An alternating graph is a directed graph whose vertex set is partitioned into two colour classes, existential and universal. This forms the basic arena for well-known models in formal verification, discrete optimal control, and infinite duration two-player games where Player square and Player circle alternate in a turn-based sliding of a pebble along the arcs they control. We study alternating strongly-connectedness on alternating graphs as a generalization of strongly-connectedness in directed graphs, aiming at providing a linear-time decomposition and a sound structural graph characterization. For this a novel notion of alternating reachability is introduced: Player square attempts to reach vertices without leaving a prescribed subset of the vertices while Player circle works against. This is named safe-alternating reach-ability. It is shown that every alternating graph uniquely decomposes into safe-alternating strongly-connected components, where Player square can visit each vertex within a given component infinitely often without having to ever leave out the component itself. Our main result is a linear-time algorithm for computing this alternating graph decomposition. Both the underlying graph structures and the algorithm generalize the classical decomposition of a directed graph into strongly-connected components, building on the algorithms devised by Tarjan in 1972. Our theory has direct applications e.g. solving well-known infinite duration pebble games faster. Dinneen and Khoussainov showed in 1999 that deciding a given Update Game costs O (mn) time, where n is the number of vertices and m is that of arcs. We solve that task in Theta(m + n) linear time. In turn the complexity of Explicit McNaughton-M & uuml;ller Games improves from cubic to quadratic. (c) 2025 Elsevier Inc. All rights are reserved, including those for text and data mining, AI training, and similar technologies.
Linear-time safe-alternating DFS and SCCs
Comin, Carlo;Rizzi, Romeo
2025-01-01
Abstract
An alternating graph is a directed graph whose vertex set is partitioned into two colour classes, existential and universal. This forms the basic arena for well-known models in formal verification, discrete optimal control, and infinite duration two-player games where Player square and Player circle alternate in a turn-based sliding of a pebble along the arcs they control. We study alternating strongly-connectedness on alternating graphs as a generalization of strongly-connectedness in directed graphs, aiming at providing a linear-time decomposition and a sound structural graph characterization. For this a novel notion of alternating reachability is introduced: Player square attempts to reach vertices without leaving a prescribed subset of the vertices while Player circle works against. This is named safe-alternating reach-ability. It is shown that every alternating graph uniquely decomposes into safe-alternating strongly-connected components, where Player square can visit each vertex within a given component infinitely often without having to ever leave out the component itself. Our main result is a linear-time algorithm for computing this alternating graph decomposition. Both the underlying graph structures and the algorithm generalize the classical decomposition of a directed graph into strongly-connected components, building on the algorithms devised by Tarjan in 1972. Our theory has direct applications e.g. solving well-known infinite duration pebble games faster. Dinneen and Khoussainov showed in 1999 that deciding a given Update Game costs O (mn) time, where n is the number of vertices and m is that of arcs. We solve that task in Theta(m + n) linear time. In turn the complexity of Explicit McNaughton-M & uuml;ller Games improves from cubic to quadratic. (c) 2025 Elsevier Inc. All rights are reserved, including those for text and data mining, AI training, and similar technologies.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.



