New Algorithms for Combinations of Objectives
using Separating Automata
Abstract
The notion of separating automata was introduced by Bojańczyk and Czerwiński for understanding the first quasipolynomial time algorithm for parity games. In this paper we show that separating automata is a powerful tool for constructing algorithms solving games with combinations of objectives. We construct two new algorithms: the first for disjunctions of parity and mean payoff objectives, matching the best known complexity, and the second for disjunctions of mean payoff objectives, improving on the state of the art. In both cases the algorithms are obtained through the construction of small separating automata, using as black boxes the existing constructions for parity objectives and for mean payoff objectives.
1 Introduction
The notion of separating automata was introduced by Bojańczyk and Czerwiński [2] to give a streamlined presentation of the first quasipolynomial time algorithm for parity games due to Calude, Jain, Khoussainov, Li, and Stephan [3]. The first observation made by Bojańczyk and Czerwiński was that the statistics used in that algorithm can be computed by a finite deterministic safety automaton reading a path in the game. They showed that the property making this particular automaton useful for solving parity games is that, roughly speaking, it separates positional winning paths from losing paths: they called this property separating. The second observation of Bojańczyk and Czerwiński was that separating automata yield a natural reduction to safety games, in other words the construction of a separating automaton induces an algorithm whose complexity depends on the size of the automaton.
The notion of separating automata has been further studied in the context of parity games: Czerwiński, Daviaud, Fijalkow, Jurdziński, Lazić, and Parys [8] showed that two other quasipolynomial time algorithms can also be presented using the construction of a separating automaton. The main technical result of [8] is that separating automata are in some sense equivalent to the notion of universal trees at the heart of the second quasipolynomial time algorithm by Jurdziński and Lazić [13] and formalised by Fijalkow [10]. The consequence of this equivalence is a quasipolynomial lower bound on the size of separating automata for parity objectives.
Going beyond parity games, Colcombet and Fijalkow [6, 7] introduced universal graphs and showed an equivalence result between separating automata and universal graphs for any positionally determined objective. This paves the way for using separating automata for other classes of objectives. The first work in that direction is due to Fijalkow, Ohlmann, and Gawrychowski [11], who obtained matching upper and lower bounds on the size of separating automata for mean payoff objectives, matching the best known (deterministic) complexity for solving mean payoff games.
The goal of this paper is to show how to construct separating automata for combinations of objectives, thereby obtaining new algorithms for solving the corresponding games. We will consider two subclasses combining parity and mean payoff objectives, with the following goal: rather than constructing separating automata from scratch, we want to define constructions using separating automata for the atomic objectives as black boxes. In other words, we assume the existence of separating automata for parity objectives (provided in [8], see also [6]) and for mean payoff objectives (provided in [11]), and construct separating automata for combinations of these classes. An important benefit of this approach is its simplicity: as we will see, both constructions and their correctness proofs are rather short and focus on the interactions between the objectives.
Section 2 introduces separating automata and shows how they yield algorithms by reduction to safety games. The two classes of objectives we consider are disjunctions of parity and mean payoff objectives in Section 3, and disjunctions of mean payoff objectives in Section 4. We refer to the subsections 3.2 and 4.3 for related work on solving these games.
2 Preliminaries
We write for the interval , and use parentheses to exclude extremal values, so for instance is . We let denote a set of colours and write for finite sequences of colours (also called finite words), for finite non-empty sequences, and for infinite sequences (also called infinite words). The empty word is .
2.1 Graphs
Graphs
We consider edge labelled directed graphs: a graph is given by a (finite) set of vertices and a (finite) set of edges, with a set of colours, so we write . An edge is from the vertex to the vertex and is labelled by the colour . We sometimes refer to for and for to avoid any ambiguity. The size of a graph is its number of vertices. A vertex for which there exists no outgoing edges is called a sink.
Paths
A path is a (finite or infinite) sequence
where for all we have . If it is finite, that is, , we call the length of , and use to denote the last vertex . The length of an infinite path is . We say that starts from or is a path from , and in the case where is finite we say that is a path ending in or simply a path to . We say that is reachable from if there exists a path from to . We let denote the prefix of of length , meaning . A cycle is a path from a vertex to itself of length at least one.
We use and to denote respectively the sets of finite paths of , infinite paths of , and their union. We sometimes drop when it is clear from context. For we also use and to refer to the sets of paths starting from . We use to denote the (finite or infinite) sequence of colours induced by .
Objectives
An objective is a set of infinite sequences of colours. We say that a sequence of colours belonging to satisfies , and extend this terminology to infinite paths: satisfies if .
Definition 1 (Graphs satisfying an objective).
Let be an objective and a graph. We say that satisfies if all infinite paths in satisfy .
