Abstract
Counter reachability games are played by two players on a graph with labelled edges. Each move consists in picking an edge from the current location and adding its label to a counter vector. The objective is to reach a given counter value in a given location. We distinguish three semantics for counter reachability games, according to what happens when a counter value would become negative: the edge is either disabled, or enabled but the counter value becomes zero, or enabled. We consider the problem of deciding the winner in counter reachability games and show that, in most cases, it has the same complexity under all semantics. Surprisingly, under one semantics, the complexity in dimension one depends on whether the objective value is zero or any other integer.
This work is supported by the french Agence Nationale de la Recherche, REACHARD (grant ANR-11-BS02-001).
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Reichert, J. (2013). On the Complexity of Counter Reachability Games. In: Abdulla, P.A., Potapov, I. (eds) Reachability Problems. RP 2013. Lecture Notes in Computer Science, vol 8169. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-41036-9_18
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DOI: https://doi.org/10.1007/978-3-642-41036-9_18
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