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Solution of Church's Problem - A Tutorial

Church's Problem seeks a finite-state procedure to transform an infinite input sequence into an output sequence based on a given specification. The paper discusses a modern solution that builds on previous work by Büchi and Landweber, detailing a structured approach to construct finite-state transducers using monadic second-order logic. The tutorial aims to simplify the understanding of this problem by breaking it down into manageable stages and providing insights into the synthesized transducers' structure.

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0% found this document useful (0 votes)
43 views26 pages

Solution of Church's Problem - A Tutorial

Church's Problem seeks a finite-state procedure to transform an infinite input sequence into an output sequence based on a given specification. The paper discusses a modern solution that builds on previous work by Büchi and Landweber, detailing a structured approach to construct finite-state transducers using monadic second-order logic. The tutorial aims to simplify the understanding of this problem by breaking it down into manageable stages and providing insights into the synthesized transducers' structure.

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taruntukee
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© © All Rights Reserved
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Solution of Church’s Problem: A Tutorial

Wolfgang Thomas
1 Lehrstuhl Informatik 7
RWTH Aachen University
52074 Aachen, Germany
[email protected]

Abstract
Church’s Problem (1957) asks for the construction of a finite-state
procedure that transforms any input sequence α letter by letter into
an output sequence β such that the pair (α, β) satisfies a given spec-
ification. Even after the solution by Büchi and Landweber in 1969
(for specifications in monadic second-order logic over the structure
(N, +1)), the problem has stimulated research in automata theory
for decades, in recent years mainly in the algorithmic study of infi-
nite games. We present a modern solution which proceeds in several
stages (each of them of moderate difficulty) and provides additional
insight into the structure of the synthesized finite-state transducers.

1 Introduction
Fifty years ago, during the “Summer Institute of Symbolic Logic” at Cornell
University in 1957, Alonzo Church considered in [3] a problem which is both
simply stated and fundamental.
Imagine a scenario in which an infinite bit stream α is to be transformed,
bit by bit, into an infinite stream β, as indicated in the following figure.

output input
β = 11010 . . . α = 01101 . . .

The task is to construct a finite-state procedure for this transformation


when we are given a “specification” of the relation between α and β. This
specification is usually presented as a formula of a logical system. In short
words: We have to fill the box, given a description of the desired relation
R between input α and output β. The problem is a question on automatic
program synthesis which suprisingly can be answered positively when the
specification language is not too expressive.
This setting for program synthesis is fundamentally different from the
classical framework in which terminating programs for data transformations
2 W. Thomas

are considered. For correctness of a terminating program one relates the


data given to the program before the start of the computation to those
produced by the program at the end of the computation. Usually the data
are from an infinite domain like the natural numbers. In Church’s Problem,
we deal with non-terminating computations in which inputs and outputs are
interleaved, and the aspect of infinity enters in the dimension of time. On
the other hand, the data processed in a single step are from a finite domain
(in our example just {0, 1}). It is this shift of infinity from data to time
that allows to avoid undecidability results as known from the verification
(or even synthesis) of terminating programs over infinite data spaces.
Let us look at an example. The relation R is defined by the conjunc-
tion of three conditions on the input-output stream (α, β). We use self-
explanatory notation: α(t) is the t-th bit of α (t = 0, 1, . . .), and ∃ω is the
quantifier “there exist infinitely many”.

1. ∀t(α(t) = 1 → β(t) = 1)
2. ¬∃t β(t) = β(t + 1) = 0
3. ∃ω t α(t) = 0 → ∃ω t β(t) = 0

The first two conditions are satisfied easily by producing output 1 at each
moment. But the last condition, which has the form of a fairness constraint,
excludes this simple solution; we cannot ignore the zero bits in α. A natural
idea is to alternate between outputs 0 and 1 if the inputs are only 0. We
arrive at the following procedure:

• for input 1 produce output 1


• for input 0 produce

– output 1 if last output was 0


– output 0 if last output was 1

This procedure is executable by the finite-state transducer displayed below.


It is presented as an automaton in which each transition is labelled with
an input bit and the corresponding output bit. As initial state we take, for
example, the left-hand state.

1/1
last 0/1 last
output output 1/1
0 1

0/0
Church’s Problem 3

For a more precise statement of Church’s Problem, it is necessary to fix


the format of the specifications and that of the “solutions”. Let us first
address the solutions. Among the many concepts of transformations of se-
quences, only a very special form is admitted for Church’s Problem. Two
aspects are relevant, the requirement of a computation “bit by bit”, and the
restriction to “finite-state” solutions. The first requirement means that the
output bit β(t) has to be produced without delay after receipt of the input
bit α(t). Thus β(t) can depend only on the input bits up to time t, i.e. on
the input prefix α(0) . . . α(t). This is a sharper restriction than that of “con-
tinuity” (in the Cantor topology over {0, 1}ω ), which would mean that β(t)
depends on some finite prefix of α – possibly α(0) . . . α(s) with s > t. As an
illustration, consider the transformation T1 with T1 (α) = α(0)α(2)α(4) . . ..
It is continuous but excluded as a solution for Church’s Problem (since
T1 (α)(t) depends on α(2t)). A fortiori, non-continuous transformations are
excluded, such as T2 defined by T2 (α) = 111 . . . if α has infinitely many let-
ters 1, otherwise T2 (α) = 000 . . . (note that no finite prefix of α determines
even the first bit of T2 (α)).
The restriction to “finite-state” solutions means, in Church’s words, that
the desired sequence transformation should be realizable by a “circuit”. This
is a much stronger assumption on the admissible transformations than the
dependency of the t-th output bit on the inputs bits up to time t only:
One requires that the computation is realizable with a fixed finite memory
(independent of t), as with the two states of memory in our example. It
is remarkable that this restricted type of procedure actually suffices for
solutions of Church’s Problem. In this paper we work with finite-state
transducers in the format of Mealy automata. Formally, a Mealy automaton
is a structure M = (S, Σ, Γ, s0 , δ, τ ) where S is the finite set of states, Σ
and Γ are the input alphabet and output alphabet, respectively, s0 the
initial state, δ : S × Σ → S the transition function and τ : S × Σ → Γ
the output function. In a graphical presentation we label a transition from
p to δ(p, a) by a/τ (p, a). Later we shall also allow that certain transitions
may not produce an output letter (but the empty word ε instead). The
function δ is extended to δ ∗ : S × Σ∗ → S by setting δ ∗ (s, ε) = s and
δ ∗ (s, wa) = δ(δ ∗ (s, w), a) for w ∈ Σ∗ , a ∈ Σ. For the input sequence α =
α(0)α(1) . . ., the output sequence β computed by M is given by β(t) =
τ (δ ∗ (s0 , α(0) . . . α(t − 1)), α(t)).
Let us now make precise the specification language. We consider the
system of monadic second-order logic (MSO) over the successor structure
(N, +1), also called S1S (for “second-order theory of one successor”) or “se-
quential calculus”. This case was emphasized by Church as an open problem
in [4], and today it is understood that “Church’s Problem” refers to S1S.
In the logical context, one identifies a bit sequence α with a set Pα of nat-
4 W. Thomas

ural numbers that contains the numbers t with α(t) = 1. We use s, t, . . .


