Connect Game Over Dyn Net W
Connect Game Over Dyn Net W
A game-theoretic model for the study of dynamic networks is analyzed. The model is motivated
by communication networks that are subject to failure of nodes and where the restoration needs
resources. The corresponding two-player game is played between “Destructor” (who can delete
nodes) and “Constructor” (who can restore or even create nodes under certain conditions). We also
include the feature of information flow by allowing Constructor to change labels of adjacent nodes.
As objective for Constructor the network property to be connected is considered, either as a safety
condition or as a reachability condition (in the latter case starting from a non-connected network). We
show under which conditions the solvability of the corresponding games for Constructor is decidable,
and in this case obtain upper and lower complexity bounds, as well as algorithms derived from
winning strategies. Due to the asymmetry between the players, safety and reachability objectives are
not dual to each other and are treated separately.
u v u v u1 u2 u3 u1 u2 u3
Figure 1: Movement of strong node with Figure 2: Creation of a new node by a set U =
restoration. {u1 , u2 , u3 } of strong nodes.
simplicity and adequacy for practical applications1 . The aspect of simplicity is introduced by a merge of
the two parties suppliers and users in a single player called Constructor. This player has the power to
restore deleted nodes or even to create new nodes (i.e., to extend the network beyond its original shape),
matching the purpose of a supplier, and she also can transmit information along edges of the network,
matching the actions of an user. The latter feature is realized by the possibility to relabel two nodes that
are connected by an edge.
A detailed description of these possible actions by Destructor and Constructor yields a dynamic
network game in which these players carry out their moves in alternation, step by step changing the
shape and the labeling of the network. In the present paper we analyze these games only with one
objective (winning condition for Constructor), namely with the objective to guarantee that the network is
connected. The objective arises in two versions: as a safety game in which connectivity of the network is
to be guaranteed forever by Constructor, or as a reachability game in which Constructor has to construct
a connected network, starting from a disconnected one. Since we assume complete information, these
games are trivially determined. Our aim is to clarify under which assumptions these games are effectively
solvable, i.e., that one can decide who wins (and in this case to construct a winning strategy for the
winner). One should note that by the independent and very different conceptions of the two players,
there is no direct duality between reachability and safety objectives; both games have to be analyzed
separately. On the other hand, a simplification is built into our model by our decision only to declare
connectivity of the network as Constructor’s objective, i.e., that the aim of the users to realize the transfer
of information from certain source nodes to target nodes is not taken into account. (For a study of network
games including this aspect, see the paper [14].)
Before stating our results, let us sketch informally but in a little more detail the definitions of Con-
structor’s actions, which she chooses from a given set of rules. We distinguish three different types of
rules. The first is concerned only with the “information flow” through the network evoked by the users;
nodes and edges as such stay fixed. A natural way to describe this aspect is to assume a labeling of the
nodes that may change over time. For instance, the label a on node u and a blank label on the adjacent
node v are modified to the blank label on u and the label a on v, corresponding to a shift of the data a
from u to v. Only the labels of adjacent non-deleted nodes can change; for the same reason as in com-
munication networks only neighboring active clients are able to send or receive messages. A relabeling
rule describes in which way Constructor may change labels of adjacent nodes. The other rules entail
a changes to the network structure. Constructor can restore nodes, which could have existed before, or
create completely new nodes. These steps involve the concept of “strongness” of a node: a strong node
cannot be deleted, and it is the prerequisite for performing the restoration and creation of nodes. One
can view strong nodes as maintenance resources of suppliers, which are located on some places in the
network. The strongness property may be propagated through edges to existing nodes; being at some
1 We thank our colleagues in the research cluster UMIC (Ultra High-Speed Mobile Information and Communication) for
Table 1: Summary of our results; for expanding games, we distinguish whether Constructor is allowed
to create strong nodes (s-create), create weak nodes (w-create), move strong nodes, or relabel nodes.
node u it can also be used to restore a deleted node v by moving to it if there was an edge (u, v) in the
network before the deletion of v (see Figure 1). For the creation of a node we can pick some set S of
strong nodes, create a new node v (that is or is not strong) and connect it by an edge with each node in S
(see Figure 2). This corresponds to the assumption that creation is “more expensive” than restoration. In
our framework, both actions are either feasible in general or subject to constraints given by the labels of
the involved nodes; we will collect these constraints in movement and creation rules.
