/2⌋lea es, so i embeds in o Tle by induc ion hypo hesis;
– he ee phas heigh h−1 and a mos nlea es, so i embeds in o Tmiddle by induc ion
hypo hesis;
– he ee [ p+1, ... , k] has a mos n− ⌊n/2⌋lea es, so i embeds in o T igh by induc ion
hypo hesis.
14
O de ing he lea es
Now we will need o de ine an o de o he lea s in o de o ha e a la ice o compa e di e en lea s
in he ee. The main idea o concep ha we need o ex ac is how can we say i we a e in a pos - ixed
o p e- ixed poin . This is going o be a key s ep owa ds he Value I e a ion algo i hm.
Le ’s conside a ee o heigh h, and de ine d= 2h. A lea o is gi en by a lis o di ec ions in-
dexed by odd numbe s p∈[1, d] downwa ds (e.g. d= 10 a lea is gi en by (D9,D7,D5,D3,D1)).
We w i e Y o he se o in e nal nodes and lea es o and ≤ o he lexicog aphic o de on Y . The
in e p e a ion is ha i l≤l′, wo nodes, i and only i lis o he le o l′.
The se o ela ions ◁po e Y o each p∈[1, d]. Fo a lea l= (Dd−1, ..., D1) we w i e l≥p o
he uple (Dd−1, ..., Dp) o odd pand (Dd−1, ..., Dp+1) o e en numbe s, which we call he p- unca ed
b anch o l.
•Fo podd, we say ha l◁pl′i l≥p<l′
≥p
•Fo pe en, we say ha l◁pl′i l≥p≤l′
≥p
Figu e 6: Illus a ion o he ela ions ◁p. In ed, we see ha ℓ2◁1ℓ3;ℓ2◁2ℓ3;ℓ3◁2ℓ2;ℓ1◁3ℓ2;
ℓ1◁2ℓ2.
Lemma 3.3. The ela ions ◁p o [1, d]induced by a ee sa is ies he ollowing p ope ies:
•◁dis he ull ela ion, i.e. ∀b,b′(b◁db′)
•l◁pl′∧l′◁ql′′ ⇒l◁max(p,q)l′′
•◁pis non- e lexi e i p is odd.
•◁1is o al.
• o d <p e en we ha e l ◁pl′⇐⇒ ¬(l′◁p+1 l)
Wi h he o de p ope ies we ha e om he uni e sal ees we can eph ase he no ion o embedding
be ween ees wi h he o de ing o lea es as ollows:
15
C.C. Aspec s o Pa h-Fo ming Games
Lemma 3.4. (Equi alence be ween embedding and o de s). Le ,T be wo ees o heigh s h and d = 2h.
Then embeds in o T i and only i ∃µ:Y →YTs. . o all lea es l,l′∈ , and all p ∈[1, d]:
l◁
pl′⇒µ(l)◁T
pµ(l′)
This lemma is going o be he mos impo an one, he main usage is how can we model om a Pa i y
Game G aph he s uc u e o a Uni e sal T ee. The e o e, we will be able o ob ain a Uni e sal G aph o
all he Pa i y Games and he g aph s uc u e hey a e unde lined.
In o de o p o e he p e ious lemma we can use induc ion on he ollowing lemma o e e y lea in
he ee.
Lemma 3.5. Supose ha o e e y in e n node u o , exis s an in e n node u′o T such ha
dep h(u) = dep h(u′). Le L be he se o lea s unde u in . Then, µ(L)a e lea es unde u′in T.
P oo . We p oceed by induc ion on he heigh o he sub ee oo ed a each in e nal node uin .
Base Case: Fo he lea es o , he lemma holds i ially since each lea lin maps di ec ly o a
co esponding lea µ(l) in Tby de ini ion o he embedding unc ion µ. This sa is ies he condi ion ha
he dep h o a lea in is equal o he dep h o i s image in T.
Induc i e S ep: Assume ha o all in e nal nodes o a dep h k<h, he e exis s a co esponding
in e nal node ′in Tsuch ha :
1. dep h( ) = dep h( ′),
2. The se o lea es L unde in maps o he se o lea es unde ′in T ia µ.
Now conside an in e nal node uin a dep h k+ 1. By he induc i e hypo hesis, o each child o u
(which is a dep h k), he e exis s a co esponding node ′in Tsuch ha :
1. dep h( ) = dep h( ′),
2. The se o lea es unde maps o he se o lea es unde ′.
Since uis he pa en o nodes like a dep h k+ 1, and uagg ega es he lea es unde i s child en , we
need o ind a node u′in T ha :
1. Is a he same dep h as u(dep h(u) = k+ 1),
2. Agg ega es he lea es unde i s co esponding child en ′.
Such a node u′exis s because embeds in o T, implying he e is a s uc u al p ese a ion o pa en -child
ela ionships and lea agg ega ions unde hese ela ionships. By de ini ion o embedding, he in e nal node
u′in Twill also espec he hie a chical s uc u e such ha µmaps he lea es unde u o he lea es unde u′.