as first-order variables (ranging over natural numbers, or time instances)
and X, Y, . . . as second-order variables (ranging over sets of natural num-
bers, or bit sequences). We view the latter as predicate variables and write
X(t) rather than t ∈ X. In S1S, one has quantifiers ∃, ∀ for both kinds of
variables. One can define s < t by saying that t belongs to each set which
contains s + 1 and is closed under successor. Now our example specifica-
tion takes the form of the following S1S-formula ϕ0 (X, Y ) (where we write
∃ω t . . . for ∀s∃t(s < t ∧ . . .)):

∀t(X(t) → Y (t)) ∧ ¬∃t(¬Y (t) ∧ ¬Y (t + 1)) ∧ (∃ω t¬X(t) → ∃ω t¬Y (t))

In general, we have S1S-specifications that speak about sequences α ∈


({0, 1}m1 )ω and β ∈ ({0, 1}m2 )ω . Then we consider bit vectors rather than
single bits, and use m1 -tuples X and m2 -tuples Y of second-order vari-
ables in place of X, Y in the specifications. Similarly we write Pα for the
predicate tuple associated with α. Church’s Problem now asks: Given an
S1S-specification ϕ(X, Y ), construct a Mealy automaton M with input al-
phabet Σ = {0, 1}m1 and output alphabet Γ = {0, 1}m2 such that for each
input sequence α ∈ ({0, 1}m1 )ω , an output sequence β ∈ ({0, 1}m2 )ω is pro-
duced by M with (N, +1) |= ϕ[Pα , Pβ ], or provide the answer that such an
automaton does not exist.
An alternative view to study Church’s Problem is to consider a relation
R ⊆ {0, 1}ω × {0, 1}ω as the definition of an infinite two-person game be-
tween players A and B who contribute the input-, respectively the output-
bits in turn. A play of this game is the sequence of pairs (α(t), β(t)) of
bits supplied for t = 0, 1, . . . by A and B in alternation, and the play
(α(0), β(0)) (α(1), β(1)) . . . is won by player B iff the pair (α, β) belongs
to R. A Mealy automaton as presented above defines a winning strategy
for player B in this game; so we speak of a “finite-state winning strategy”.
In 1969, Büchi and Landweber solved Church’s Problem in [2]. The
original proof involved a complicated construction. It took some time until
more accessible proofs were available. The purpose of this tutorial is to
present a construction which is made easy by a decomposition of the task
into simpler modules (following [18], see also [19, 7]). The construction also
gives extra information on the structure of the finite-state machines that
serve as solutions.
We will show the Büchi-Landweber Theorem in four stages: In a prelim-
inary step, the S1S-specifications are converted into automata over infinite
words (“ω-automata”). Here we use, without going into details, classical
results of Büchi and McNaughton that provide such a conversion ([1, 10]).
We will illustrate this step by an example. Then we transform the obtained
automaton into a game between the input player A and the output player B
Church’s Problem 5

(played essentially on the transition graph of the automaton). The task is


then to decide whether B has a winning strategy and – if so – to construct a
finite-state machine executing a winning strategy. The last two stages serve
to obtain such a machine. First, we define its state space and transition
function, and secondly we fix the output function. Only in this last step
the decision about solvability of the specification will be obtained.
There is also an alternative approach to Church’s Problem, developed
by Rabin [16] in the framework of tree automata theory. Let us briefly
sketch the idea. In the situation where both players A and B select bits,
Rabin codes a strategy of player B by a labelling of the nodes of the infinite
binary tree: The root has no label, the directions left and right represent
the bits chosen by A, and the labels on the nodes different from the root are
the bits chosen by B according to the considered strategy. When player A
chooses the bits b0 , . . . , bk , he defines a path to a certain node; the label b
of this node is then the next choice of player B. Note that a node labelling
by bits corresponds to a subset X of the tree (containing the nodes with
label 1). Now the paths through the (X-labelled) tree capture all plays
that are compatible with B’s strategy coded by X. One can write down
a formula χ(X) in MSO-logic over the binary tree which states that the
winning condition is satisfied by each path; thus χ(X) says that “X is a
winning strategy”. By Rabin’s Tree Theorem [15] one can convert χ(X) into
a Rabin tree automaton Aχ (for definitions see e.g. [19]), check whether
this automaton accepts some tree, and – if this is the case – construct a
“regular” tree accepted by Aχ . This regular tree can then be interpreted as
a finite-state winning strategy for player B.
In the present notes we pursue the “linear” approach in which single
plays are the main objects of study; so we avoid here the infinite tree struc-
ture that captures all plays for a given strategy.

2 From Logic to Automata and Games


2.1 From Logic to Automata
Our first step for solving Church’s Problem consists of a transformation
of a specification ϕ(X, Y ) into a semantically equivalent but “operational”
form, namely into a deterministic automaton Aϕ working over ω-sequences.
This puts Church’s Problem into the framework of automata theory. It
is remarkable that we do not have any solution of Church’s Problem that
avoids this transformation at the start – e.g., by a compositional approach
of synthesis that is guided by the structure of the formula ϕ.
For an m1 -tuple X and an m2 -tuple Y , the input alphabet of Aϕ is
{0, 1}m1 +m2 . The automaton is said to be equivalent to ϕ(X, Y ) if it ac-
cepts precisely those ω-words which define tuples (P , Q) of sets such that
(N, +1) |= ϕ[P , Q]. In the game theoretic view explained above, one may
6 W. Thomas

consider the automaton as a referee who watches the play evolving between
players A and B that consists of the two sequences α and β (logically speak-
ing: of the set tuple (P α , Qα ) built up by A and B), and who decides at
infinity (by the acceptance condition) whether B has won or not.
An appropriate acceptance condition is the so-called Muller condition. It
is specified by a collection F = {F1 , . . . , Fk } of state sets, and the automaton
accepts an ω-word γ if the set of the states visited infinitely often in the
unique infinite run on γ is one of the Fi . (The sets Fi are called accepting
loops; indeed, if the states in Fi are visited again and again they form a
strongly connected set (“loop”) in the transition graph of the automaton.)
We use here two core results of the theory of ω-automata due to Büchi [1]
and McNaughton [10] (see e.g. [19] or [7] for more recent expositions). They
allow to translate an S1S-formula into an equivalent (non-deterministic)
Büchi automaton, which is then transformed into a deterministic Muller
automaton: For each S1S-formula ϕ(X, Y ) one can construct an equivalent
Muller automaton Aϕ . As a drawback in this result we mention that the
size of Aϕ cannot be bounded by an elementary function in the length n of
ϕ (see, e.g., [7]); in other words, for no k, the k-fold iteration of the function
n 7→ 2n can serve as an upper bound for the size of Aϕ .
Let us illustrate the theorem for our example specification above. The
formula ∀t(α(t) = 1 → β(t) = 1) is equivalent to the Muller automaton

1 0 ∗
  
1 ∗ ∗

1

0
1 2

with accepting loop {1} only (and where ∗ stands for an arbitrary bit).
The formula ¬∃tβ(t) = β(t + 1) = 0 is expressed by the following Muller
automaton with accepting loops {1} and {1, 2}:

∗ ∗
 
1 ∗





0 0
1 2 3


1

The automaton for ∃ω tα(t) = 0 → ∃ω tβ(t) = 0 is best explained as follows:


There are four states, denoted by the four possible bit-pairs, with say (0, 0)
Church’s Problem 7

as initial state. From each state we have, for each bit pair (b1 , b2 ), a transi-
tion labelled (b1 , b2 ) to the state (b1 , b2 ). A set F is accepting if it satisfies
the following condition: If the first component is 0 in some state of F , then
the second component is 0 for some (possibly different) state of F .
It is known how to combine Muller automata for several conditions to
a single Muller automaton for their conjunction. We do not present it
explicitly here for our example. Rather we turn to a variant, called “finite-
state game with Muller winning condition”. This approach, introduced by
McNaughton [11], is motivated by the view that the two components of an
input letter of the Muller automaton are contributed by two players A and
B who pursue antagonistic objectives: A aims at violating the condition ϕ
and B at satisfying it.

