Abstract
We consider games over a finite alphabet with Gurevich-Harrington's winning conditions and restraints as in Yakhnis-Yakhnis . The game tree, the Gurevich-Harrington's kernels of the winning condition and the restraints are defined by finite automata. We give an effective criterion to determine the winning player and an effective presentation of a class of finite automata defined winning strategies.Our approach yields an alternative solution to the games considered by Büchi and Landweber . The BL algorithm is an important tool for solving effectively presented games. The differences between the BL and our algorithms are as follows. Our algorithm is uniformly applicable to winning sets that correspond to boolean combinations of BL winning conditions, while the BL algorithm requires a transformation of such boolean combinations into a single BL condition. Our algorithm directly applies to a larger class of game trees for a given game alphabet than does the BL one. We describe Büchi-Landweber's class of winning conditions in a more transparent way by using finite automata and Gurevich-Harrington's form of winning conditions. Our algorithms that determine the winner of the game and find a winning strategy, are based on a translation of the events in the game in terms of the transition table of the automaton representing the game. This automaton differs from the ones that represent BL winning conditions. Both algorithms need further investigation.The algorithm determining the winner in the game, can be used as a verifier of concurrent programs. This is because programs can be viewed as strategies in Gurevich-Harrington's games and program specifications could be regarded as winning conditions for such games. The algorithm which finds a winning strategy could be used as a basis for automated concurrent program design.The present paper is a sequel to Annals of Pure and Applied Logic 48 277–297