Computing Threshold Budgets in Discrete-Bidding Games_2

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Computing Threshold
Budgets in
Discrete-Bidding Games
Received Jan 4, 2024
Revised Sep 27, 2024
Accepted Nov 23, 2024
Published Jan 22, 2025
Key words and phrases
Discrete bidding games, Richman
games, parity games, reachability
games
Guy Avnia
Suman Sadhukhana
aUniversity of Haifa, Israel
ABSTRACT. In a two-player zero-sum graph game, the players move a token throughout a
graph to produce an infinite play, which determines the winner of the game. Bidding games are
graph games in which in each turn, an auction (bidding) determines which player moves the
token: the players have budgets, and in each turn, both players simultaneously submit bids
that do not exceed their available budgets, the higher bidder moves the token, and pays the bid
to the lower bidder (called Richman bidding). We focus on discrete-bidding games, in which,
motivated by practical applications, the granularity of the players’ bids is restricted, e.g., bids
must be given in cents.
A central quantity in bidding games is threshold budgets: a necessary and sucient initial
budget for winning the game. Previously, thresholds were shown to exist in parity games,
but their structure was only understood for reachability games. Moreover, the previously-
known algorithms have a worst-case exponential running time for both reachability and parity
objectives, and output strategies that use exponential memory. We describe two algorithms for
finding threshold budgets in parity discrete-bidding games. The first is a fixed-point algorithm.
It reveals, for the first time, the structure of threshold budgets in parity discrete-bidding games.
Based on this structure, we develop a second algorithm that shows that the problem of finding
threshold budgets is in NP and coNP for both reachability and parity objectives. Moreover, our
algorithm constructs strategies that use only linear memory.
This research was supported in part by ISF grant no. 1679/21. A preliminary version of this article appeared at FSTTCS 22
[14].
Cite as Guy Avni, Suman Sadhukhan. Computing Threshold Budgets in
Discrete-Bidding Games. TheoretiCS, Volume 4 (2025), Article 5, 1-45.
https://theoretics.episciences.org
DOI 10.46298/theoretics.25.5
2/ 45 G. Avni, S. Sadhukhan
1. Introduction
Two-player zero-sum graph games are a central class of games. A graph game proceeds as
follows. A token is placed on a vertex and the players move it throughout the graph to produce
an infinite play, which determines the winner of the game. The central algorithmic problem in
graph games is to identify the winner and to construct winning strategies. One key application of
graph games is reactive synthesis [29], in which the goal is to synthesize a reactive system, namely
a policy for interacting with an adversarial environment, that satisfies a given specification no
matter how the environment behaves.
Two orthogonal classifications of graphs games are according to the mode of moving
the token and according to the players’ objectives. For the latter, we focus on two canonical
qualitative objectives. In reachability games, there is a set of target vertices and Player 1wins if
a target vertex is reached. In parity games, each vertex is labeled with a parity index and an
infinite path is winning for Player 1i the highest parity index that is visited infinitely often is
odd. The simplest and most studied mode of moving is turn-based: the players alternate turns
in moving the token. We note that reactive synthesis reduces to solving a turn-based parity
game. Examples of other modes of moving are concurrent and probabilistic moves (see [4]).
We study bidding graph games [25,24], which apply the following mode of moving: both
players have budgets, and in each turn, an auction (bidding) determines which player moves
the token. Concretely, we focus on Richman bidding (named after David Richman): in each turn,
both players simultaneously submit bids that do not exceed their available budget, the higher
bidder moves the token, and pays his bid to the lower bidder. Note that the sum of budgets
stays constant throughout the game. We distinguish between continuous- and discrete-bidding,
where in the latter, the granularity of the players’ bids is restricted. The central questions in
bidding games revolve around the threshold budgets, namely a necessary and sucient initial
budget for winning the game.
Continuous-bidding games. This paper focuses on discrete-bidding. We briefly survey the
relevant literature on continuous-bidding games, which have been more extensively studied
that their discrete-bidding counterparts. Bidding games were introduced in [25,24]. The
objective that was considered is a variant of reachability, which we call double reachability:
each player has a target and a player wins if his target is reached (unlike reachability games in
which Player 2s goal is to prevent Player 1from reaching his target). The targets are assumed
to be distinct, thus the game is zero sum. Note that apriori, it is possible that a play results in
a tie if no target is visited. It was shown, however, that in continuous-bidding games, a target
is necessarily reached, thus double-reachability games essentially coincide with reachability
games continuous-bidding games.
3/ 45 Computing Threshold Budgets in Discrete-Bidding Games
Threshold budgets were shown to exist; namely, each vertex
𝑣
has a value
Th(𝑣)
such that
if Player 1s budget is strictly greater than
Th(𝑣)
, he wins the game from
𝑣
, and if his budget
is strictly less than
Th(𝑣)
, Player 2wins the game. Moreover, it was shown that the threshold
function
Th
is the unique function that satisfies the following property, which we call the average
property. Suppose that the sum of budgets is 1, and
𝑡𝑖
is Player
𝑖
s target, for
𝑖∈ {
1
,
2
}
. Then,
Th
assigns a value in
[
0
,
1
]
to each vertex such that at the “end points”, we have
Th(𝑡1)=
0and
Th(𝑡2)=1, and the threshold at every other vertex is the average of two of its neighbors.
Uniqueness implies that the problem of finding threshold budgets
1
is in NP and coNP.
Moreover, an intriguing equivalence was observed between reachability continuous-bidding
games and a class of stochastic game [19]called random-turn games [28]. Intricate equivalences