Hence, µ(Lu)⊂Lu′, sa is ying he lemma’s equi emen s.
16

3.2 P og ess Measu e
In o de o quan i y om a ee which s a es a e be e han o he o achie e he pa i y, we will need a
la ice (Y ,≤) and a mono onic unc ion δ :Y ×[1, d]→Y . The se Y is going o be he lea es o
wi h an ex a elemen ⊤de ined as ℓ∈Y , and ≤is he lexicog aphic o de on lea es wi h ⊤as he
g ea es elemen .
δ (ℓ,p) = min
≤{ℓ′∈Y |ℓ < ℓ′≤p}.
This in u n induces a mono onic ope a o O :FV→FVde ined by:
OT(µ)(u) = (min{δ (µ(u), p)|up
−→ ∈E}i u∈VE e,
max{δ (µ(u), p)|up
−→ ∈E}i u∈VAdam,
whe e VE e and VAdam a e e ex se s in he pa i y game.
Le Gbe a pa i y game, a p og ess measu e is a unc ion µ:V→Y , which is a p e- ixed poin :
O(µ)≤µ.
Un olding he de ini ions, his means ha o all e ices u, we ha e:
∃up
−→ ∈E:δ (µ(u), p)≤µ(u) i u∈VE e,
∀up
−→ ∈E,δ (µ(u), p)≤µ(u) i u∈VAdam.
Lemma 3.6 (Fundamen al Lemma o p og ess measu es o e g aphs).Le G be a game and a e ex.
Then G sa is ies pa i y om i he e exis s a ee and a p og ess measu e µ:V→Y s. . µ( )=⊤.
P oo . Le us assume ha he e exis s a ee and a p og ess measu e µ:V→Y such ha µ( )=⊤
and o all edges up
−→ ∈Ewe ha e µ( )◁pµ(u). To show ha Gsa is ies pa i y om , we show ha
any cycle eachable om is e en. Le us conside such a cycle:
1
p1
−→ 2
p2
−→ 3· · · k
pk
−→ 1.
Since he cycle is eachable om and µ( )=⊤, his implies ha µ( i)=⊥ o i∈[1, k]. Le us assume
owa ds con adic ion ha i s maximal p io i y is odd, and wi hou loss o gene ali y i is p1. Applying ou
hypo hesis o each edge o he cycle, we ha e
µ( 1)◁pkµ( k)◁pk−1· · · ◁p2µ( 2)◁p1µ( 1).
The second i em o Lemma 3.6 implies ha µ( 1)◁p1µ( 1), which con adic s he hi d i em since ◁p1
is non- e lexi e gi en ha p1is odd.
Le us now p o e he con e se implica ion. We p o e he ollowing p ope y by induc ion on he numbe o
p io i ies: o all g aphs sa is ying pa i y (wi hou he usual assump ion ha e e y e ex has an ou going
edge), he e exis s a ee and a p og ess measu e µ:V→Y such ha µ( )=⊤ o all e ices ∈V.
Le Gbe a g aph sa is ying pa i y. Wi hou loss o gene ali y, he la ges p io i y din he g aph is
e en. Le us de ine G′as he g aph ob ained om Gby emo ing all edges wi h p io i y d. We conside
17
C.C. Aspec s o Pa h-Fo ming Games
i s decomposi ion in o s ongly connec ed componen s: le G1, ... , Gkdeno e he s ongly connec ed com-
ponen s o G′, numbe ed so ha o any edge u→ ∈E(G′), i u∈V(Gi) hen ∈V(Gj) o j≥i. A
s onge p ope y holds o edges ud−1
−−→ ∈E(G′): i u∈V(Gi) hen ∈V(Gj) o j>i. Indeed, i
∈V(Gi) hen we could o m a cycle in G′whose la ges p io i y is d−1, a con adic ion. Hence each
Gihas p io i ies in [1, d−2], and being a subg aph o Gi sa is ies pa i y. By induc ion hypo hesis, he e
exis s a ee iand a p og ess measu e µi:V(Gi)→Y isuch ha µi( )=⊤ o all e ices ∈V(Gi).