2.2 From Automata to Games


We distinguish the contribution of bits (in the general case: bit vectors)
by two players A and B by introducing two kinds of states, called A- and
B-states. In an A-state, the next bit is to be picked by player A, in a B-state
by player B. We indicate A-states by boxes and B-states by circles. The
figure below indicates how we dissolve transitions from a state in the given
Muller automaton by introducing intermediate states and corresponding
transitions.

• 0 1
0 1
 
0 1
0 1
 
1 0
0 1 0 1
• • • •

Note that we keep every state of the Muller automaton as an A-state. For
each A-state q and bit b, we introduce a b-labelled transition to a new state
called (q, b), and from (q, b) for each bit c a c-labelled transition to the state p
which was reached from q by cb in the original automaton. For such a state


p we call c the corresponding “output bit”, denoted out(q, b, p). (If both c-
transitions from (q, b) lead to the same state p we agree that out(q, b, p) = 0.)
If the input alphabet is {0, 1}m1 and the output alphabet {0, 1}m2 , we
introduce B-states (q, b) with b ∈ {0, 1}m1 , and define out(q, b, p) as a vector
in {0, 1}m2 .
The result is a “game graph”. For our example specification above, we
can obtain the following game graph from a corresponding Muller automa-
ton (the reader should ignore for the moment the boldface notation of some
arrows).
8 W. Thomas

1 0 0, 1
1 2 6 7
1 1 0, 1
1 0
3 4 0
0
0
1 5

The three conditions of our example formula are indeed captured by


this graph. The first condition requires that a bit 1 chosen by A has to
be answered by the bit 1 chosen by B. If this is violated (starting from the
initial state 1), state 6 (and hence the loop consisting of states 6 and 7) is
entered. The second condition says that player B should not pick two zeroes
in succession. If this is violated, we would reach 6 and 7 again. We thus
exclude states 6 and 7 from the accepting loops. The third condition (on
fairness) means that if A chooses 0 infinitely often (which happens by going
to 4 or 5), then B has to choose 0 infinitely often (which is only possible by
going from 4 to 3). Altogether we declare a loop F as accepting if it does
not contain 6 or 7 and satisfies (4 ∈ F ∨ 5 ∈ F → 3 ∈ F ).
How should player B pick his bits to ensure that the play visits precisely
the states of one of these loops F infinitely often? We have to fix how to
move from states 2, 4, 5, 7. From 7 player B has to move to 6 since there
is no other choice. The other choices can be fixed as follows: From 2 to 1,
from 4 to 3, and from 5 to 1 (see boldface arrows). Then, depending on
what Player A does, a play starting in 1 will visit infinitely often the states
1 and 2, or the states 1 to 4, or the states 1, 3, 4, 5, or the states 1 to 5.
Each of these loops is accepting.
We see that the acceptance condition of a Muller automaton is thus
turned into a winning condition in the associated game (Muller winning
condition). Furthermore, we see that player B has a winning strategy by
fixing his moves as stated above. This winning strategy can be converted
into a Mealy automaton when we combine again each pair of two successive
moves (by player A and then B) into a single transition. We get an automa-
ton with the states 1 and 3 and the following transitions: From 1 via 11
back to 1, from 1 via 00 to 3, and from 3 via 01 and via 11 back to 1.
  

Up to names of states (and the irrelevant initial state), this is precisely the
Mealy automaton mentioned in the Introduction.
In the remainder of the paper, we shall give a general construction that
starts with a finite game graph equipped with a Muller winning condition,
provides the decision whether player B wins, and in this case yields a finite-
Church’s Problem 9

state winning strategy.


We add some remarks on the step from automata to game graphs. First
let us note that there is more behind this reshaping of the model than in-
troducing the attractive idea of a game. The game theoretic view is most
useful for introducing a symmetry between inputs and outputs in Church’s
Problem. The two players A and B represent the antagonistic aims of falsi-
fying the specification (player A, supplying input) and satisfying it (player
B, supplying output). It will turn out that either A or B has a winning
strategy, an aspect which is hidden in the original formulation of Church’s
Problem.
Secondly, in studying plays over a given game graph, it is useful to ignore
the special role occupied by the initial state. Rather we shall be interested
in plays wherever they start, and we shall determine for each state which
player has a winning strategy for plays starting from there.
On the other hand, we shall simplify the model in a different detail: We
cancel the labels on the transitions. This is motivated by the fact that the
winning condition is formulated in terms of visits of states only, regardless
of the labels that are seen while traversing edges. When a winning strategy
over the unlabelled game graph is constructed, it will be easy to re-introduce
the labels and use them for a Mealy automaton as required in the original
formulation of Church’s Problem.
In our example, a Mealy automaton with two states was sufficient to
solve Church’s Problem for the specification ϕ0 . These two states were
already present in the game graph Gϕ0 corresponding to the Muller au-
tomaton Aϕ0 . (We took the states 1 and 3.) Given the game graph Gϕ0 ,
we were able to fix the moves of player B from 1 and 3 independent of the
“play history”, i.e. independent of the path on which either of these states
was reached. In general we shall need additional memory to define the right
choice. We shall see that a finite memory suffices; so we can work with
winning strategies that are implementable by finite-state machines. Such a
finite-state machine S works on the game graph G. The states of S and of
G should not be confused. For the solution of Church’s Problem (given a
logical formula ϕ) we have to combine the states of S with the states of G.
We describe this in detail at the end of the next section.