Our results clarify the solvability of these connectivity games in several versions, complementing a
result of [20] that the reachability problem (to reach a connected network by Constructor) is undecidable
in the cases where the creation of new nodes is allowed. Our first results say that for safety games
solvability (for Constructor) is undecidable in the general case but – maybe surprisingly – decidable
when either creation of new non-strong nodes is disallowed or movement of strong nodes is disallowed.
The former problem is PS PACE-complete, the latter is solvable in E XP T IME (where the input size is given
by the size of the initial network and the size of the rule set of Constructor). Also in those restrictions
where creation of nodes or relabeling is completely disallowed we sharpen the results of [20] (where
PS PACE-hardness was shown) in obtaining PS PACE-completeness.
For the last mentioned restriction (no creation of nodes, no relabelings), we finally obtain partial
results by providing lower and upper bounds; the proofs illustrate again the difference between safety
and reachability. We show that under the first restriction solvability by Constructor is PS PACE-hard
(while the easily obtained upper bound is E XP T IME), and for the second restriction (no relabelings) this
solvability is in PS PACE and NP-hard. An overview of the results is given in Table 1.
The paper is structured as follows. In the sequel of this introduction we discuss related but technically
different approaches to network games. Section 2 introduces the model in detail. Section 3 offers the
results on safety games, whereas in Section 4 the solvability of reachability games is studied. We finish
by listing some selected perspectives from a very rich landscape of problems that remain to be treated in
this area combining practical issues with theoretical research.
Related Work. Our game model was introduced in [20]; we sharpen and extend these preliminary
decidability and complexity results. The game-theoretic approach is inspired by sabotage games, which
van Benthem suggested in [3]. There, a reachability problem over graphs is considered, where a “Run-
ner” traverses a graph while a “Blocker” deletes an edge after each move. The theory of these games and
many variants have been thoroughly studied in [18, 23, 11, 17].
134 Connectivity Games over Dynamic Networks
Dynamically changing systems are also addressed by online algorithms (see [9, 4]). These find
applications in routing and scheduling problems in wireless and dynamically changing wired networks
(see [21, 25]). However, the only approaches we are aware of where the adversarial also changes the
network structure is due to Awerbuch et al. [1, 2]; there a routing objective is faced with an adversary
that injects packets and also decides which connections are available. These studies aim at a competitive
analysis of the “communication throughput”: the number of delivered packets of an online algorithm is
compared to an optimal offline algorithm.
Another view on online algorithms are dynamic algorithms (see [7, 8]). A fully dynamic algorithm
refers to a dynamic graph in which edges are inserted and deleted; the focus of investigation is the
computational complexity of static graph properties with respect to a given sequence of update steps
(see [16, 22]). The same idea leads to a dynamic complexity theory, which deals with the complexity of
computing and maintaining an auxiliary structure; this structure entails the solution of a decision problem
for a dynamically changing instance (see [27]).
Studies on a game-theoretic model for routing under adversarial condition have been started in [14].
Instead of a competitive analysis of a given online algorithm, the aim is to check whether a given dynamic
scenario has a solution in form of a routing scheme (and to synthesize a routing scheme if it exists).
This model is also inspired by the sabotage game model, but complementary to the present work. The
adversary deactivates edges and injects packets in the network, and a solution of the game requires that
all packets must be delivered or that the overall number of packets in the network is bounded.
Another interesting approach arises from the studies of dynamic versions of the Dynamic Logic of
Permission (DLP), which is in turn an extension of the Propositional Dynamic Logic (PDL). In DLP,
“computations” in a Kripke structure from one state to another are considered which are subject to
“permissions” [19]. The logic DLP+ dyn (see [6, 12]) extends DLP with formulas which allow updates of
the permission set and thus can be seen as a dynamically changing Kripke structure. Nevertheless, all
the dynamics have to be specified in the formula; an adversarial agent is not considered.
The idea of changing networks is of course studied in considerable depth in the theory of graph
grammars, graph rewriting, and graph transformations (see [5, 24]). While there the class of generable
graphs (networks) is the focus of study, we deal here with the more refined view when considering the
evolvement of a two-player game and the properties of graphs occurring in them. In the (one-player)
framework of model checking, we mention the work [10], where graph-interpreted temporal logic is
introduced as a rule-based specification. A technique is developed to map a “graph transition systems”,
which nodes are graphs, to a finite Kripke structure, so that classical LTL model checking can be applied.
The dynamics of a network arises by the possible moves of two players, Destructor and Constructor,
which are changing the respective current network. A dynamic network game will be presented as a pair
G = (G, R) consisting of an initial network G as above and a finite set R of rules for Constructor. The
two players play turn by turn in alternation; Destructor starts. Both players are allowed to skip as well.
