The discrete strategy improvement algorithm for parity games and complexity measures for directed graphs
Felix Canavoi, Erich Gr\"adel, Roman Rabinovich

TL;DR
This paper analyzes the limitations of the discrete strategy improvement algorithm for parity games, showing it requires super-polynomial time even on classes of graphs where efficient algorithms exist, thus highlighting its significant computational constraints.
Contribution
The paper provides a detailed complexity measure analysis of Friedmann's counterexamples, demonstrating the algorithm's limitations across various graph parameters.
Findings
The algorithm has super-polynomial lower bounds on many graph classes.
Friedmann's examples are bounded in complexity measures like treewidth and DAG-width.
The analysis reveals the algorithm's limitations are more extensive than previously thought.
Abstract
For some time the discrete strategy improvement algorithm due to Jurdzinski and Voge had been considered as a candidate for solving parity games in polynomial time. However, it has recently been proved by Oliver Friedmann that the strategy improvement algorithm requires super-polynomially many iteration steps, for all popular local improvements rules, including switch-all (also with Fearnley's snare memorisation), switch-best, random-facet, random-edge, switch-half, least-recently-considered, and Zadeh's Pivoting rule. We analyse the examples provided by Friedmann in terms of complexity measures for directed graphs such as treewidth, DAG-width, Kelly-width, entanglement, directed pathwidth, and cliquewidth. It is known that for every class of parity games on which one of these parameters is bounded, the winning regions can be efficiently computed. It turns out that with respect to…
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