3 Infinite Games and the Büchi-Landweber Theorem


A game graph (or arena) has the form G = (Q, QA , E) where QA ⊆ Q and
E ⊆ Q × Q is the transition relation, satisfying ∀q ∈ Q : qE 6= ∅ (i.e.
∀q∃q ′ : (q, q ′ ) ∈ E). This condition ensures that plays cannot end in a
deadlock. (So a subset Q0 of Q induces again a game graph if from each
q ∈ Q0 there is an edge back to Q0 .) We set QB := Q \ QA . In this paper
edges will always lead from QA -states to QB -states or conversely; however
10 W. Thomas

the results do not depend on this assumption. We restrict to finite game


graphs throughout the paper.
A play over G from q is an infinite sequence ρ = q0 q1 q2 . . . with q0 = q
and (qi , qi+1 ) ∈ E for i ≥ 0. We assume that player A chooses the next
state from a state in QA , and player B from a state in QB . Note that the
game graph is finite whereas the plays on it are infinite; thus one speaks of
“finite-state infinite games”.
Formally, a game is a pair (G, W ) where G = (Q, QA , E) is a game
graph and W ⊆ Qω a “winning condition” for player B. Player B wins the
play ρ = q0 q1 q2 . . . if ρ ∈ W , otherwise player A wins ρ. The use of such
“abstract” winning conditions W is pursued in descriptive set theory, see
[12]. In our algorithmic context we have to work with finitely presentable
sets W . For our considerations below, we work with two finite presentations
of winning conditions, either by a collection F ⊆ 2Q of sets R ⊆ Q, or by a
coloring c : Q → {0, . . . , k} for some natural number k. In the special case
c : Q → {0, 1} we also consider the subset F = {q ∈ Q | c(q) = 1} instead.
First we introduce two winning conditions connected with a collection
F ⊆ 2Q . The first is the Muller winning condition; it refers to the set Inf(ρ)
of states visited infinitely often in a play ρ:

Inf(ρ) := {q ∈ Q | ∃ω i ρ(i) = q}

Player B wins the play ρ if Inf(ρ) ∈ F. With these conventions we speak of


a Muller game (G, F).
There is also a “weak” version of this winning condition, called weak
Muller condition (or Staiger-Wagner condition), which refers to the visited
states in a play (“occurrence set”):

Occ(ρ) := {q ∈ Q | ∃i ρ(i) = q}

Player B wins a play ρ according to the weak Muller condition if Occ(ρ) ∈ F.


We speak of the weak Muller game (G, F).
An important special case of weak Muller games is the reachability game,
given a set F ⊆ Q of states of the game graph (Q, QA , E). The winning
condition for player B is satisfied for a play ρ if some state of ρ belongs to
F . We obtain an equivalent weak Muller condition if we set F = {R ⊆ Q |
R ∩ F 6= ∅}.
The next step is to introduce the concepts of strategy, winning strategy,
and winning region. Let us look at examples first, using the following game
graph G1 .
Church’s Problem 11

1 2 3

7 5 6

The reachability game (G1 , {3}) with “goal set” F = {3} is won by
player B if the play starts in state 3. Otherwise player A can avoid this
state by going from 2 to 5 and from 6 to 4. We shall say that the winning
region of player A in this game is the set {1, 2, 4, 5, 6, 7} and that of player
B the set {3}. As a second example, consider the condition that states 2
and 7 both have to be visited again and again. Formally, this is the Muller
game (G1 , F) where F consists of all sets R ⊇ {2, 7}. Obviously, player B
can win from any state: From 1 he proceeds to 2 and to 7 in alternation,
from 5 he moves to 6, and from 3 to 4. So the winning region of A is empty
in this case, and that of B the set of all states. Note that switching between
the moves from 1 to 2 and from 1 to 7 means to use memory (here only one
bit) when executing the strategy.
Formally, a strategy for player B from q is a function f : Q+ → Q,
specifying for any play prefix q0 . . . qk with q0 = q and qk ∈ QB some vertex
r ∈ Q with (qk , r) ∈ E (otherwise the value of f is chosen arbitrarily).
A play ρ = q0 q1 . . . from q0 = q is played according to strategy f if for
each qi ∈ QB we have qi+1 = f (q0 . . . qi ). A strategy f for player B from
q is called winning strategy for player B from q if any play from q which
is played according to f is won by player B. In the analogous way, one
introduces strategies and winning strategies for player A. We say that A
(resp. B) wins from q if A (resp. B) has a winning strategy from q.
For a game (G, W ) with G = (Q, QA , E), the winning regions of players
A and B are the sets WA := {q ∈ Q | A wins from q} and WB := {q ∈
Q | B wins from q}. It is obvious that a state cannot belong to both WA
and WB ; so the winning regions WA , WB are disjoint. But whether these
sets exhaust the whole game graph is a more delicate question. One calls
a game determined if WA ∪ WB = Q, i.e. from each vertex one of the two
players has a winning strategy. Determinacy of infinite games is a central
topic in descriptive set theory; with the axiom of choice one can construct
games that are not determined. For the games considered in this paper
(i.e. games defined in terms of the operators Occ and Inf), determinacy
12 W. Thomas

is well-known. Nevertheless we state (and prove) this claim in the results


below, since determinacy is the natural way to show that envisaged winning
strategies are complete: In order to show that the domain D of a strategy
covers the entire winning region of one player, one verifies that from each
state outside D the other player has a winning strategy.
By the solution of a game (G, W ), with game graph G = (Q, QA , E)
and a finitely presented winning condition W , we mean two tasks:
1. to decide for each q ∈ Q whether q ∈ WB or q ∈ WA
2. and depending on q to construct a suitable winning strategy from q
(for player B, respectively A).
Item 2 asks for a winning strategy that has a finite presentation. Two kinds
of strategies will be central in the sequel, the positional and the finite-state
strategies. A strategy f : Q+ → Q is positional if the value of f (q1 . . . qk )
only depends on the “current state” qk . So a positional strategy for B can
also be presented as a function f : QB → Q, or – in graph theoretical
terms – by a subset of the edge set where from QA -states all edges are kept
but from each QB -state precisely one edge is chosen. For the definition
of finite-state strategies, we first observe that over a finite state set Q, a
strategy f : Q+ → Q can be considered as a word function. We say that
f is a finite-state strategy if it is computed by a Mealy automaton. In the
present context a Mealy automaton is of the form S = (S, Q, Q, s0 , δ, τ ) with
state set S, input alphabet Q, output alphabet Q, initial state s0 , transition
function δ : S × Q → S, and output function τ : S × QA → Q for player A
(respectively τ : S × QB → Q for player B). The strategy fS computed by S
is now defined by fS (q0 . . . qk ) = τ (δ ∗ (s0 , q0 . . . qk−1 ), qk ) (where δ ∗ (s, w) is
the state reached by S from s via input word w, as defined as above in the
Introduction, and τ is chosen for the player under consideration).
Now we can state the main theorem on weak Muller games and on
Muller games. We include part (a) for reasons of exposition; part (b) is the
Büchi-Landweber Theorem.
Theorem 3.1. (a) Weak Muller games are determined, and for a weak
Muller game (G, F), where G has n states, one can effectively determine
the winning regions of the two players and construct, for each state q of
G, a finite-state winning strategy from q for the respective winning player,
using 2n memory states.
(b) Muller games are determined, and for a Muller game (G, F), where G
has n states, one can effectively determine the winning regions of the two
players and construct, for each state q of G, a finite-state winning strategy
from q for the respective winning player, using n! · n memory states.
Before entering the proof, we remark that part (b) gives the desired so-
lution of Church’s Problem. For this, we proceed as in the previous section,
Church’s Problem 13