Le us de ine = [ 1, ... , k], and he unc ion µ:V(G)→Y by µ( ) = µi( ) i ∈V(Gi). We
claim ha µis a p og ess measu e: le us conside an edge up
−→ ∈E(G), hen
•i p=d, hen µ( )◁dµ(u) because ◁dis he ull ela ion;
•i p=d−1, hen µ( )◁d−1µ(u) because u∈V(Gi) and ∈V(Gj) o j>i;
•I p<d−1, hen µ( )◁pµ(u). Indeed u∈V(Gi) and ∈V(Gj) o j≥i, so ei he j=iand
his ollows om he ac ha µiis a p og ess measu e, o j>iand we ha e µ( )◁d−1µ(u) so a
o io i µ( )◁pµ(u).
Theo em 3.7 (Fundamen al heo em o p og ess measu es).Le G be a game and a e ex. Then E e
wins om i he e exis s a ee and a p og ess measu e µ:V→Y s. . µ( )=⊤.
P oo . Assume ha E e wins om and le σbe a posi ional s a egy. The pa i y g aph G[σ] sa is ies
pa i y om , so hanks o Lemma 3.6 he e exis s a ee and a unc ion µ:V→Y such ha µ( )=⊤
and o all edges up
−→ ∈Ewe ha e µ( )◁pµ(u). We ema k ha µ:V→Y is ac ually a p og ess
measu e: he condi ion o u∈VE e is ensu ed by he edge σ(u), and he condi ion o ∈VAdam by
assump ion on µ.
Co olla y 3.8 (Fundamen al co olla y o p og ess measu es).Le G be a game wi h n e ices and p io i ies
in [1, d], and a e ex. Le T be a (n,d/2)-uni e sal ee. Then, E e wins om i he e exis s a
p og ess measu e µ:V→YTs. . µ=⊤.
P oo . Assume ha E e wins om , hanks o Theo em 3.7 he e exis s a ee and a p og ess measu e
µ:V→Y such ha µ( )=⊤. Since Tis (n,d/2)-uni e sal and has a mos nlea es, embeds in o
T, which hanks o Fac 14 implies ha he e exis s µ′:Y →YT espec ing he ela ions ◁. We ex end
i o µ′:Y →YTby µ′(⊥) = ⊥. Then he composi ion µ′◦µ:V→YTis a p og ess measu e such ha
(µ′◦µ)( )=⊥. The con e se implica ion is a di ec consequence o Theo em 3.7.
3.3 Quasi-polynomial Algo i hm
Le us ix Tan (n,d/2)-uni e sal ee. I induces bo h a la ice (YT,≤) and a mono onic unc ion
δT:YT×[1, d]→YT, which in u n induces a mono onic ope a o OT:FV→FV. Since Tis ixed we
do no speci y he subsc ip T o all hese objec s.
The las s ep is o cons uc an algo i hm e u ning he minimal p og ess measu e elying on Kleene’s
ixed poin heo em (s a ed as Theo em 2.28 ).
18
We say ha an edge up
−→ is inco ec i ¬(µ( )◁pµ(u)), and a e ex uis inco ec i ei he u∈VE e
and all ou going edges a e inco ec o u∈VAdam and he e exis s an inco ec ou going edge.
The pseudocode o he algo i hm is gi en in Algo i hm 1, whe e we le ℓmin deno e he minimal lea
in T.
Algo i hm 2 The alue i e a ion algo i hm.
1: Da a: A pa i y game wi h n e ices p io i ies in [1, d] and a (n,d/2)-uni e sal ee T.
2: o each ∈Vdo
3: µ( )←ℓmin
4: end o
5: epea
6: µ←O(µ)
7: un il µ=O(µ)
8: e u n µ
Theo em 3.9 (Gene ic alue i e a ion algo i hm).Fo all, (n,d/2)-uni e sal ee T, o all pa i y G wi h
n e ices and p io i ies in [1, d], he alue i e a ion algo i hm o e he ee T e u ns he minimal p og ess
measu e µ o G o e T.
The heo em is ue hanks o he Co olla y 3.8, he minimal p og ess measu e yields o a solu ion o pa i y
games: E e wins om i µ( )=⊤.
19
C.C. Aspec s o Pa h-Fo ming Games
4. Mean Payo Games and Ene gy Games
Mean Payo Games (MPGs) and Ene gy Games a e wo impo an classes o in ini e-du a ion games played
on weigh ed g aphs, whe e wo playe s ake u ns o mo e a oken along he edges o he g aph o p oduce
an in ini e pa h.
