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arxiv: 2605.05935 · v2 · submitted 2026-05-07 · 💻 cs.FL

Recognition: no theorem link

Infinite-state Games with Energy Objectives Beyond Counters

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Pith reviewed 2026-05-12 04:54 UTC · model grok-4.3

classification 💻 cs.FL
keywords viability gamesvalence systemsgraph monoidsinfinite-state gamesenergy objectivesdecidabilitypushdown systemsvector addition systems
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The pith

Viability games on valence systems over graph monoids have their decidability and complexity fully classified, including decidable cases where reachability is undecidable.

A machine-rendered reading of the paper's core claim, the machinery that carries it, and where it could break.

The paper studies viability games, which move the legality requirement for instructions into the winning condition rather than the arena rules, generalizing energy games beyond pure counters. It employs valence systems over graph monoids as a uniform framework that captures pushdown systems, vector addition systems with states, integer counters, and their combinations. The central result is a complete map of decidability and complexity for these games across all such systems. A sympathetic reader would care because the results identify islands of decidability in mixed recursion-counter systems where standard game problems and even single-player reachability remain undecidable.

Core claim

Valence systems over graph monoids provide a uniform model in which viability games admit a complete decidability and complexity classification; this includes pushdown-counter hybrids where viability is decidable despite undecidability of non-termination games, and further systems where viability remains decidable even though control-state reachability is undecidable.

What carries the argument

Valence systems over graph monoids, which encode the operational semantics of diverse infinite-state systems via undirected graphs that define the allowed actions on the underlying monoid.

If this is right

  • Viability games are decidable for certain pushdown-counter combinations even though non-termination games are undecidable on the same arenas.
  • Viability games remain decidable for some systems in which single-player control-state reachability is already undecidable.
  • The complexity of viability games is completely pinned down for every graph monoid in the framework.
  • Energy-style objectives can be lifted from pure counter systems to broader classes that include recursion without losing all decidability.

Where Pith is reading between the lines

These are editorial extensions of the paper, not claims the author makes directly.

  • The approach suggests that relocating legality into the objective can restore decidability for verification tasks on hybrid stack-counter systems.
  • Similar objective-based relaxations might be tested on other undecidable problems such as parity games or mean-payoff games within the same monoid framework.
  • The classification supplies a practical guide for choosing which subsystems of a mixed infinite-state model can be verified algorithmically.

Load-bearing premise

The valence systems over graph monoids framework faithfully captures the semantics of pushdown systems, VASS, integer counters, and their combinations once legality constraints are moved into the winning condition.

What would settle it

An explicit graph monoid together with a concrete viability game for which either the claimed decidability status or the exact complexity class differs from the paper's classification.

read the original abstract

In the theory of games on infinite-state arenas, there is a stark contrast between (i) recursion-based models such as pushdown systems and extensions on one hand, and (ii) counter-based models like vector addition systems with states (VASS) on the other. For pushdown systems and extensions, there is a rich variety of decidable and well-understood games, whereas on VASS arenas, even extremely simple games are undecidable. Here, a VASS is an automaton with counters that can be incremented and decremented, but not tested for zero. Crucially, the counters can only assume non-negative values. However, certain VASS games become decidable when using energy semantics: An energy game is played on a system with counters, but the arena includes configurations with negative counters. The requirement that the counters stay non-negative is, instead, part of the winning condition of the existential player. We study an analogue of energy semantics -- legality of instructions as part of the winning condition rather than arena -- on a broad class of infinite-state systems, where we call them viability games. Specifically, we study viability games in the framework of valence systems over graph monoids, where (undirected, loops allowed) graphs specify various infinite-state systems, such as pushdowns, VASS counters, integer counters, and combinations thereof. In our main results, we provide a complete description of the decidability and complexity landscape of viability games across valence systems over graph monoids. Our results reveal encouraging decidability properties. For example, in certain combinations of pushdowns and counters, viability games are decidable, despite non-termination games being undecidable there. Moreover, viability games are even decidable for certain systems where (single-player) control-state reachability is undecidable.

Editorial analysis

A structured set of objections, weighed in public.

Desk editor's note, referee report, simulated authors' rebuttal, and a circularity audit. Tearing a paper down is the easy half of reading it; the pith above is the substance, this is the friction.

Referee Report

0 major / 3 minor

Summary. The paper introduces viability games as an analogue of energy games on valence systems over graph monoids, a framework that unifies pushdown systems, VASS counters, integer counters, and their combinations by moving legality constraints into the winning condition. The central claim is a complete decidability and complexity landscape for these games, with positive results showing decidability for certain pushdown-counter combinations where non-termination and control-state reachability games are undecidable.

Significance. If the classification holds, the work provides a valuable unification of recursion-based and counter-based infinite-state game models, identifying new decidable fragments that could aid verification and synthesis. The framework's ability to recover decidability by relocating constraints is a conceptually clean contribution, and the complete landscape offers a reference point for the field.

minor comments (3)
  1. [Abstract] The abstract and introduction introduce 'valence systems over graph monoids' and 'viability games' without a concise one-sentence definition or diagram; adding this early would improve accessibility for readers unfamiliar with the model.
  2. [Main results] The paper should include an explicit table or diagram summarizing the decidability results across representative graph monoids (e.g., pushdown-only, VASS-only, mixed cases) to make the 'complete landscape' claim immediately verifiable.
  3. [Preliminaries] Notation for graph monoids and valence systems could be standardized with a dedicated preliminary section listing all used symbols and their meanings to avoid scattered definitions.

Simulated Author's Rebuttal

0 responses · 0 unresolved

We thank the referee for the positive assessment of our manuscript and for recommending minor revision. The referee's summary correctly captures the core contribution: a complete decidability and complexity classification for viability games on valence systems over graph monoids, including decidable cases for certain pushdown-counter combinations where non-termination games remain undecidable.

Circularity Check

0 steps flagged

No significant circularity; results derived independently from model definitions

full rationale

The paper classifies decidability and complexity of viability games on valence systems over graph monoids by analyzing structural properties of the underlying monoids and applying standard techniques from infinite-state game theory. No load-bearing step reduces by construction to a fitted parameter, self-definition, or unverified self-citation chain; the decidability landscape (e.g., decidability in certain pushdown+counter combinations where reachability is undecidable) follows from the framework's separation of arena constraints and winning conditions. The derivation is self-contained against external benchmarks in automata theory and does not rely on renaming known results or smuggling ansatzes via prior author work.

Axiom & Free-Parameter Ledger

0 free parameters · 2 axioms · 2 invented entities

The central claims rest on the newly introduced definitions of valence systems over graph monoids and viability games. No numeric free parameters appear. Axioms are standard mathematical properties of graphs and monoids. Invented entities are the unifying framework and the viability-game concept itself.

axioms (2)
  • standard math Standard algebraic properties of monoids generated by graph-labeled transitions
    Invoked to define the operational semantics of valence systems.
  • domain assumption Undirected graphs with loops correctly encode the allowed operations for pushdowns, VASS, and integer counters
    Used to unify the various infinite-state models under one framework.
invented entities (2)
  • valence systems over graph monoids no independent evidence
    purpose: Unified model capturing pushdowns, counters, and combinations
    New framework introduced to study viability games across systems.
  • viability games no independent evidence
    purpose: Energy-semantics analogue where instruction legality is part of the winning condition
    Core new concept enabling the decidability results.

pith-pipeline@v0.9.0 · 5626 in / 1536 out tokens · 61514 ms · 2026-05-12T04:54:38.131939+00:00 · methodology

discussion (0)

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