Let us describe the rules that define the players’ possible actions. When it is Destructor’s turn, he can
perform a deletion step by deleting some weak node v ∈ A \ S; the set A is changed to A \ {v}. When it
is Constructor’s turn, she can choose a rule from her rule set R that is applicable on the current network.
The rules in R can be of three different types.
Relabeling rule: A rule h a, b −→ c, d i allows Constructor to change the labels a and b of two active
adjacent nodes of A into c and d, respectively. Formally, for two vertices u ∈ Pa and v ∈ Pb with
(u, v) ∈ E the sets Pa , Pb , Pc , and Pd are updated to Pa \ {u}, Pb \ {v}, Pc ∪ {u}, and Pd ∪ {v}.
For relabeling rules we will also consider rules with multiple relabelings in one turn. This corre-
sponds to our intuition that there can be a lot of information flow in the network at the same time.
For example, for two relabeling steps in one turn we use the notation h a, b −→ c, d ; e, f −→ g, h i.
The relabelings are applied one after the other, but in the same turn.
move
Movement rule: A rule h a −−−→ b i allows Constructor to shift the “strongness” from a strong node that
carries the label a to an adjacent node that is labeled with b and must not be strong. Formally, for
two vertices u ∈ Pa and v ∈ Pb with u ∈ S, v 6∈ S, and (u, v) ∈ E, the set S is updated to (S\{u})∪ {v}
and A is updated to A ∪ {v}. The case v ∈ A means to simply shift strongness to v; the case v ∈ V \A
means restoration of v. The terms “moving a strong node” and “shifting its strongness” are used
interchangeably through the paper.
Creation rule: These rules enable Constructor to create a completely new node, which is not in V . A
create (c)
rule h a1 , . . . , an −−−−→ a′1 , . . . , a′n i allows Constructor to choose any set U = {u1 , . . . , un } ⊆ S of
n different strong nodes such that the label of ui is ai (for all i ∈ {1, . . . , n}). Then, Constructor
creates a new active node w, labels it with c, and connects it to every node in U . Formally, the
sets V and A are updated to V ∪· {w} and A ∪· {w}, respectively; also E is updated by adding edges
between w and each node of U . Also the labels of the nodes in U may change after creation; the
label of ui is changed to a′i (for all i ∈ {1, . . . , n}). For the creation of a strong node we use the
s-create (c)
notation h a1 , . . . , an −−−−−→ a′1 , . . . , a′n i. In this case also S is updated to S ∪· {w}.
We consider some variants where Constructor’s moves are restricted. A game (G, R) is called non-
expanding if R does not contain any creation rule. In unlabeled games nodes cannot be distinguished by
theirs labels; formally, we assume that all vertices are labeled with a blank symbol xy and the movement
move
rule h xy −−−→ xy i is the only available rule.
A play of a game G is an infinite sequence π = G1 G2 · · · where G1 is the initial network and each
step from Gi to Gi+1 results from the moves of Destructor (if i is odd) and Constructor (if i is even),
respectively. So, plays are infinite in general, but may be considered finite in the cases where neither
of the players can move, or a given objective (winning condition) is satisfied. In this paper we consider
dynamic network connectivity games, where Constructor’s objective concerns the connectivity of the net-
work (more precisely, of the active nodes). We distinguish between connectivity games with reachability
objective and safety objective. In the former the initial network is disconnected, and Constructor’s objec-
tive is to reach a connected network; conversely, in the safety game the initial network is connected, and
Constructor has to guarantee that the network always stays connected. If Constructor achieves the given
objective in a play π , she wins π with respect to this objective.
136 Connectivity Games over Dynamic Networks
u3 u2 v1 w1 s2
xy xy xy xy ⊥
⊥ xy xy xy xy
s1 u1 v2 w2 w3
A strategy for Destructor is a function (usually denoted by σ ) that maps each play prefix G1 G2 · · · Gk
with an odd k to a network Gk+1 that arises from Gk by a node deletion. Analogously, a strategy for
Constructor is such a function (denoted by τ ) where k is even and Gk+1 arises from Gk by applying one
of the rules from R. A strategy is called positional (or memoryless) if it only depends on the current
network, i.e., it is a function that maps the current network Gk to Gk+1 as above. If Constructor has a
strategy τ to win every play, where she moves according to τ , with respect to the reachability (safety)
objective, Constructor wins the reachability (safety) game; Destructor wins otherwise. This leads us to
the following decision problems.