Mean Payo Games ocus on he long- e m andom ewa d ha a playe can achie e. In an MPG, each
edge has an associa ed weigh , and he goal o E e is o maximize he mean ( andom) o he weigh s along
he in ini e pa h, while Adam aims o minimize i . The alue o a posi ion in he game is de e mined by
he mean payo ha can be gua an eed om ha posi ion, conside ing op imal s a egies o bo h playe s.
Ene gy Games, on he o he hand, in ol e main aining he sum o he weigh s (o ene gy le el) abo e
a ce ain h eshold h oughou he play. Each mo e changes he ene gy le el by he weigh o he chosen
edge, and he objec i e o E e is o ensu e ha he ene gy le el ne e d ops below ze o, while Adam ies
o cause a de ici . The game is won by he E e i hey can keep he ene gy non-nega i e inde ini ely.
The ela ionship be ween MPGs and Ene gy Games lies in hei use o weigh s and hei goals in ol -
ing he accumula ion o hese weigh s. Speci ically, Ene gy Games can be seen as a special case o MPGs
whe e he ocus is on p e en ing he ene gy le el om becoming nega i e a he han op imizing a andom
alue. Addi ionally, sol ing an MPG can o en in ol e echniques ha a e used in Ene gy Games, such as
analyzing he wo s -case accumula ion o weigh s. This close connec ion allows insigh s and algo i hms
om one ype o game o in o m solu ions o he o he .
Lemma 4.1 (Rela ing mean payo games and ene gy objec i es).Le G be a game. Then G sa is ies
MeanPayo −≥0i sa is ies Ene gy <∞
P oo . Le us say ha a cycle in Gis non-nega i e i he sum o i s weigh s is non-nega i e. We conside
he ollowing p ope ies:
(i) Gsa is ies MeanPayo ≥0.
(ii) All cycles in Ga e non-nega i e.
(iii) Gsa is ies Ene gy <∞.
We p o e he implica ions (i)⇒(ii), hen (ii)⇒(iii), and inally (iii)⇒(i).
(i)⇒(ii) is clea .
(ii)⇒(iii). Le us conside an in ini e pa h, and s ike ou all edges in ol ed in a cycle in i . A mos
nedges a e no s icken ou , incu ing a mos −nW in ene gy d op. Since cycles a e non-nega i e, he
lowes le el in a cycle is also lowe bounded by −nW . Hence he ene gy le el o he in ini e pa h is a
mos 2nW .
(iii)⇒(i). Assume ha Gsa is ies Ene gy <∞, his implies ha all pa ial sums a e g ea e han
o equal o a cons an ℓ. This implies ha he means o he pa ial sums a e lowe bounded by ℓ
k, which
con e ges o 0 when kgoes o in ini y. The e o e Gsa is ies MeanPayo ≥0.
20
5. Simple S ochas ic Games
In his sec ion, we del e in o he ans o ma ion o Mean Payo Games in o Simple S ochas ic Games
[10], a c ucial s ep ha enables us o analyze he di icul y o hese games. This educ ion is no me ely a
heo e ical exe cise; i p o ides a undamen al link ha allows he complexi y o Mean Payo Games o be
unde s ood in he b oade con ex o decision-making unde unce ain y.
We begin by ou lining he p ocedu e o con e ing a Mean Payo Game in o a co esponding Simple
S ochas ic Game [10]. This in ol es mapping he s a egies and payo s o he Mean Payo Game on o
he p obabilis ic ou comes o he Simple S ochas ic Game, he eby embedding he de e minis ic na u e o
he o me in o he s ochas ic amewo k o he la e .
Following he educ ion, we ocus on es ablishing he compu a ional complexi y o sol ing Simple S ochas-
ic Games [4]. This analysis is pi o al, as he complexi y esul s de i ed he e apply also o Mean Payo
Games and Pa i y Games, hanks o he educ ions. We explo e a ious algo i hmic app oaches used o
sol e hese games, assessing hei e iciency and p ac icali y in di e en scena ios.
Finally, he implica ions o his educ ion a e p o ound, ex ending he unde s anding o game complex-
i y o o he ela ed games h ough a chain o educ ions. This in e connec ed unde s anding no only
solidi ies ou g asp o game heo y bu also enhances he applicabili y o hese concep s o eal-wo ld
p oblems whe e s a egic decision-making and unce ain y play a signi ican ole.