i.e. we transform a given S1S-formula ϕ to a Muller automaton M which


is then converted to a game graph G with Muller winning condition (see
Section 2). Note that the game graph G inherits an initial state from M.
Using the Büchi-Landweber Theorem, one checks whether this initial state
belongs to the winning region of player B, and in this case one obtains a
Mealy automaton S that realizes a winning strategy from the initial state.
The desired finite-state strategy for the original formula ϕ is now easily
constructed as a product automaton from M and S.
We give the complete definitions for the reader who wants to see the
details. For simplicity we consider the case ϕ(X, Y ) where each player picks
single bits only. Let M be the Muller automaton obtained from ϕ(X, Y ),
say with state set Q. The game graph G derived from M has Q as the set of
A-states and Q×{0, 1} as the set of B-states. Denote Q∪(Q×{0, 1}) by Q0 .
Let S = (S, Q0 , Q0 , s0 , δ, τ ) be the Mealy automaton that realizes a finite-
state winning strategy for player B in the Muller game over G from q0 (the
initial state of the Muller automaton). We construct the Mealy automaton
A solving the considered instance ϕ of Church’s Problem as follows: A has
the state set Q × S and the initial state (q0 , s0 ). We have to specify a
transition for each state (q, s) and input bit b, i.e. an output bit b′ and a
new state (q ′ , s′ ). For this we compute the state q ∗ = (q, b) of the game
graph and the associated S-state s∗ = δ(s, q ∗ ). The output function of S
yields the state q ′ = τ (s, q ∗ ) of G and the new memory state s′ = δ(s∗ , q ′ ).
The output bit b′ is the value out(q, b, q ′ ) associated to the transition from
q ∗ = (q, b) to q ′ (cf. Section 2.2).
The memory of the automaton A combines the state space of the Muller
automaton M and that of the strategy automaton S. It is not yet well
understood how these two aspects play together in general. Our example
in Sections 1 and 2 illustrates the case that in addition to the states of M
no additional memory is necessary.

4 Reachability Games and Weak Muller Games


In this section we outline the proof of Theorem 3.1 (a). As a preparatory
step we solve reachability games. The fundamental construction involved in
this solution (computation of “attractor”) later enters also in the solution
of weak Muller games and Muller games. For this purpose, we introduce a
second technique, called “game simulation”. It allows to transform a given
game into another one with an “easier” winning condition, namely such that
the method as known from reachability games applies. We shall illustrate
this approach first for weak Muller games (in this section) and then for
Muller games (in the next section).
14 W. Thomas

4.1 Reachability Games


Recall that a reachability game (G, F ) involves the winning condition (for
player B) that the play should reach somewhere a state from the set F .

Theorem 4.1. A reachability game (G, F ) with G = (Q, QA , E) and F ⊆


Q is determined, and the winning regions WA , WB of players A and B,
respectively, are computable, as well as corresponding positional winning
strategies.

Proof. The proof follows a natural idea, namely to compute, for i = 0, 1, . . .,


the vertices from which player B can force a visit in F within i moves. We
call this set the i-th “attractor” (for B). Its computation for increasing i is
known from the theory of finite games (and corresponds to the well-known
analysis of AND-OR-trees).
AttriB (F ) := {q ∈ Q | from q player B can force a visit of F
in ≤ i moves}
The inductive computation is obvious:
Attr0B (F ) = F,
Attri+1
B (F ) = AttriB (F )
∪ {q ∈ QB | ∃(q, r) ∈ E : r ∈ AttriB (F )}
∪ {q ∈ QA | ∀(q, r) ∈ E : r ∈ AttriB (F )}
So for step i + 1 we include a state of QB if from it some edge can be chosen
into AttriB (F ). We can fix such a choice for each QB -state in Attri+1 B (F )
(i = 0, 1, . . .) in order to build up a positional strategy. We include a state
in QA in Attri+1 i
B (F ) if all edges from it lead to AttrB (F ). The sequence
0 1 2
AttrB (F ) ⊆ AttrB (F ) ⊆ AttrB (F ) ⊆ . . . becomes stationary for some index
S|Q|
k ≤ |Q|. We define AttrB (F ) := i=0 AttriB (F ).
Later we shall also use the set AttrA (F ), defined in the analogous way
for player A.
With the inductive construction it was explained that AttrB (F ) ⊆ WB ;
furthermore we have defined a uniform positional winning strategy which
can be applied to any state in WB regardless of the start of the play. (For
states in QB ∩ F the choice of the next state is arbitrary.)
For the converse inclusion WB ⊆ AttrB (F ) we show that AttrB (F )
exhausts the winning region WB . For this, we show that from each state
in the complement of AttrB (F ), player A has a winning strategy (which is
again positional). It suffices to verify that from any state q in Q \ AttrB (F )
player A can force to stay outside AttrB (F ) also in the next step. This
is checked by a case distinction: If q ∈ QA , there must be an edge back
into Q \ AttrB (F ), otherwise all edges from q would go to AttrB (F ) whence
q would belong to AttrB (F ). If q ∈ QB , all edges from q must lead to
Church’s Problem 15

Q \ AttrB (F ), because otherwise there would be an edge to AttrB (F ) and


q would again belong to AttrB (F ). q.e.d.

4.2 Weak Muller Games


In a weak Muller game (G, F), player B wins the play ρ iff Occ(ρ) ∈ F, i.e.
the states visited during ρ form a set in F. It is a useful exercise to verify
that weak Muller games are precisely those where the winning condition
can be expressed as a Boolean combination of reachability conditions.
Positional strategies do not suffice in general to win weak Muller games.
As an example, consider the following game graph and the weak Muller
condition given by F = {{1, 2, 3}} (requiring that player B should visit all
states in order to win).

1 2 3

From vertex 2 there is no positional winning strategy: Neither the choice


to move to 1 nor the choice to move to 3 will enable us to reach each vertex.
On the other hand, a one-bit memory will do: When coming back to 2 we
should know whether 1 or 3 was visited before, and then we should move
to 3, respectively 1. A general principle derivable from this solution is to
“remember where we have been already”. This principle corresponds to a
simple experience of every-day life: When there is a task ahead consisting
of several items, keep a list of what was done already (and thus of what still
has to be done).
We shall see that this idea suffices completely for setting up the transition
structure of a finite-state winning strategy. Given a weak Muller game
(G, F) with G = (Q, QA , E) and F = {F1 , . . . , Fk }, Fi ⊆ Q, we define
the transition structure of a Mealy automaton S with the power set of Q
as its set of states and Q as its input alphabet. Having read the input
word q1 . . . qk , its state will be {q1 , . . . , qk }. So the initial state is ∅ and
the transition function δ : 2Q × Q → 2Q is defined by δ(R, p) = R ∪ {p}.
This memory of subsets of Q with the mentioned update rule is called
appearance record. We shall see that this memory structure suffices for
winning strategies in arbitrary weak Muller games over G. What remains
is to fix the output function. For this purpose we study an expanded game
into which the memory contents from 2Q are incorporated. It will turn
out that – based on this extra information – the winning condition can be
reformulated for the expanded game. We call this transformation of the
game a “game simulation”. For the new game we shall provide positional
winning strategies, which will supply the desired output function for the
strategy automaton S.
16 W. Thomas

4.3 Game Simulation


During a play ρ, the set of visited states increases weakly monotonically
and finally reaches the value Occ(ρ) on which it stays fixed. Similarly the
cardinality of the set of visited states increases until it reaches the value
|Occ(ρ)|. This observation enables us to reformulate the weak Muller win-
ning conditon “Occ(ρ) ∈ F”. We associate a number c(R) with each subset
R of Q, also called its color, which conveys two informations: the size of R,
and whether R belongs to F or not. In the first case, we take the even color
2 · |R|, otherwise the odd color 2 · |R| − 1. Let
(
2 · |R| if R ∈ F
c(R) :=
2 · |R| − 1 for R 6∈ F

for R 6= ∅ and set c(∅) := 0. Then the following claim is obvious:

Remark 4.2. Let ρ be a play and R0 , R1 , R2 , . . . be the value sequence of


the associated appearance records. Then Occ(ρ) ∈ F iff the maximal color
in the sequence c(R0 )c(R1 )c(R2 ) . . . is even.

