We study turn-based quantitative games of infinite duration opposing two antagonistic players and played over graphs. This model is widely accepted as providing the adequate framework for formalizing the synthesis question for reactive systems. This important application motivates the question of strategy complexity: which valuations (or payoff functions) admit optimal positional strategies (without memory)? Valuations for which both players have optimal positional strategies have been characterized by Gimbert and Zielonka for finite graphs and by Colcombet and Niwi\'nski for infinite graphs. However, for reactive synthesis, existence of optimal positional strategies for the opponent (which models an antagonistic environment) is irrelevant. Despite this fact, not much is known about valuations for which the protagonist admits optimal positional strategies, regardless of the opponent. In this work, we characterize valuations which admit such strategies over infinite graphs. Our characterization uses the vocabulary of universal graphs, which has also proved useful in understanding recent breakthrough results regarding the complexity of parity games. More precisely, we show that a valuation admitting universal graphs which are monotonic and well-ordered is positional over all game graphs, and -- more surprisingly -- that the converse is also true for valuations admitting neutral colors. We prove the applicability and elegance of the framework by unifying a number of known positionality results, proving a few stronger ones, and establishing closure under lexicographical products.
翻译:我们研究具有无限持续时间的、与两个对立的玩家相对立的、以图表为上方玩耍的基于翻滚的量化游戏。 这个模型被广泛接受,认为它为反应系统的综合问题正式化提供了适当的框架。 这个重要的应用引发了战略复杂性问题:哪些估值(或报酬功能)接受最佳定位战略(没有记忆)? 两个玩家拥有最佳定位战略的估值的特点是Gimbert和Zielonka 用于固定图形,Colcombet和Niwi\'nski用于无限图形。但是,对于被动合成来说,为对手(以对抗环境为模型)提供了最佳定位战略的正规化框架是无关的。尽管如此,对于主导者接受最佳定位战略的估值并不十分清楚,而不管反对者是什么对手。在这项工作中,我们用通用图表的词汇来描述这种战略的最佳定位战略。我们的定性也证明它有助于理解最近关于均等游戏复杂性的突破性结果。更确切地说,我们显示,一个承认通用图表是单调和正确性环境适用性的最佳定位战略,我们通过一个令人惊讶的稳重定的游戏图表来证明一个更坚定的定的定的定位。