• Dynamic reachability problem: Given a dynamic network game G , does Constructor have a strat-
egy to win the reachability game G (i.e., eventually a connected network is reached)?
• Dynamic safety problem: Given a dynamic network game G , does Constructor have a strategy to
win the safety game G (i.e., the network always stays connected)?
In this paper we only consider reachability and safety objectives. For these winning conditions it is
well known that one can restrict winning strategies of both players to positional strategies [26, 13], i.e.,
if Constructor (Destructor) has a strategy to win a given game G , she (he) also has a positional strategy
to win G . Therefore, we will always assume positional strategies in this paper.
Example 2.1. We consider a dynamic network connectivity game G = (G, R) with labels ⊥, xy ∈ Σ. The
initial network G = (V, E, A, S, (Pa )a∈Σ ) with the set S = {s1 , s2 , u1 , w1 } of strong nodes is depicted in
move
Figure 3. We consider the safety game where the only rule in R is h xy −−−→ xy i. It means that the
strong nodes s1 and s2 are not able to move, because their labels do not match the movement rule.
Constructor has to guarantee the connectivity of the network. As a scenario for this game one could
imagine two clients s1 , s2 communicating over a network with unreliable intermediate nodes but two
mobile maintenance resources (initially located on u1 and v1 ).
By taking a closer look at this example we see that Destructor has a winning strategy. He deletes w3
in his first move; then we distinguish between two cases: if Constructor restores w3 , Destructor deletes
v1 in his next move and finally u1 or v2 ; if Constructor does not move the upper movable strong node
to w3 , this node has to remain at w1 ; otherwise Constructor loses by deletion of w1 . In the second case it
is easy to see that Destructor wins by suitable deletions of nodes in {u1 , u2 , v1 , v2 }.
create(xy)
Now we consider the same game, but additionally with the creation rule h xy, xy −−−−−→ xy, xy i. We
claim that now Constructor has a winning strategy. If Destructor deletes the node v1 or v2 Constructor
creates a new vertex v3 with the creation rule which establishes a new connection between the two strong
nodes u1 and w1 . If Destructor deletes the new vertex v3 Constructor creates a new vertex again, and so
on. Note that in this way the number of vertices in the set V can increase to an unbounded number.
S. Grüner, F.G. Radmacher & W. Thomas 137
Proof. We use a reduction from the halting problem for Turing machines. These are w.l.o.g. presented
in the format M = (Q, Γ, δ , q0 , qstop ) with a state set Q, a tape alphabet Γ (including a blank symbol xy),
a transition function δ : Q \ {qstop } × Γ → Q × Γ × {L, R}, an initial state q0 , and a stop state qstop .
For a Turing machine M we construct a game G = (G, R) such that M halts when started on the empty
tape iff Constructor is not able to keep the network always connected by applying the rules of R, i.e.,
Destructor wins the safety game G . The idea is to consider a configuration of M as a connected network
where Constructor creates additional vertices during the simulation of a valid computation of M. If M
stops, she cannot create vertices anymore, and Destructor is able to disconnect the network. We label
the nodes that correspond to a configuration of M with triples of the from Γ × (Q̂ ∪ {L, R}) × {|, ]} with
Q̂ := Q × {0, 1, ⊳, ⊲}. The first component holds the content of its represented cell of the tape. The
second component is labeled with L or R if the represented cell is on the left-hand side of the head or
on the right-hand side of the head, respectively; the second component is labeled with q ∈ Q and some
auxiliary symbol if M is in state q and the head is on the cell represented by this node. The third element
is either an end ( ] ) or an inner marker ( | ) depending on whether the node is the currently the right-most
represented cell of the tape or not. Additionally, the label alphabet contains the symbols ⊤, ⊥, +, and !.
The labels ⊤, ⊥ are used for the two additional strong nodes that Constructor has to keep connected; the
⊥-labeled node is always connected to every cell node while the ⊤-labeled node is only connected to the
⊥-labeled node via some weak nodes that are labeled with +. The exclamation mark (!) is used as a label
that Destructor has to prevent to occur; if Constructor manages to relabel a strong node to a !-labeled
node, she has a winning strategy regardless of the behavior of M.
Constructor has to create a +-labeled weak node in every turn where she simulates a transition of M.