5.1 Reduc ion MPG o SSG
In ou explo a ion o he compu a ional complexi y o Mean Payo Games (MPGs), we ini ia e he p ocess
wi h a pi o al educ ion o Discoun ed Mean Payo Games (DMPGs). This s a egic s ep se es as a
ounda ional b idge in ou ul ima e goal o ans o ming MPGs in o Simple S ochas ic Games, he eby
acili a ing a smoo he and mo e manageable educ ion p ocess.
The educ ion om MPGs o DMPGs in ol es adjus ing he o iginal payo model o MPGs o include
a discoun ac o , which modi ies he e alua ion o long- e m ewa ds, making he model sensi i e o he
iming o payo s. This addi ion o a discoun ac o in oduces a empo al dimension o he game’s s a -
egy, closely aligning i wi h he p obabilis ic decision-making amewo k o Simple S ochas ic Games.
By i s mapping MPGs o DMPGs, we simpli y he subsequen educ ion o Simple S ochas ic Games.
This simpli ica ion is achie ed because DMPGs, wi h hei emphasis on discoun ed ewa ds, na u ally ap-
p oxima e he expec ed alue calcula ions inhe en in Simple S ochas ic Games. The p esence o a discoun
ac o helps in app oxima ing he p obabilis ic na u e o s ochas ic games, hus p o iding a clea e pa hway
o he subsequen educ ion.
In his sec ion, we will de ail he echnical s eps in ol ed in his ini ial educ ion, analyze he implica-
ions o in oducing a discoun ac o , and discuss how his p epa a o y s ep enhances he easibili y and
cla i y o educing MPGs di ec ly o Simple S ochas ic Games. Th ough his me hodical app oach, we
aim o p o ide a comp ehensi e amewo k ha elucida es he complexi y o hese game ypes in a uni ied
manne .
27

C.C. Aspec s o Pa h-Fo ming Games
Theo em 5.1 (Pu e posi ional de e minacy o MPG).Mean payo objec i es a e uni o mly posi ionally
de e mined o e ini e a enas. The e exis s posi ional s a egies σ∗ o E e and τ∗ o Adam ha a e
op imal s. .
min
τ σ∗,τ(u) = max
σmin
τ σ,τ(u)
and
max
σ σ,τ∗(u) = min
τmax
σ σ,τ(u)
Theo em 5.2 (Discoun ed payo app oxima ion).Le G be a g aph on n e ices, le c :E→ {−W, ... , 0, ... , W}
be a colo ing unc ion on i s edges and le λbe a eal numbe sa is ying 0< λ < 1. I (λ)Gand Ga e
he alues o he discoun ed and mean payo games played on he g aph G s a ing a a ∈V , hen
G−2n(1 −λ)W≤ (λ)G≤ G+ 2n(1 −λ)W.
P oo . Conside he ou come o a discoun ed game in which E e uses a posi ional op imal s a egy o
he non-discoun ed game and Adam uses a posi ional op imal s a egy o coun e he s a egy o E e.
The ou come o such a game clea ly supplies a lowe bound on he alue (λ)Go he discoun ed game.
The play in such a case consis s o a pa h o leng h k, ollowed by a cycle o leng h ℓwhich is epea ed
inde ini ely, whe e 0 ≤k≤n−1, 1 ≤ℓ≤nand k+ℓ≤n.
Assume o he momen ha all he edge weigh s a e non-nega i e. Le w0, ... , wℓ−1be he weigh s
o he edges in he cycle o med. As E e uses an op imal s a egy o he non-discoun ed game we ge
ha Pℓ−1
i=0 wi≥ℓ . The ou come o he discoun ed game is hen a leas
Pℓ−1
i=0 λiwi
Pℓ−1
i=0 λi=w0+λw1+· · · +λℓ−1wℓ−1
1 + λ+· · · +λℓ−1.
Now, conside ing he gene al case, he weigh ed sum can be w i en as:
(1 −λ)λk ℓ−1
X
i=0
wiλi!

∞
X
j=0
λjℓ
=
(1 −λ)λkPℓ−1
i=0 wiλi
1−λℓ≥
(1 −λ)λk+ℓ−1Pℓ−1
i=0 wi
1−λℓ
As ℓ(1 −λ)/(1 −λℓ)>1 and λk+ℓ−1> λn>1−n(1 −λ), his is a leas (1 −n(1 −λ)) G.
We now e u n o he gene al case in which he edge weigh s a e no assumed o be non-nega i e. By
adding W o each weigh , we can make all he weigh s non-nega i e. The alue and ou come o he game
a e changed by exac ly W. Applying he p e ious inequali y o he esul ing non-nega i e game, we ge
ha
( (λ)G+W)≥(1 −n(1 −λ))( G+W),
o equi alen ly ha
(λ)G≥ G−n(1 −λ)( G+W)≥ G−2n(1 −λ)W.