This remark motivates a new winning condition over game graphs G =


(Q, QA , E) that are equipped with a coloring c : Q → {0, . . . , k}. The weak
parity condition with respect to coloring c says: Player B wins the play
ρ = r0 r1 r2 . . . iff the maximum color in the sequence c(r0 )c(r1 )c(r2 ) . . . is
even. Given a game graph G and a coloring c with the weak parity winning
condition, we speak of the weak parity game (G, c).
Using the idea above, one transforms a weak Muller game (G, F) into
a weak parity game (G′ , c): Given G = (Q, QA , E) let G′ = (2Q × Q, 2Q ×
QA , E ′ ) where ((P, p), (R, r)) ∈ E ′ iff (p, r) ∈ E and R = P ∪ {p}, and for
nonempty R define c(R, r) := 2 · |R| if R ∈ F, otherwise 2 · |R| − 1 (and let
c(∅, r) = 0).
Each play ρ = r0 r1 . . . in G induces the play ρ′ = (∅, r0 )({r0 }, r1 ) . . .
in G′ , which is built up according to the definition of E ′ . We have by
construction that ρ satisfies the weak Muller condition w.r.t. F iff ρ′ satisfies
the weak parity condition w.r.t. c.
This transformation of (G, F) into (G′ , c) (with a change of the winning
condition) is a “game simulation”. In general, we say that the game (G, W )
with G = (Q, QA , E) is simulated by (G′ , W ′ ) with G′ = (Q′ , Q′A , E ′ ) if
there is a finite automaton S = (S, Q, s0 , δ) without final states such that

• Q′ = S × Q, Q′A = S × QA ,
• ((r, p), (s, q)) ∈ E ′ iff (p, q) ∈ E and δ(r, p) = s (which means that a
play ρ = q0 q1 . . . in G induces the play ρ′ = (s0 , q0 )(δ(s0 , q0 ), q1 ) . . .
over G′ ),
Church’s Problem 17

• a play ρ over G belongs to W iff the corresponding play ρ′ over G′


belongs to W ′ .

If these conditions hold we write (G, W ) ≤S (G′ , W ′ ).


This relation has an interesting consequence when the latter game al-
lows positional winning strategies. Namely, positional strategies over G′
are easily translated into finite-state stategies over G: The automaton S
used for the simulation realizes such a strategy when equipped with an
output function that is obtained from the positional strategy over G′ =
(S × Q, S × QA , E ′ ).

Remark 4.3. Let S = (S, Q, s0 , δ) and assume (G, W ) ≤S (G′ , W ′ ). If


there is a positional winning strategy for player B in (G′ , W ′ ) from (s0 , q),
then player B has a finite-state winning strategy from q in (G, W ). The
analogous claim holds for player A.

Proof. Consider the case of player B. We extend the automaton S by an


output function that is extracted from the winning strategy σ : Q′B → Q′ .
It suffices to define τ : S × QB → Q by τ (s, q) := second component of
σ(s, q). Then any play ρ according to the strategy S belongs to W iff the
corresponding play ρ′ (obtained as defined via S) belongs to W ′ . Since σ
was assumed to be a winning strategy, so is the strategy executed by S.
The case of player A is handled analogously. q.e.d.

We apply this remark for the concrete simulation of weak Muller games
by weak parity games mentioned above. We show “positional determinacy”
for weak parity games and thus – by the preceding remark – finish the proof
of part (a) of Theorem 3.1, concerning weak Muller games.

Theorem 4.4. A weak parity game (G, c) is determined, and one can com-
pute the winning regions WA , WB and also construct corresponding posi-
tional winning strategies for the players A and B.

It may be noted that we suppressed the initial states q when speaking


about positional winning strategies. In the proof we shall see that – as for
reachability games – the strategies can be defined independently of the start
state (as long as it belongs to the winning region of the respective player).

Proof. Let G = (Q, QA , E) be a game graph (we do not refer to the special
graph G′ above), c : Q → {0, . . . , k} a coloring (w.l.o.g. k even). Set
Ci = {q ∈ Q | c(q) = i}.
We first compute the attractor for B of the states with maximal color,
which is even. When player B reaches such a state the play is won whatever
happens later. So Ak := AttrB (Ck ) is a part of the winning region of player
B.
18 W. Thomas

The remaining nodes form the set Q \ Ak ; this is again a game graph.
Note that from each state q in Q \ Ak there is at least one edge back to
Q \ Ak , otherwise (as seen by case distinction whether q ∈ QA or q ∈ QB )
q would belong to Ak = AttrB (Ck ).
In the subgame induced by Q \ Ak , we compute Ak−1 := AttrA (Ck−1 \
Ak ); from these vertices player A can reach the highest odd color k − 1 and
guarantee to stay away from Ak , in the same way as explained above for
reachability games (see Section 4.1).
In both sets we can single out positional winning strategies, over Ak
for B, and over Ak−1 for A. In this way we continue to adjoin “slices” of
the game graph to the winning regions of B and A in alternation. The
next set Ak−2 is the set of all states q ∈ Q \ (Ak−1 ∪ Ak ) from which
player B can force the play to Ck−2 \ (Ak−1 ∪ Ak ). We denote this set by
Q\(A ∪A )
AttrB k−1 k (Ck−2 \ (Ak−1 ∪ Ak )). The exponent indicates the set of
states that induces the subgame in which the attractor computation takes
place. In order to facilitate the notation for the general case, set Qi :=
Q \ (Ai+1 ∪ . . . ∪ Ak ).
So we compute the sets Ak , Ak−1 , . . . , A0 inductively as follows:
Ak := AttrB (Ck )
Q
Ak−1 := AttrAk−1 (Ck−1 \ Ak )
and for i = k − 2, . . . , 0:
(
AttrQ
B (Ci \ (Ai+1 ∪ . . . ∪ Ak ))
i
if i even
Ai :=
AttrQ
A (Ci \ (Ai+1 ∪ . . . ∪ Ak ))
i
if i odd
The positional strategies for A and B are chosen as explained for the
initial cases Ak , Ak−1 . Now we have
[ [
WB = Ai and WA = Ai
i even i odd

For the correctness, one verifies by induction on j = 0, . . . , k:


k
[ k
[
Ai ⊆ WB Ai ⊆ WA
i=k−j i=k−j
i even i odd

We do not give this proof in detail; it is done in analogy to the case of


reachability games (Section 4.1). q.e.d.