Since we want Constructor to simulate only valid transitions, we ensure that an according creation rule
can only be applied to the cell node that holds the current state of M and an adjacent cell node. For this
reason only two cell nodes are strong at any time. Constructor is able to shift these nodes depending
on whether Constructor wants to simulate a left or a right transition of M. We ensure that Constructor
shifts the nodes at most once between simulating two transitions; otherwise she would be able to shift
them forever instead of simulating M. For this reason the cell node representing the head has auxiliary
symbols in {0, 1, ⊳, ⊲}: the symbol 0 means that Constructor can choose either to shift the strong nodes
or to simulate a transition. If this symbol is 1, she has already shifted the strong nodes and now must
simulate a transition. The symbols ⊳ and ⊲ are used as intermediate labels when Constructor shifts the
strong nodes to the left or to the right, respectively. The initial network, which corresponds to the initial
configuration of M on an empty working tape, is depicted in Figure 4.
create (+)
In the following we describe the rule set R. As mentioned before, the rule h !, ⊤, ⊥ −−−−→!, ⊤, ⊥ i
allows Constructor to ensure the connectivity of the network if a strong node obtains the !-label.
To allow Constructor to shift the two strong cell nodes to the right, we add the following rules for
create(+) move
all q ∈ Q, a, b ∈ Γ, and ∗ ∈ {|, ]}: 1. h (a, (q, 0), |), ⊤, ⊥ −−−−→ (a, (q, ⊲), |), ⊤, ⊥ i, 2. h (a, (q, ⊲), |) −−−→
138 Connectivity Games over Dynamic Networks
+ + +
Decidable Subcases. Now, we analyze safety games under some restrictions to the given rule set. If
we prohibit weak creation rules, solving safety games is PS PACE-complete. The PS PACE-hardness also
holds in the more restricted unlabeled case (see Theorem 3.7). Here, we show the inclusion in PS PACE.
We call a strategy of Destructor strict if he deletes a vertex in every turn (i.e., he does not skip)
whenever there is still a weak node left for deletion. We can assume that Destructor always plays a strict
S. Grüner, F.G. Radmacher & W. Thomas 139
strategy in a safety game: if Destructor skips, so Constructor can skip as well leading the play to the
same network (which is still connected).
Remark 3.2. If Destructor wins a safety game G , he also has a strict strategy to win G .
For a play π = G1 G2 . . . we define the level of a network Gi as the number of weak nodes in Gi if
Destructor acts next (i.e., i is odd) and as the number of weak nodes in Gi minus 1 if Constructor moves
next (i.e., i is even). Clearly, if Destructor plays according to a strict strategy, the level is monotonically
decreasing as long as the level has not reached 0 (or Destructor has won).
Lemma 3.3. Consider a safety game G without weak creation rules. If Destructor wins G , he also
wins G with a strict strategy such that, for each ℓ, Constructor is able to shift each strongness at most
nℓ · dℓ times in networks of level ℓ (before a disconnected network is reached), where nℓ (dℓ ) is the number
of nodes (deactivated nodes) of the first occurring network of level ℓ.
Proof. Towards a contradiction, assume that Destructor has a strict winning strategy σ , but Constructor
has a strategy τ where, for some ℓ, she is able to shift a strongness more than nℓ · dℓ times in networks of
level ℓ before Destructor wins. Consider a play π where Destructor and Constructor play according to σ
and τ , respectively. So, there exists some ℓ such that Destructor shifts a strongness at least nℓ ·dℓ + 1 times
in networks of level ℓ. Let Gi be the first network of level ℓ in π , and let Gk be the last network of level ℓ
in π , where either Destructor has already won (i.e., Gk is disconnected) or Constructor’s move decreases
the level. Since weak creation rules, which preserves the level, are forbidden and Destructor’s strategy σ
is strict, we can assume that Constructor applies only movement rules in the play infix Gi · · · Gk and hence
the set of nodes and their labels are preserved in this play infix; applying a relabeling or a strong creation
rule would immediately decrease the level to ℓ − 1.
In the play infix Gi · · · Gk each strongness is shifted along a certain path of nodes, each of which must
have been deactivated before Constructor shifts the strongness to it; otherwise the level would decrease
to ℓ − 1 immediately. Among these deactivated vertices we distinguish, for each network in Gi · · · Gk ,
between the nodes that have already been deactivated since Gi and the nodes that have been deleted by
Destructor in some network of level ℓ at least once. As the network Gi consists of dℓ deactivated nodes, in
the play infix Gi · · · Gk Constructor shifts a strongness at most dℓ times to a node that has not been deleted
by Destructor in some network of level ℓ before. Since there is a strongness that Constructor shifts at
least nℓ · dℓ + 1 times in networks of level ℓ, there is a play infix G j1 · · · G j2 of π with i ≤ j1 < j2 ≤ k
where a strongness is shifted in a loop such that the node where this strongness is shifted to has been
deleted by Destructor before in some network of level ℓ. Assume that this loop consists of m nodes.
