Strategy Representation by Decision Trees in Reactive Synthesis
Tom\'a\v{s} Br\'azdil, Krishnendu Chatterjee, Jan K\v{r}et\'insk\'y,, Viktor Toman

TL;DR
This paper introduces decision trees as a new, more efficient way to represent strategies in graph games with parity objectives, improving over traditional BDDs by providing more succinct and decision-flavor-preserving representations.
Contribution
The work develops novel techniques to adapt decision trees for error-free strategy representation in graph games, enabling entropy-based minimization and practical implementation.
Findings
Decision trees outperform BDDs in strategy representation efficiency.
New techniques allow decision trees to accurately represent entire strategies without errors.
Experimental results demonstrate significant improvements in reactive synthesis problems.
Abstract
Graph games played by two players over finite-state graphs are central in many problems in computer science. In particular, graph games with -regular winning conditions, specified as parity objectives, which can express properties such as safety, liveness, fairness, are the basic framework for verification and synthesis of reactive systems. The decisions for a player at various states of the graph game are represented as strategies. While the algorithmic problem for solving graph games with parity objectives has been widely studied, the most prominent data-structure for strategy representation in graph games has been binary decision diagrams (BDDs). However, due to the bit-level representation, BDDs do not retain the inherent flavor of the decisions of strategies, and are notoriously hard to minimize to obtain succinct representation. In this work we propose decision trees for…
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