Returning to the solution of weak Muller games, we first note that the
claim of Theorem 3.1(a) on the memory size of a finite-state winning strat-
egy (2n memory states over a game graph with n states) is clear from the
Church’s Problem 19

game simulation using the structure of appearance record. It is remarkable


that this method yields a finite-state winning strategy (for either player)
where the transition structure depends solely on the underlying game graph;
the winning condition given by the family F enters only later in the defini-
tion of the output function.

5 Muller Games and Parity Games


5.1 An Example
As a preparation of the proof of the Büchi-Landweber Theorem 3.1(b),
we consider a game that was introduced by Dziembowski, Jurdziński and
Walukiewicz in [5]. The game is parametrized by a natural number n; we
consider here the case n = 4.
The game graph consists of A-states 1, 2, 3, 4 (called number-states) and
B-states A, B, C, D (called letter-states). There is an edge from each A-state
to each B-state and conversely.
The winning condition for B is the following, for a play ρ: The number
of letter-states occurring infinitely often in ρ has to coincide with the highest
number that occurs infinitely often among the number-states in ρ. More for-
mally we can write |Inf(ρ)∩{A, B, C, D}| = max(Inf(ρ)∩{1, 2, 3, 4}). Note
that this defines a Muller game; the family F of accepting loops contains
each set R such that |R ∩ {A, B, C, D}| = max(R ∩ {1, 2, 3, 4}).
It is the job of player A to choose letter-states. If, for instance, player A
decides after some time to stick just to the letters A and D (in some order)
and not to visit B and C anymore, then player B should infinitely often
pick state 2 and only finitely often the larger states 3 and 4.
From a naive point of view it is hard to imagine how player B can win this
game. After a finite play prefix, nothing about the set Inf(ρ) ∩ {A, B, C, D}
is decided (in fact, player A has complete freedom to go for any nonempty
subset of {A, B, C, D}). However, a strategy has to select one number vertex
on the basis of the current finite play prefix alone.
Nevertheless, player B wins this game from each of the states, and the
winning strategy illustrates again that for appropriate decisions on the fu-
ture it may be sufficient to remember relevant facts from the past. We shall
use a refined version of the appearance record, in which not only the visited
states, but also their order of last visits is taken into account. In the present
example, it suffices to record the list of previously visited letter-states in the
order of their last visits – most recently visited states noted first. If the cur-
rent (letter-) state was already visited before, then it is shifted from its
previous position, say at place h in the list, to the front. The position h
from which it was taken is underlined; we call it the “hit”. This struc-
ture was introduced by McNaughton in [9] under the name “order-vector”.
Later Gurevich and Harrington suggested in their fundamental paper [8]
20 W. Thomas

the name “latest appearance record” (LAR) under which the structure is
known today.
Let us study an example. Suppose player A picks successively the letter-
states A, C, C, D, B, D, C, D, D, . . .. We note this sequence on the left, and
the associated sequence of latest appearance records on the right:

Visited letter Reached LAR


A (A)
C (CA)
C (CA)
D (DCA)
B (BDCA)
D (DBCA)
C (CDBA)
D (DCBA)
D (DCBA)

Now assume that player A indeed sticks to the states C and D and
repeats these two infinitely often. Then the states A and B will finally stay
on the last two LAR-positions and not be touched anymore. Thus the hit
value will be only 1 or 2 from some point onwards, and the maximal hit
value visited infinitely often will be 2. In fact, if only position 1 is underlined
from some point onwards, then only the same letter would be chosen from
that point onwards (and not two states C and D as assumed).
We conclude that player B should always move to the number state
named by the current hit value. In the scenario mentioned, this would
mean to move finally only to states 1 or 2, and to 2 infinitely often. If at
some point player A would decide to go to one state only, this state would
be repeated at the head of the LAR and underlined; so the maximal hit
value visited infinitely often would be 1 (and correct again).
We leave it to the reader to show that “to move to the number given
by the current hit value” is a winning strategy of player B in the game (see
also Remark 5.1 below). Since the required memory is finite and the update
rule is defined in terms of the previous LAR and the current state, this is a
finite-state winning strategy.
The example suggests a solution of Muller games in very close analogy to
the case of weak Muller games, using the latest appearance record in place
of the appearance record. We shall introduce the LAR-structure in general
(i.e., we take it to cover all states of the game graph under consideration
and not only a subset, such as the letter-states in our example). From each
LAR we extract an “index”. Whereas in an appearance record we referred
to its cardinality, we use the hit value for a LAR. Then we introduce the
“parity condition” (a variant of the weak parity condition) as new winning
Church’s Problem 21

condition and apply it in a game simulation. The solution of the parity


game that arises in this way gives a solution of the original Muller game.

5.2 Parity Games


Given a Muller game (G, F) with G = (Q, QA , E) and Q = {1, . . . , n}, we
define the transition structure of a finite-state machine S = (S, Q, s0 , δ). Its
state set is the set of LAR’s over Q, and its purpose is to realize, given a play
prefix i1 . . . ik ∈ Q∗ , the computation of the corresponding LAR. Formally,
an LAR is a pair ((j1 . . . jr ), h) where the ji are pairwise distinct states from
Q and 0 ≤ h ≤ r. The initial state is s0 = (( ), 0) (empty list and hit 0).
The transition function δ : S × Q → S realizes the update of the LAR as
indicated in the example above: We set δ(((i1 . . . ir ), h), i) = ((ii1 . . . ir ), 0) if
i does not occur in (i1 . . . ir ). Otherwise, if i = ik we cancel i from (i1 . . . ir )
to obtain (j1 . . . jr−1 ) and set δ(((i1 . . . ir ), h), i) = ((ij1 . . . jr−1 ), k).
An essential ingredient of a LAR ((i1 . . . ir ), h) is the hit set {i1 , . . . , ih }
of states listed up to and including the hit position h. Consider a play ρ over
Q and the associated sequence of LAR’s, denoted ρ′ . If h is the maximal hit
assumed infinitely often in ρ′ , we may pick a position in ρ′ where no unlisted
state enters any more later in the play and where only hit values ≤ h occur
afterwards. From that point onwards the states listed after position h stay
fixed, and thus also the hit set for the hit value h stays fixed. We call this
set the hit set for the maximal hit occurring infinitely often in ρ′ .

Remark 5.1. Let ρ be a sequence over Q and ρ′ be the associated sequence


of LAR’s. The set Inf(ρ) coincides with the hit set H for the maximal hit
h occurring infinitely often in ρ′ .

Proof. Consider the point in ρ from where no new states will occur and
where all visits of states that are visited only finitely often are completed.
After a further visit of each state in Inf(ρ), these states will stay at the head
of the LAR’s (in various orders), and the hit values will be ≤ k := |Inf(ρ)|.
It remains to show that the hit value in ρ′ reaches k again and again (so
that k is the maximal hit occurring infnitely often in ρ′ ). If the hit was
< k from some point onwards, the state q listed on position k would not be
visited later and thus not be in Inf(ρ). q.e.d.