Since Constructor restores these m nodes, none of these m nodes stay deactivated until Destructor
wins or the level decreases. It remains to be shown that Destructor does not have to delete all of these
m nodes in order to prevent Constructor from applying a certain rule. By definition the m deleted nodes
are restored by the same strongness; none of the other strong nodes has to be moved in order to restore
them. The vertices, edges, and labels of the network stay unchanged during the loop. So, Constructor’s
possibilities for node creation and movement are not constricted. In the case we assume that Destructor
must delete all of the m nodes to prevent Constructor from applying a relabeling rule, we obtain a winning
strategy for Constructor since she would be able to move the strong node in the loop again and again,
which would take her as many turns as Destructor needs for the node deletions (in this case Destructor
would not be able to perform any other node deletion).
Therefore, at least one of these m node deletions is needless for Destructor; we can eliminate it
from Destructor’s strategy without harming his strict winning strategy. (For the elimination step, we
let Destructor successively delete the next weak node that he would delete by playing his strategy σ .)
140 Connectivity Games over Dynamic Networks
Repeating this elimination for every case where Constructor can shift some strongness in networks of the
same level in a loop, we can optimize Destructor’s strict winning strategy to one where he additionally
prevents for all ℓ that any strongness is shifted more than nℓ · dℓ times in networks of level ℓ.
So, for safety games where Destructor wins we obtained an upper bound of the length of the path
along that a strongness is shifted within the same level. From this we can derive an upper bound for the
number of node deletions that Destructor needs if he has a winning strategy.
Lemma 3.4. Consider a safety game G without weak creation rules. Let |V | (|S|) be the number of active
nodes (strong nodes) of the initial network. If Destructor wins G , he also has a strict strategy to win G
with at most |S| · (2|V | − |S|)3 node deletions.
Proof. Assume that Destructor wins the safety game G . The previous lemma states that Destructor also
wins with a strict strategy where, for each ℓ, Constructor can shift each strongness at most nℓ · dℓ times
in networks of level ℓ. Since the number of strong nodes is fixed, Destructor wins with a strict strategy
where, for each ℓ, he acts at most |S| · nℓ · dℓ = |S| · nℓ · (nℓ − |S| − ℓ) times in networks of level ℓ. For strict
strategies the level is monotonically decreasing (as long as it has not reached 0). The level decreases at
most |V | − |S| times; so, nℓ ≤ |V | + (|V | − |S|) = 2|V | − |S| for every ℓ. Hence, Destructor wins with a
|V |−|S|
strict strategy deleting at most ∑ℓ=0 |S| · nℓ · (nℓ − |S| − ℓ) ≤ |S| · (2|V | − |S|)3 nodes.
To show that the dynamic safety problem is in PS PACE (if weak creation rules are forbidden) it
suffices to build up the game tree, which we truncate after |S| · (2|V | − |S|)3 moves of Destructor. We
construct the game tree on-the-fly in a depth-first manner, so that we only have to store a path from the
root to the current node, which length is polynomial in the size of G .
Theorem 3.5. For games where Constructor does not have any weak creation rule, the dynamic safety
problem is in PS PACE.
Another decidable subclass of the dynamic safety problem is the case where Constructor cannot
move any strong node. Since Constructor is not able to restore any deleted node, we can ignore the
deleted nodes in each network. Hence, we only have to explore are finite state space.
Theorem 3.6. For games where Constructor does not have any movement rule, the dynamic safety
problem is in E XP T IME.
Proof sketch. Consider a safety game G without movement rules. Due to Remark 3.2 we can assume
w.l.o.g. that Constructor plays according to a strict strategy. Then, the level decreases at most |V | − |S|
times before Destructor wins or all nodes in the network are strong, where |V | (|S|) is the number of
active nodes (strong nodes) in the initial network. We transform G into an infinite game [13] on a game
graph G′ , where each vertex corresponds to a network of G and the information which player acts next.
When we ignore deleted nodes, the number of networks of the same level is at most exponential in G .