The opposi e inequali y is p o ed in a simila way.
28
In pa icula , i we choose λ= 1 −1/(4n3W), hen i is easy o e i y ha | (λ)G− G| ≤ 1/(2n(n−1)),
and Gcan be ob ained om (λ)Gby ounding o he nea es a ional wi h a denomina o less han n.
We hus ob ain a educ ion om MPGs o discoun ed payo games (DPGs).
We a e inally in a posi ion o desc ibe a educ ion om Discoun ed Payo Games (DPGs) o Simple
S ochas ic Games (SSGs). Recall ha we ha e al eady desc ibed a educ ion om Mean Payo Games
(MPGs) o DPGs. In ansi ioning om DPGs o SSGs, ou ocus shi s o mapping he dynamics o
discoun ed ewa ds in o he p obabilis ic decision-making p ocesses inhe en in SSGs.
The educ ion p ocess in ol es con e ing he payo s uc u e o DPGs, whe e u u e ewa ds a e dis-
coun ed by a ac o diminishing o e ime, in o he p obabilis ic payou s o SSGs. This en ails embedding
he discoun ed alues in o s a e ansi ions o SSGs ha depend on he s a egies and ac ions o playe s,
e ec i ely ansla ing he de e minis ic elemen s o DPGs in o s ochas ic ou comes. The key challenge
he e is o ensu e ha he s a egic dep h and complexi y o decisions in DPGs a e p ese ed wi hin he
s ochas ic amewo k o SSGs.
Be o e we del e in o he ans o ma ion o Mean Payo Games in o Simple S ochas ic Games, i is essen ial
o es ablish he ollowing lemmas. These lemmas p o ide he necessa y se o equa ions o sol ing bo h
Discoun ed Payo Games and Simple S ochas ic Games.
Le 
op be he n- ec o whose i h componen is G( i). We call 
op he alue ec o o G.
Lemma 5.3. The 
op o he discoun ed games played on he g aph G = (VE e,VAdam,E)is he unique
solu ion o he ollowing se o equa ions:
G( i) = (max(i,j)∈E{(1 −λ)wij +λ G( j)}i i ∈VE e ,
min(i,j)∈E{(1 −λ)wij +λ G( j)}i i ∈VAdam.
Lemma 5.4. Le G = (V,E)be a SSG ha hal s wi h p obabili y 1, and le p(u, )deno e he p obabili y
a ached o an edge (u, ) ha emana es om a Rand e ex u. The alues G(u)o he e ices o G
o m he unique solu ion o he ollowing se o equa ions:
G(u) = 








max(u, )∈E{ G( )}i u is a max e ex,
min(u, )∈E{ G( )}i u is a min e ex,
P
(u, )∈E
{p(u, )· G( )}i u is a Rand e ex,
along wi h he condi ions ha (0-sink)=0and (1-sink)=1.
Le G= (VE e,VAdam,E) be a DPG wi h discoun ing ac o λ. I we add a cons an c o all he weigh s o
he game, he alue o he game is inc eased by c. I we mul iply all he weigh s o he game by a cons an
c>0, he alue o he game is mul iplied by c. We can he e o e scale he weigh s so ha hey will all be
a ional numbe s in he in e al [0, 1]. I he o iginal weigh s we e in he ange {−W, ... , 0, ... , W}, hen
he new weigh s will be a ional numbe s wi h denomina o s and nume a o s in he ange {0, 1, ... , 2W}.
Theo em 5.5 (Reducing DMPG o SSG).Sol ing (non-s ochas ic) discoun ed payo games educes in
polynomial ime o sol ing s ochas ic eachabili y games.
29
C.C. Aspec s o Pa h-Fo ming Games
Figu e 10: Simula ing a ansi ion o a discoun ed payo game
P oo . We cons uc in he ollowing way a SSG G′= (V′,E′), wi h he same alue as he scaled DPG
G= (VE e,VAdam,E) wi h discoun ing ac o λ. Each edge (u, ) wi h weigh win Gis eplaced by
he cons uc shown in 10. We le V′=VMax ∪VMin ∪VRand, whe e VMax =VE e ,VMin =VAdam and
VRand is he se o in e media e e ices added. The simple s ochas ic game G′hal s wi h p obabili y 1,
as in each ansi ion he e is a p obabili y o 1 −λo eaching a sink e ex. The alues o he e ices

op o he discoun ed payo game Gsa is y he se o equa ions gi en in Lemma 5.3. The alues o he
e ices 
′
op o he simple s ochas ic game G′sa is y he se o equa ions gi en in Lemma 5.4. These wo
se s o equa ions become iden ical once he in e media e a iables, ha co espond o he in e media e
e ices in oduced by he ans o ma ion desc ibed in 10, a e elimina ed. The e o e he sys ems is he
same 
op =
′
op As his se o equa ions has a unique solu ion, he alues o he wo games a e equal. The
ans o ma ion o G o G′can clea ly be ca ied ou in polynomial ime. This comple es he desc ip ion o
he educ ion.
