Predicting Winning Regions in Parity Games via Graph Neural Networks

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Predicting Winning Regions in Parity Games via
Graph Neural Networks
Tobias Hecking
German Aerospace Center (DLR)
Institute for Software Technology
Cologne, Germany
tobias.hecking@dlr.de
Swathy Muthukrishnan
University of Stuttgart
Stuttgart, Germany
swathy.muthukrishnan.24@gmail.com
Alexander Weinert
German Aerospace Center (DLR)
Institute for Software Technology
Cologne, Germany
alexander.weinert@dlr.de
Abstract
Solving parity games is a major building block for numerous
applications in reactive program verication and synthesis.
While they can be solved eciently in practice, no known
approach has a polynomial worst-case runtime complexity.
We present a incomplete polynomial-time approach to de-
termining the winning regions of parity games via graph
neural networks.
Our evaluation on 900 randomly generated parity games
shows that this approach is eective and ecient in prac-
tice. It correctly determines the winning regions of
60% of
the games in our data set and only incurs minor errors in
the remaining ones. We believe that this approach can be
extended to eciently solve parity games as well.
ACM Reference Format:
Tobias Hecking, Swathy Muthukrishnan, and Alexander Weinert.
2023. Predicting Winning Regions in Parity Games via Graph Neural
Networks. In Proceedings of First International Workshop on Deep
Learning-aided Verication (DAV ’23). ACM, New York, NY, USA,
4pages. hps://doi.org/XXXXXXX.XXXXXXX
1 Introduction
Parity games are innite arena-based games between Player 0
and Player 1that capture all
𝜔
-regular languages. They are
the canonical model for specications of reactive systems,
where Player 0and Player 1represent the system and its
environment, respectively. Solving them is a major building
block for reactive program verication and synthesis. [
3
,
16
]
Solving comprises determining the winning regions of both
players as well as a winning strategy for both players.
Authors are listed in alphabetical order and have contributed equally to
this work
Permission to make digital or hard copies of all or part of this work for
personal or classroom use is granted without fee provided that copies are not
made or distributed for prot or commercial advantage and that copies bear
this notice and the full citation on the rst page. Copyrights for components
of this work owned by others than ACM must be honored. Abstracting with
credit is permitted. To copy otherwise, or republish, to post on servers or to
redistribute to lists, requires prior specic permission and/or a fee. Request
permissions from permissions@acm.org.
DAV ’23, July 18, 2023, Paris, France
©2023 Association for Computing Machinery.
ACM ISBN 978-1-4503-XXXX-X/18/06. . . $15.00
hps://doi.org/XXXXXXX.XXXXXXX
The problem of solving parity games is known to be in
UPcoUP
[
9
] and to be solvable in quasi-polynomial time [
2
].
There exist parity game solvers that are ecient in prac-
tice [
4
,
15
,
17
], all of which suer from a non-polynomial
worst-case runtime complexity.
Here, we trade completeness for eciency in determining
the winning regions. Classically, parity games are solved by
building a correct-by-construction strategy, which yields the
winning regions as a by-product. We instead train graph neu-
ral networks (GNNs) [
1
] to determine the winning regions.
Applying the trained GNN to a parity game
G
then yields a
prediction of the winning region of G.
In a preliminary evaluation we constructed two GNNs and
trained these on 2 100 randomly generated parity games. We
then predicted the winning region of another 900 randomly
generated parity games using these GNNs. This approach
yields correct winning regions in 537 (433) cases, as well as
regions that dier by one vertices from the correct result in
245 (279) cases.
2 Preliminaries
We write
R
and
R𝑘,𝑙
to denote the real numbers and the set
of
𝑘×𝑙
-matrices over the reals, respectively. Moreover, given
a set
𝑆
, we write
𝑆𝑛
to denote the
𝑛
-ary cartesian power of
𝑆
.
Parity Games. An arena
A=(𝑉 ,𝑉0,𝑉1, 𝐸)
comprises
a nite set of vertices
𝑉
, a partition
(𝑉0, 𝑉1)
of
𝑉
, as well
as a set of edges
𝐸𝑉×𝑉
with
𝑣𝑉 . ({𝑣}×𝑉) ∩
𝐸
. We call
𝑉𝑖
the vertices of Player
𝑖
. A play
𝜌=
𝑣0𝑣1𝑣2···
of
A
is an innite path through
(𝑉 , 𝐸)
. A par-
ity game
(A,Parity(Ω))
comprises an arena
A
with vertex
set
𝑉
and a coloring
Ω:𝑉N
. The play
𝜌
is winning for
Player 𝑖if (max {Ω(𝑣𝑖) | 𝑖N})mod 2 =𝑖.
A strategy
𝜎:𝑉𝑖𝑉
for Player
𝑖
is a mapping with
𝑣𝑉𝑖.(𝑣, 𝜎 (𝑣)) 𝐸
. A play
𝜌=𝑣0𝑣1𝑣2···
is consistent
with
𝜎
if
𝑗N. 𝑣𝑗𝑉𝑖𝑣𝑗+1=𝜎(𝑣𝑗)
. We say that
Player
𝑖
wins
G
from vertex
𝑣𝑉
if she has a strategy
𝜎
such that all plays starting in
𝑣
and consistent with
𝜎
are
winning for her. The winning region
𝑊𝑖(G)
of Player
𝑖
in
G
is the set of all vertices from which Player 𝑖wins G.
Neural Network Layers. A
𝑘, 𝑙
-neural network layer is a
function
:R𝑘R𝑙
. In this work we use the linear layer
𝐴,𝑏 (𝑥)=𝑥𝐴𝑇+𝑏
, where
𝐴R𝑙×𝑘
and
𝑏R1×𝑙
, the rectied
arXiv:2210.09924v2 [cs.GT] 27 Jul 2023
摘要:

PredictingWinningRegionsinParityGamesviaGraphNeuralNetworksTobiasHecking∗GermanAerospaceCenter(DLR)InstituteforSoftwareTechnologyCologne,Germanytobias.hecking@dlr.deSwathyMuthukrishnan∗UniversityofStuttgartStuttgart,Germanyswathy.muthukrishnan.24@gmail.comAlexanderWeinert∗GermanAerospaceCenter(DLR)I...

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