Since the number of different levels is linear in G , the size of G′ is at most exponential in G and can
be computed in exponential time. The dynamic safety problem for G is equivalent to the problem of
determining the winner in the safety game on G′ , which is decidable in linear time [26, 13].
Non-Expanding and Unlabeled Games. We already showed in Theorem 3.5 that we can solve the
dynamic safety problem in PS PACE if weak creation rules are forbidden. This lower bound cannot be
improved in the more restricted cases of non-expanding and unlabeled games since it has already been
shown in [20] that the dynamic safety problem is PS PACE-hard for unlabeled games.
Theorem 3.7. For unlabeled games, the dynamic safety problem is PS PACE-hard.
So, the dynamic safety problem is PS PACE-complete also for unlabeled and non-expanding games.
S. Grüner, F.G. Radmacher & W. Thomas 141
Non-Expanding and Unlabeled Games. The proofs for the undecidability of the dynamic reachability
problem for expanding games rely on the availability of creation moves; if these are omitted, the state
space is finite and hence the problem becomes trivially decidable.
Remark 4.2. For non-expanding games, the dynamic reachability problem is in E XP T IME.
Complementary to this E XP T IME upper bound, we have a PS PACE lower bound.
Theorem 4.3. For non-expanding games, the dynamic reachability problem is PS PACE-hard.
This result is a variant of a result in [20], where the PS PACE-hardness has been shown for the question
of whether Constructor can reach a network in which a certain label occur. It can be shown by a reduction
from the sabotage game problem.
In the unlabeled non-expanding case we give an NP lower bound and a PS PACE upper bound.
Theorem 4.4. For unlabeled games, the dynamic reachability problem is NP-hard.
Proof sketch. We use a polynomial-time reduction from the vertex cover problem. The basic idea is to
use a graph, say GVC , as a network G where the original vertices are taken as deactivated nodes and the
original edges are taken as weak intermediate nodes; moreover, G consists of k strong nodes, which are
connected to the deactivated nodes. If Constructor is able to connect G by moving these strong nodes to
the deactivated nodes, those (formerly deactivated) nodes form a vertex cover in GVC ; and conversely, if
GVC has a vertex cover of size k, Constructor wins by moving the strong nodes to this vertex cover.
Now, we establish a PS PACE upper bound for the unlabeled case. The basic observation is that, if
Constructor moves some strong node a certain number of times, she moves a strong node in a loop that
cannot be necessary for a winning strategy. For this purpose, we first note an upper bound on the number
of moves of a strong node; we know that after k · |V | moves Constructor has shifted this strongness in
some loop at least k times starting from a certain vertex.
Remark 4.5. If Constructor shifts some strongness k ·|V | times, there is a vertex v ∈ V that this strongness
visits k + 1 times, i.e., the strongness is shifted through k loops that start and end at v.
142 Connectivity Games over Dynamic Networks
We show that Constructor does not need to shift a strong node through more than 2 · |V | − 1 loops
starting from the same vertex. Then we can infer from the previous remark that it is sufficient for
Constructor to shift each strongness at most 2 · |V |2 − 1 times.
Lemma 4.6. Consider an unlabeled reachability game G . If Constructor wins G , she also wins G with
a strategy where she shifts each strongness at most 2 · |V |2 − 1 times.
Proof. Towards a contradiction, we assume that Constructor has a winning strategy σ , but that Destructor
has a strategy τ such that Constructor has to shift some strongness at least 2 · |V |2 times before she wins.
Consider a play π where Destructor and Constructor play according to σ and τ , respectively. Then,
the previous remark states that there is a vertex v ∈ V from which Constructor moves some strongness
through at least 2 · |V | loops before Constructor wins the play π .
In a reachability game where only movement rules are allowed, Destructor cannot restrict Con-
structor’s possibilities to move. Hence, there are only two possible reasons for Constructor to shift the
mentioned strong node in a loop that starts and ends at v.
1. Some node of the loop, say u, is restored by shifting the strong node in that loop. However, in this
case we can assume that Constructor does not restore u again while shifting the strongness in a
loop that starts and ends at v. Otherwise Constructor can omit each former loop in which she shifts
the strong node only for this reason; Constructor will still win with this modified strategy.
2. Destructor deletes some node u ∈ V \ {v}. Also in this case we can assume that Constructor does
not move again this strongness in a loop that starts and ends at v while Destructor can ensure that
the deletion of u is Constructor’s only achievement (e.g., it may be that Destructor loses during
this loop if he does not delete u). Otherwise the deletion of u in each former loop does not let
Constructor establish a connected network. Hence, Constructor can omit each former loop in
which she shifts the strong node only for this reason; again, she will still win with this strategy.