5.2 Complexi y o SSG is NP ∩coNP
Simple S ochas ic Games (SSGs) ep esen a undamen al class o decision-making models ha a e pi o al
in he domains o heo e ical compu e science and game heo y. This sec ion del es in o he in ica e
compu a ional complexi y o SSGs [4], emphasizing hei challenging na u e and he signi ican ole hey
play in complexi y heo y. SSGs a e a special case o wo-playe , ze o-sum games in ol ing p obabilis ic
ou comes, whe e playe s al e na e mo es in a di ec ed g aph wi h s ochas ic ansi ions.
Fi s we will need o men ion he posi ional de e minancy heo em. I is going o be ensu e us ha
ega ding any s a egy o Adam, E e will be able o ensu e some p obabili y o alue o each he sink and
ice e sa o Adam.
Theo em 5.6 (Pu e posi ional de e minacy o s ochas ic eachabili y games).S ochas ic eachabili y
games a e uni o mly pu ely posi ionally de e mined. The e exis s posi ional s a egies σ∗ o E e and τ∗
o Adam ha a e op imal s. .
min
τ σ∗,τ(u) = max
σmin
τ σ,τ(u)
and
max
σ σ,τ∗(u) = min
τmax
σ σ,τ(u)
Lemma 5.7. Le G be a simple s ochas ic game wi h n e ices ha hal s wi h p obabili y 1. Then he e
is a s a egy σ′o E e such ha , o some op imal s a egy τ′=τ(σ′)o Adam wi h espec o s a egy
σ′, o all e ices i ∈VMax wi h neighbo s j and k,
σ′,τ′(i) = max[ σ′,τ′(j), σ′,τ′(k)].
30
We comple e his sec ion wi h some obse a ions abou op imal s a egies and he ec o 
op . Fo any
SSG G, le IG: [0, 1]n→[0, 1]n(w i en simply as Ii he e is no ambigui y abou which g aph is mean ),
de ined as IG(
x) = 
y om Lemma 5.4 he se o equa ions o SSG, whe e
y(i) =















max{x(j), x(k)}, i iis a max e ex o Gwi h neighbo s j,k,
min{x(j), x(k)}, i iis a min e ex o Gwi h neighbo s j,k,
1
2(x(j) + x(k)), i iis a Rand e ex o Gwi h neighbo s j,k,
0, i i=n−1,
1, i i=n.
We call he se o ec o s 
z o which 
z=I(
z) he solu ions o G. Then om Lemma 5.7, i is s aigh o -
wa d o show ha i Gis a SSG ha hal s wi h p obabili y 1, hen o any pai o op imal s a egies σ′,τ′,
he ec o 
σ′,τ′= ( σ′,τ′(1), ... , σ′,τ′(n)) is a solu ion o G. F om his i ollows ha i Ghas a unique
solu ion, hen 
op =
σ′,τ′ o any pai o op imal s a egies σ′,τ′.
F om now on he e ices will be numbe ed 1, . . . , nand 1 will be he s a e ex, n−1 will be he
0-sink, and nwill be sink-1.
De ini ion 5.8 (S opping Game).Gi en a SSG Gwe de ine S opping Game G′as ollows: G′con ains all
he e ices o Gand o e e y edge eo G,G′con ains a se o Rand e ices {e1,e2, ..., em} ⊆ VRand.
Fo each edge e= (i,j) o G, he ollowing se is included in G′:{(i,e1), (e1,e2), (e2,e3), ..., (em,n−
1), (e1,j), (e2,j), ..., (em,j)}
Figu e 11: S opping Game G′ om SSG G
F om his se up, i should be no ed ha when ollowing a pa h om e ex i, he i s e ex encoun e ed
om he se {1, ... , n}will ei he be e ex jo e ex n−1 (designa ed as he 0-sink). This e ex is
eached wi hin m+1 s eps o ewe . Consequen ly, he e is a p obabili y o 1/2m ha he 0-sink is eached
be o e jwhen s a ed in e ex i. I his 0-sink e ex is eached du ing a andom walk, he game concludes.
