Fast Algorithms for Energy Games in Special Cases

Sebastian Forster
(University of Salzburg)
Antonis Skarlatos
(University of Salzburg)
Tijn de Vos
(University of Salzburg)

In this paper, we study algorithms for special cases of energy games, a class of turn based games on graphs that show up in the quantitative analysis of reactive systems. In an energy game, the vertices of a weighted directed graph belong either to Alice or to Bob. A token is moved to a next vertex by the player controlling its current location, and its energy is changed by the weight of the edge. Given a fixed starting vertex and initial energy, Alice wins the game if the energy of the token remains nonnegative at every moment. If the energy goes below zero at some point, then Bob wins. The problem of determining the winner in an energy game lies in NP intersection coNP. It is a long standing open problem whether a polynomial time algorithm for this problem exists.

We devise new algorithms for three special cases of the problem. The first two results focus on the single player version, where either Alice or Bob controls the whole game graph. We develop an tilde O(n^ω W^ω) time algorithm for a game graph controlled by Alice, by providing a reduction to the All Pairs Nonnegative Prefix Paths problem (APNP), where W is the maximum absolute value of any edge weight and ω is the best exponent for matrix multiplication. Thus we study the APNP problem separately, for which we develop an tilde O(n^ω W^ω) time algorithm. For both problems, we improve over the state of the art of tilde O(mn) for small W. For the APNP problem, we also provide a conditional lower bound which states that there is no O(n^(3-ε)) time algorithm for any ε > 0, unless the APSP Hypothesis fails. For a game graph controlled by Bob, we obtain a near linear time algorithm. Regarding our third result, we present a variant of the value iteration algorithm, and we prove that it gives an O(mn) time algorithm for game graphs without negative cycles, which improves a previous upper bound. The all Bob algorithm is randomized, all other algorithms are deterministic.

In Antonis Achilleos and Dario Della Monica: Proceedings of the Fourteenth International Symposium on Games, Automata, Logics, and Formal Verification (GandALF 2023), Udine, Italy, 18-20th September 2023, Electronic Proceedings in Theoretical Computer Science 390, pp. 236–252.
Published: 30th September 2023.

ArXived at: https://dx.doi.org/10.4204/EPTCS.390.15 bibtex PDF
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