Thus, we can assume that the first case occurs at most |V | times and the second case occurs at most
|V | − 1 times if Constructor plays optimal. Hence, we can optimize Constructor’s winning strategy τ
to a winning strategy τ ′ with which she shifts each strong node through at most 2 · |V | − 1 loops that
start and end at the same vertex. This is a contradiction to our assumption that Constructor has to shift
some strongness at least 2 · |V |2 times; if this was the case it would follow from previous lemma that this
strongness is shifted through at least 2 · |V | loops that start and end at the same vertex.
We lift the upper bound for the number of moves of each strong node (in reachability games where
Constructor wins) to the overall number of moves that Constructor needs to win.
Lemma 4.7. Consider an unlabeled reachability game G where the network consists of |V | vertices, |S|
of which are strong. If Constructor wins G , she also has a strategy to win G with at most 2 · |S| · |V |2 − 1
moves.
Proof. For connectivity games with reachability objective we can assume that Constructor never skips:
if she skips, Destructor can skip as well leading the play to the same (disconnected) network. Since
Constructor never skips, there exists a strongness that she shifts at least k times within |S| · k moves. By
Lemma 4.6 Constructor wins with 2 · |S| · |V |2 − 1 moves if she has a winning strategy.
To show the decidability in PS PACE it suffices to build up the game tree, which we truncate after
2 · |S| · |V |2 − 1 moves of Constructor (analogously to Theorem 3.5).
Theorem 4.8. For unlabeled games, the dynamic reachability problem is decidable in PS PACE.
S. Grüner, F.G. Radmacher & W. Thomas 143
5 Perspectives
We have introduced dynamic network connectivity games and studied the dynamic reachability and the
dynamic safety problem for them. We showed that both problems are undecidable in general. However,
restricting the permitted rule types we pointed out decidable fragments and encountered fundamental
differences in the decidability and computational complexity of the reachability the safety version of the
problem. As conclusion we mention some concrete open issues and possible refinements of the model.
1. One can consider versions of the dynamic reachability and the dynamic safety problem where
other subsets of the rules are allowed as considered in this paper. Some of these cases are trivial
whereas others seem to be challenging: for instance the question of whether the dynamic safety
problem is decidable if only relabeling rules are prohibited, or the question of whether the dynamic
reachability problem is decidable if only creation rules are allowed.
2. We have a gap between the upper and the lower bound for the complexity of solving non-expanding
reachability games. We conjecture these are easier to solve in the unlabeled case as in the general
non-expanding case; however, a proof is still missing.
3. Some of our results depend on the balance of node deletion and restoration: if Constructor restores
a node, Destructor can delete another one immediately. If one allows rules for multiple movements
and relabelings in Constructor’s turns, the complexity of the dynamic reachability and the dynamic
safety problem increases. (In the non-expanding case, E XP T IME-completeness can be obtained via
a reduction from the halting problem of polynomial space bounded alternating Turing machines.)
4. We focused on reachability and safety specifications for the formal analysis of networks. In prac-
tice one may consider a more involved recurrence (Büchi) condition, where Constructor has to
reach a connected network again and again, or a persistence (co-Büchi) condition, where Con-
structor has to guarantee that the network stays connected from some point onwards [13].
5. In the same way one may consider properties in linear temporal logic (LTL). A slight general-
ization in the context of connectivity games are LTL-specifications over a single predicate that is
true in turn i iff the current network is connected in turn i. For non-expanding games with such an
LTL-condition an E XP T IME lower and a 2E XP T IME upper bound are known [15].
6. It is rarely realistic to assume an omniscient adversary who deletes nodes; faults are better modeled
as random events. This scenario has been studied in the framework of sabotage games [17]. One
can study the corresponding case for dynamic network connectivity games, where Destructor is
replaced by random vertex deletions [15].
7. Another aspect is that yes/no questions as studied in this paper (i.e., whether a given specification
is satisfied or not) have to be refined. From a practical point of view the formulation of an opti-
mization problem is more useful, where we ask how many strong nodes are necessary to guarantee
the network connectivity. For this optimization problem simple heuristics yield small (although
not optimal) solutions with efficient winning strategies on various classes of networks [15].
Acknowledgment. We thank a careful referee for his/her remarks on Lemma 3.3 and Lemma 4.6; they
helped to clarify the arguments.
144 Connectivity Games over Dynamic Networks
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