between mean-payo continuous-bidding games and random-turn games have been shown in
[8,9,10,11](see also [7]).
Parity continuous-bidding games were studied in [8]. The following key property was
identified in games played on strongly-connected graphs. With every positive initial budget, a
player can force visiting all vertices in the graph infinitely often. Consider a strongly-connected
parity continuous-bidding game
G
. It follows that if the maximal parity index in
G
is odd, then
Player 1wins with any positive initial budget, i.e., the thresholds in
G
are all 0. Dually, if the
maximal parity index in
G
is even, then the thresholds are all 1. This property gives rise to a
simple reduction from parity bidding games to double-reachability bidding games: roughly, a
players goal is to reach a bottom strongly-connected component in which he can win with any
positive initial budget.
Discrete-bidding games. This paper studies discrete-bidding games, which are similar to
continuous-bidding games except that the granularity of the bids is restricted: the sum of the
budgets in the game is fixed to
𝑘N
and bids are restricted to be integers. A key dierence
between continuous- and discrete-bidding games is bidding ties, which now need to be handled
explicitly. We focus on the tie-breaking mechanism that was defined in [20]: one of the players
has the advantage and when a tie occurs, the player with the advantage chooses between (1) use
the advantage to win the bidding and pass it to the other player, or (2) keep the advantage and
let the other player win. Other tie-breaking mechanisms and the properties that they lead to
were studied in [1]. For example, the tie-breaking mechanism “alternate tie breaking” in which
the players alternate turns in winning ties, is not determined, i.e., there is a game with an initial
position such that neither player has a (pure) winning strategy. On the other hand, it was shown
that any tie-breaking mechanism that breaks ties without considering the history of ties, admits
determinacy.
The motivation to study discrete-bidding games is practical: in most applications, the
assumption that bids can have arbitrary granularity is unrealistic. We point out that the results
1 Stated as a decision problem: given a game and a vertex 𝑣, decide whether Th(𝑣) 0.5.
4/ 45 G. Avni, S. Sadhukhan
in continuous-bidding games, particularly those on infinite-duration games, do in fact develop
strategies that bid arbitrarily small bids. It is highly questionable whether such strategies are
applicable in practical applications.
Bidding games model ongoing and stateful auctions. We list examples of domains in which
such auctions arise. An immediate example is auctions for online advertisements [27]. Bidding
games were applied in [12]as a scheduling mechanism in a “decoupled” synthesis procedure:
given an objective of the form
𝜓1𝜓2
, the idea is to find, independently, two bidding strategies
𝑓1
for
𝜓1
and
𝑓2
for
𝜓2
and an initial budget allocation such that the strategies guarantee that
the outcome of playing
𝑓1
against
𝑓2
satisfies
𝜓1𝜓2
. For example, the strongest guarantees are
obtained when each strategy
𝑓𝑖
, for
𝑖=
1
,
2, is winning for
𝜓𝑖
, i.e., it guarantees
𝜓𝑖
even against
an adversary. Bidding as a mechanism for scheduling arises in blockchain technology, where
miners accept transaction fees, which can be thought of as bids, and prioritize transactions
based on them. Verification against attacks is a well-studied problem [18,5]. Attacks based on
manipulations of these fees are hard to detect, can cause significant loses, and thus call for
verification of the protocols [18,5]. Another example is applying bidding games as a mechanism
for fair allocation of resources. Non-zero-sum Richman-bidding games were studied and applied
to resource allocation in [26]and poorman-bidding games (in which winning bids are paid to
the “bank”) were applied in [15]. Poorman discrete-bidding were studied in [13]. In addition,
researchers have studied training of agents that accept “advice” from a “teacher”, where the
advice is equipped with a “bid” that represents its importance [3]. Finally, recreation bidding
games have been studied, e.g., bidding chess [16], as well as combinatorial games that apply
bidding instead of alternating turns [30].
We reiterate that practical applications of bidding games require some granularity on
the bids. At the same time, we seek a high granularity to enable flexibility. A high granularity
translates to choosing a large sum of budgets 𝑘.
Previous results. For reachability objectives, the theory of continuous bidding games was
largely adapted to discrete-bidding in [20]: threshold budgets were shown to exist and satisfy a
discrete version of the average property and winning strategies are derived from the thresh-
old budgets. However, the only known algorithm to compute thresholds is a value-iteration
algorithm whose worst-case running time is exponential when 𝑘is given in binary.
For parity discrete-bidding games there were large gaps in our understanding. In [1],
determinacy was shown, namely from each configuration of the game, one of the players has
a (pure) winning strategy. Determinacy is achieved by showing that the game satisfies a local
property, which implies “global” determinacy. Using the observation that an additional budget
will not harm a player, we obtain existence of thresholds. Importantly, this technique does not
show that the thresholds satisfy the average property, and it was left open whether they indeed
satisfy the average property. In terms of complexity, the algorithm to decide the winner from a
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 dierent: 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 suce 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 sucient 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 , decide whether Th(𝑣) .
摘要:

1/452025:5ComputingThresholdBudgetsinDiscrete-BiddingGamesReceivedJan4,2024RevisedSep27,2024AcceptedNov23,2024PublishedJan22,2025KeywordsandphrasesDiscretebiddinggames,Richmangames,paritygames,reachabilitygamesGuyAvniaSumanSadhukhanaaUniversityofHaifa,IsraelABSTRACT.Inatwo-playerzero-sumgraphgame,...

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