Using the remark, we can reformulate the Muller winning condition for
the play ρ: The hit set for the highest hit occurring infinitely often in ρ′
belongs to F. This allows us to extract two data from the LAR’s which are
sufficient to decide whether the play ρ satisfies the Muller condition: the
hit value and the information whether the corresponding hit set belongs to
F. We combine these two data in the definition of a coloring of the LAR’s.
22 W. Thomas

Define, for h > 0,


(
2h if {i1 , . . . , ih } ∈ F
c(((i1 . . . ir ), h)) :=
2h − 1 if {i1 , . . . , ih } 6∈ F

and let c(((i1 . . . ir ), 0)) = 0.


Then the Muller condition Inf(ρ) ∈ F is satisfied iff the maximal color
occurring infinitely often in c(ρ′ (0))c(ρ′ (1)) . . . is even. This is a “parity
condition” (as introduced by Mostowski [13] and Emerson and Jutla [6]).
The only difference to the weak parity condition is the reference to colors
occurring infinitely often rather than those which occur at all.
In general, the parity condition refers to a coloring c : Q → {0, . . . , k}
of a game graph G; it is the following requirement on a play ρ:
_
(∃ω i : c(ρ(i)) = j ∧ ¬∃ω i : c(ρ(i)) > j)
j even

The pair (G, c) with this convention for the winning condition for player B
is called a parity game.
Similar to the case of weak Muller games, one can set up a game simula-
tion of a Muller game (G, F) by a parity game (G′ , c): We use the finite-state
machine S introduced before that transforms a given play ρ over G into the
corresponding sequence ρ′ of LAR’s (realized in the states visited by S),
and we use the coloring c defined above. The game graph G′ is fixed as in
Section 4.3 above, using the new machine S. We obtain the game simulation
(G, F) ≤S (G′ , c) where (G′ , c) is a parity game.

Remark 5.2. There is a variant of S in which some of the states are spared.
We cancel the initial LAR’s (corresponding to hit value 0), starting (over
states 1, . . . , n) with the LAR ((1 . . . n), 1) rather than (( ), 0), and keeping
the update rule as before. With this change, one cannot distinguish between
first and repeated visits of states, but clearly this loss of information is
inessential for the satisfaction of the winning condition. The number of
states of the reduced machine is then n! · n over a graph with n states.

One can use S as the transition structure of automata realizing winning


strategies in the Muller game (G, F). In order to provide also the out-
put function, we have to solve parity games, again by positional winning
strategies.

Theorem 5.3. A parity game (G, c) is determined, and one can compute
the winning regions WA , WB and also construct corresponding positional
winning strategies for the players A and B.
Church’s Problem 23

Proof. Given G = (Q, QA , E) with coloring c : Q → {0, . . . , k} we proceed


by induction on |Q|, the number of states of G.
The induction start (Q is a singleton) is trivial. In the induction step
assume that the maximal color k is even (otherwise switch the roles of
players A and B). Let q be a state of the highest (even) color k and define
A0 = AttrB ({q}). As the complement of an attractor, the set Q\A0 induces
a subgame. The induction hypothesis ensures a partition of Q \ A0 into the
winning regions UA , UB of the two players (with corresponding positional
winning strategies) in this subgame.
We now distinguish two cases:

1. From q, player B can ensure to be in UB ∪ A0 in the next step,


2. From q, player A can ensure to be in UA in the next step.

Let us first verify that one of the two cases applies (which gives a kind of
local determinacy). Assume Case 1 fails. If q ∈ QB , then all transitions
from q have to go to UA , otherwise we would be in Case 1. By the same
reason, if q ∈ QA , then some transition from q goes to UA ; so Case 2 applies.
In Case 1, one shows WB = UB ∪AttrB ({q}) and WA = UA , applying the
positional strategies of the induction hypothesis over UA , UB , the attractor
strategy over AttrB ({q}), and (if q ∈ QB ) the choice of the next state from q
according to Case 1. For the first claim, note that a play in UB ∪AttrB ({q})
either remains in UB from some point onwards, whence Player B wins by
induction hypothesis, or it visits (by choice of player A) the attractor A0 and
hence q again and again, so that player B wins by seeing the highest color
(even!) repeatedly. The second claim WA = UA is now clear by induction
hypothesis.
We turn to Case 2. In this case we know that q ∈ AttrA (UA ) and
consider the set A1 = AttrA (UA ∪ {q}), clearly of cardinality ≥ 1. So we
can apply the induction hypothesis to the subgame induced by Q \ A1 . We
obtain a partition of this domain into winning regions VA , VB for A and B,
with corresponding positional winning strategies. Now it is easy to verify
WB = VB and WA = VA ∪ A1 , with positional winning strategies again
provided by the induction hypothesis and the attractor strategy over A1 .
Finally we note that the inductive construction can be turned to a re-
cursive procedure which produces, given G and the coloring c, the desired
winning regions and positional strategies. q.e.d.

The recursive procedure appearing in this proof involves a nested call


of the inductive hypothesis, which means that for each induction step the
computational effort doubles, resulting in an overall exponential runtime.
It is known that the problem “Given a parity game (G, c) and a state q,
does q belong to the winning region of B?” is in the complexity class NP ∩
24 W. Thomas

co-NP. Whether this problem is decidable in polynomial time is one of the


major open problems in the algorithmic theory of infinite games.
As mentioned above, Theorem 5.3 on positional determinacy of parity
games completes the solution of Church’s Problem. The claim on the num-
ber of states of a finite-state winning strategy (n! · n memory states over
a graph with n states) is clear from Remark 5.2. As shown in [5], the fac-
torial function also supplies a lower bound on the memory size of winning
strategies in Muller games.
It is worth noting that the claim on positional determinacy of parity
games also holds for infinite game graphs (however, without a statement on
computability of winning strategies). This “infinite version” of the theorem
can be applied for the complementation of automata over infinite trees (see
[19]).

6 Conclusion
Let us recall the three major steps for a solution of Church’s Problem:
First we relied on a translation from the logic S1S to Muller automata,
which were then changed into game graphs with Muller winning condition.
From Muller games we constructed parity games via the LAR structure;
and finally we presented a solution of parity games. All three steps are
nontrivial. As mentioned, the first step involves a non-elementary blow-up
(from length of formula to size of automaton). For each of the other two
steps, an exponential time procedure was presented; a direct construction
is possible, however, resulting in a single exponential altogether (see [20]).
On the other hand, our two-step approach showed that finite-state winning
strategies for a Muller game over a graph G can be constructed with a
transition structure that depends on G alone, and that only for the output
function the winning condition has to be invoked.
Church’s Problem and its solution were the starting point for a highly
active area of research in computer science, first restricted to pure automata
theory, but in the last 20 years with a great influence in algorithmic ver-
ification and program synthesis. A problem in current research is to find
classes of infinite game graphs over which games with MSO-definable win-
ning conditions can still be solved algorithmically. Some results (on so-called
pushdown graphs) are mentioned in [7]. Another direction is to modify or
to generalize the specification language in Church’s Problem (see e.g. [17]).
In a wider context, more general models of games are studied, for instance
“concurrent games” (where the two players move simultaneously), “timed
games” (generalizing the model of timed automata), stochastic games (in
which random moves enter), and multiplayer games.
Church’s Problem 25

7 Acknowledgment
Thanks are due to Erich Grädel, Wong Karianto, Detlef Kähler, Christof
Löding, and Michaela Slaats for their helpful comments on a previous ver-
sion of this paper.

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