
5/ 45 Computing Threshold Budgets in Discrete-Bidding Games
configuration is naive: construct and solve the explicit concurrent game that corresponds to
a bidding game. The running time of the algorithm is exponential when
𝑘
is given in binary.
Another disadvantage of the algorithm is that the strategies that it produces use exponential
memory and do not connect between bids and thresholds, as is done in reachability discrete-
bidding games. To make matters worse, it was observed that unlike the properties of thresholds
in reachability discrete-bidding games, which are conceptually similar to those in continuous-
bidding, threshold in parity discrete- and continuous-bidding games are inherently dierent: a
strongly-connected discrete-bidding game
G
was shown in which a player cannot force visiting
a vertex 𝑣infinitely often even if he is initially allocated all of the budget. That is, when Gis a
Büchi game and
𝑣
is the only accepting vertex, then under continuous-bidding semantics, the
threshold are 0whereas under discrete-bidding, the thresholds are
𝑘+
1(meaning that even a
budget of 𝑘does not suce for winning).
Our results. We develop two complementary algorithms for computing threshold budgets in
parity discrete-bidding games. Our first algorithm is a fixed-point algorithm. It repeatedly solves
(i.e., finds threshold budgets) in frugal-reachability bidding games, which is an objective that
we introduce in which on top of a reachability objective, in order to win, a player must reach
its target with a sucient budget. Our algorithm is inspired by algorithms to solve turn-based
games such as Zielonka’s [31]and Kupferman and Vardi’s [23]algorithms, whereas continuous-
bidding games reduce to stochastic games. Recently, the fixed-point algorithm was adapted to
bidding games with charging [6]. This algorithm shows, for the first time, that threshold budgets
in parity discrete-bidding games satisfy the average property. Moreover, the strategies that it
produces are derived from the thresholds, as in reachability discrete-bidding games. On the
downside, the algorithm runs in exponential time when 𝑘is given in binary.
Second, we show that the problem of finding threshold budgets in parity discrete-bidding
games
2
is in NP and coNP. The bound applies also to reachability discrete-bidding games for
which only an exponential-time algorithm was known. We briefly describe the idea of our
proof. A first attempt to find thresholds, is to guess thresholds (this is possible since the budgets
are discrete) and verify that the guess satisfies the average property (recall that in continuous-
bidding games, functions that satisfy the average property are unique). We show, however, that
functions that satisfy the discrete average property are not unique. That is, even if a function
satisfies the average property, it might not represent the thresholds in the game. We point out
that this observation holds already in reachability discrete-bidding games, and to the best of
our knowledge, was never made before. We overcome this challenge as follows. Our algorithm
first guesses a function, checks whether it satisfies the average property, then verifies that it
coincides with the thresholds. This last step is done via a reduction to turn-based parity games
and is based on the structure of the thresholds and strategies that our first algorithm establishes.
2 Formally, given a discrete-bidding game G, a vertex 𝑣, and a threshold ℓ, decide whether Th(𝑣) ≥ ℓ.