This ype o game is e e ed o as a 1/2m-s opping game because a any gi en poin , om any e ex
among {1, ... , n}, he likelihood o concluding he game be o e a i ing a ano he e ex om he se
{1, ... , n−2}is a leas 1/2m.
Fo ha we a e going o use he ollowing lemma ha has been p o ed in [9]:
Lemma 5.9 (Shapley, 1953).I G′is a 1
2m-s opping game co esponding o G hen G′has a unique
solu ion.
31
C.C. Aspec s o Pa h-Fo ming Games
And now he main lemma in o de o p oo he complexi y o SGG in [4]:
Lemma 5.10. The e is a cons an c >0, such ha i G is a SSG wi h n e ices, he alue o G is ≥1
2i
and only i he alue o he co esponding 1
2cn -s opping game is ≥1
2.
Theo em 5.11. The SSG alue p oblem is in NP ∩coNP
P oo . We i s desc ibe a nonde e minis ic Tu ing machine M ha on inpu a SSG Gwi h n e ices,
accep s i and only i Ghas alue >1
2.Mcons uc s he 1
2c-s opping game G′co esponding o G, whe e
cis he cons an o Lemma 5.10, and hen guesses a ec o z∈[0, 1]n, whe e each componen o zis
a ional. I hen e i ies ha he ec o zis a solu ion o G′. I so and i he alue o he s a e ex is
>1
2 hen Maccep s; else M ejec s. F om Lemma 5.10, Maccep s Gi and only i he alue o Gis >1
2.
A simila cons uc ion shows ha he complemen o he SSG alue p oblem is in NP. A nonde e minis ic
Tu ing machine e
M, gi en a SSG Gas inpu , cons uc s he 1
2c-s opping game G′co esponding o G,
whe e cis he cons an o Lemma 5.10 and hen guesses a ec o ez∈[0, 1]n, whe e each componen o ez
is a ional. I hen e i ies ha he ec o ezis a solu ion o G′. I so and i he alue o he s a e ex is
≤1
2 hen e
Maccep s; else e
M ejec s.
32

6. Conclusions
In his hesis, we ha e explo ed he cu en s a e o he a o Uni e sal T ees and G aphs as applied o
Pa i y Games and Mean Payo Games, as well as he educ ions be ween hese games and Simple S ochas-
ic Games.
Fi s ly, in Sec ion 3, we ha e examined he cons uc ion o Uni e sal T ees speci ically o Pa i y Games.
We de ailed he s ep-by-s ep p ocess o building hese ees and ou lined he me hods used o cons uc
he P og ess Measu e necessa y o implemen ing a Value I e a ion algo i hm. This sec ion also includes a
comp ehensi e analysis o he heo e ical ounda ions unde pinning hese cons uc ions, p o iding a solid
g oundwo k o unde s anding hei p ac ical applica ions in sol ing Pa i y Games.
Secondly, in Sec ion 4, we explo ed he ela ionship be ween Ene gy Games and Mean Payo Games.
This included a de ailed examina ion o he educ ion om Pa i y Games o Mean Payo Games (MPG)
and an analysis o he lowe bound o Uni e sal G aphs. We also discussed why he s uc u e used o Pa i y
Games does no yield a quasi-polynomial algo i hm o Mean Payo Games, highligh ing he limi a ions
and challenges inhe en in ex ending hese me hods.
Nex , we examined ha Simple S ochas ic Games (SSG) a e a leas as di icul as Mean Payo Games
(MPG). We p o ed he complexi y o SSG alls wi hin NP ∩coNP, and how his esul , h ough he e-
duc ions, implies he same complexi y o o he games as well. This connec ion unde sco es he b oade
implica ions o SSG complexi y esul s o ela ed game- heo e ic p oblems.
Se e al open ques ions eme ge om his p ojec . One signi ican ques ion is whe he i is possible o
de elop a polynomial, a he han a quasi-polynomial, algo i hm o Pa i y Games. Addi ionally, i emains
o be de e mined i he e exis s any s uc u e ha could lead o a quasi-polynomial o polynomial algo i hm
o Mean Payo Games (MPG). Un il a mo e e icien algo i hm o MPG is disco e ed, i is p ema u e o
asse he exis ence o such an algo i hm o Simple S ochas ic Games (SSG).
33
C.C. Aspec s o Pa h-Fo ming Games
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34