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Adversarial Synchronization

Anton E. Lipin, Mikhail V. Volkov

TL;DR

This work studies adversarial synchronization games on finite deterministic automata, introducing a robust hierarchy of variants $A_k$ (for $k\in\mathbb{N}\cup\{\omega\}$) that constrain Bob's responses and analyze how quickly synchronization can be forced. The authors prove that if Alice can win the $\omega$-game, then the automaton has a reset word shorter than the number of states, i.e., $rt(\mathrsfs{A})<|Q|$, and they show a quadratic lower bound for $A_k$-automata, demonstrating that fixed-$k$ adversaries can force much longer resets. They develop polynomial-time algorithms to decide the winner in these games, including the $\omega$-game and $A_k$-games, and explore how the variants relate on fixed-size automata, showing, for example, collapse phenomena and precise thresholds for when $A_k$-automata become $A_\omega$-automata. Collectively, the results deepen the understanding of synchronization under adversarial interference and yield efficient tools for classifying automata by their game-theoretic synchronization behavior.

Abstract

We study a variant of the synchronization game on finite deterministic automata. In this game, Alice chooses one input letter of an automaton $A$ on each of her moves while Bob may respond with an arbitrary finite word over the input alphabet of $A$; Alice wins if the word obtained by interleaving her letters with Bob's responses resets $A$. We prove that if Alice has a winning strategy in this game on $A$, then $A$ admits a reset word whose length is strictly smaller than the number of states of $A$. In contrast, for any $k\ge 1$, we exhibit automata with shortest reset-word length quadratic in the number of states, on which Alice nevertheless wins a version of the game in which Bob's responses are restricted to arbitrary words of length at most $k$. We provide polynomial-time algorithms for deciding the winner in various synchronization games, and we analyze the relationships between variants of synchronization games on fixed-size automata.

Adversarial Synchronization

TL;DR

This work studies adversarial synchronization games on finite deterministic automata, introducing a robust hierarchy of variants (for ) that constrain Bob's responses and analyze how quickly synchronization can be forced. The authors prove that if Alice can win the -game, then the automaton has a reset word shorter than the number of states, i.e., , and they show a quadratic lower bound for -automata, demonstrating that fixed- adversaries can force much longer resets. They develop polynomial-time algorithms to decide the winner in these games, including the -game and -games, and explore how the variants relate on fixed-size automata, showing, for example, collapse phenomena and precise thresholds for when -automata become -automata. Collectively, the results deepen the understanding of synchronization under adversarial interference and yield efficient tools for classifying automata by their game-theoretic synchronization behavior.

Abstract

We study a variant of the synchronization game on finite deterministic automata. In this game, Alice chooses one input letter of an automaton on each of her moves while Bob may respond with an arbitrary finite word over the input alphabet of ; Alice wins if the word obtained by interleaving her letters with Bob's responses resets . We prove that if Alice has a winning strategy in this game on , then admits a reset word whose length is strictly smaller than the number of states of . In contrast, for any , we exhibit automata with shortest reset-word length quadratic in the number of states, on which Alice nevertheless wins a version of the game in which Bob's responses are restricted to arbitrary words of length at most . We provide polynomial-time algorithms for deciding the winner in various synchronization games, and we analyze the relationships between variants of synchronization games on fixed-size automata.
Paper Structure (23 sections, 29 theorems, 40 equations, 13 figures, 2 algorithms)

This paper contains 23 sections, 29 theorems, 40 equations, 13 figures, 2 algorithms.

Key Result

Lemma 2.1

For each $n\ge 3$, the automaton $\mathrsfs{E}_n$ lies in $\mathbf{A}_{n-1}\setminus\mathbf{A}_n$.

Figures (13)

  • Figure 1: The automaton $\mathrsfs{C}_n$
  • Figure 2: Moves in a synchronization game on $\mathrsfs{C}_5$
  • Figure 3: Automata $\mathrsfs{E}_3\in\mathbf{A}_2\setminus\mathbf{A}_3$ and $\mathrsfs{E}_4\in\mathbf{A}_3\setminus\mathbf{A}_4$
  • Figure 4: A graph from $\mathcal{T}_C$ with components from $\mathcal{V}(C)$ shown by dashed contours. Blue edges belong to $E_{\ell-1}$ (loops from $E_0$ are not shown); red edges are from $E_\ell\setminus E_{\ell-1}$.
  • Figure 5: An $n$-state DFA with reset threshold $n-1$ on which Bob wins by keeping tokens (shown in gray) on states 1, 2, …, $n-2$.
  • ...and 8 more figures

Theorems & Definitions (57)

  • Lemma 2.1
  • proof
  • Corollary 2.2
  • proof
  • Lemma 2.3
  • proof
  • Corollary 2.4
  • proof
  • Proposition 3.1
  • proof
  • ...and 47 more