Safety automata
A deterministic safety automaton over the alphabet is given by a finite set of states , an initial state , and a transition function , so we write . Note that is a partial function, meaning that it may be that is undefined for some . Such an automaton induces a graph whose set of vertices is and set of edges is ; we therefore use the terminology for graphs to speak about automata, and identify an automaton and the graph it induces. Since we are only considering deterministic safety automata in this paper, we omit the adjectives deterministic and safety and simply speak of an automaton. We extend to sequences of colours by the formulas and . The language recognised by an automaton is defined by
Note that if is a finite prefix of a word in , then is well defined.
2.2 Games
Arenas
An arena is given by a graph together with a partition of its set of vertices describing which player controls each vertex.
Games
A game is given by an arena and an objective . We often let denote a game, its size is the size of the underlying graph. It is played as follows. A token is initially placed on some vertex , and the player who controls this vertex pushes the token along an edge, reaching a new vertex; the player who controls this new vertex takes over and this interaction goes on either forever and describing an infinite path or until reaching a sink.
We say that a path is winning111We always take the point of view of Eve, so winning means winning for Eve, and similarly a strategy is a strategy for Eve. if it is infinite and satisfies , or finite and ends in a sink. The definition of a winning path includes the following usual convention: if a player cannot move they lose, in other words sinks controlled by Adam are winning (for Eve) and sinks controlled by Eve are losing.
We extend the notations and Path to games by considering the underlying graph.
Strategies
A strategy in is a partial map such that is an outgoing edge of when it is defined. We say that a path is consistent with if for all , if then is defined over and . A consistent path with is maximal if it is not the strict prefix of a consistent path with (in particular infinite consistent paths are maximal).
A strategy is winning from if all maximal paths consistent with are winning. Note that in particular, if a finite path is consistent with a winning strategy and ends in a vertex which belongs to Eve, then is defined over . We say that is a winning vertex of or that Eve wins from in if there exists a winning strategy from .
Positional strategies
Positional strategies make decisions only considering the current vertex. Such a strategy is given by . A positional strategy induces a strategy from any vertex by setting when .
Definition 2.
We say that an objective is positionally determined if for every game with objective and vertex , if Eve wins from then there exists a positional winning strategy from .
Given a game , a vertex , and a positional strategy we let denote the graph obtained by restricting to vertices reachable from by playing and to the moves prescribed by . Formally, the set of vertices and edges is
In this paper we will consider prefix independent objectives for technical convenience.
Definition 3.
We say that an objective is prefix independent if for all and , we have if and only if .
Lemma 1.
Let be a prefix independent objective, a game, a vertex, and a positional strategy. Then is winning from if and only if the graph satisfies and does not contain any sink controlled by Eve.
Solving games
Decision problem
The decision problem we consider in this paper, called solving a game, is the following: given a game and an initial vertex , does Eve have a winning strategy from in ? Each objective yields a class of games, so we speak for instance of “solving mean payoff games”.
Computational model
The complexity of solving a game depends on a number of parameters originating either from the underlying graph or the objective. Some of the objectives involve rational numbers. The typical parameters from the underlying graph are the number of vertices and the number of edges.
We use the classical Random Access Model (RAM) of computation with fixed word size, which is the size of a memory cell on which arithmetic operations take constant time. We specify for each class of objectives the word size.
Reduction to safety games
Safety games
The safety objective is defined over the set of colours by : in words, all infinite paths are winning, so losing for Eve can only result from reaching a sink that she controls. Since there is a unique colour, when manipulating safety games we ignore the colour component for edges.
Note that in safety games, strategies can equivalently be defined as maps to (and not ): only the target of an edge matters when the source is fixed, since there is a unique colour. We use this abuse of notations for the sake of simplicity and conciseness.
Theorem 1.
There exists an algorithm in the RAM model with word size computing the set of winning vertices of a safety game running in time and space .
Reduction using safety automata
Let be an automaton and a game with objective . We define the chained game as the safety game with vertices and edges given by
In words, from , the player whom belongs to chooses an edge , and the game progresses to if has an outgoing edge with colour in , and to otherwise, which is losing for Eve.
Note that the obtained game is a safety game: Eve wins if she can play forever or end up in a sink controlled by Adam.
Lemma 2.
Let be an objective, a game with objective , an automaton, and . If satisfies and Eve wins from in , then Eve wins from in .
Proof.
Let be a winning strategy from in . We construct a strategy from in which simulates in the following sense, which we call the simulation property:
for any path in consistent with ,
there exists a path in consistent with .
We define over finite paths with by induction over , so that the simulation property holds. For , is a path in consistent with . Let be a path in consistent with and , we want to define . Thanks to the simulation property there exists a path in consistent with . Then , and since is winning it is defined over , let us write with . We set .
To conclude the definition of we need to show that the simulation property extends to paths of length . Let be consistent with . We apply the simulation property to to construct a path in consistent with . Let us consider with , we claim that is consistent with . Indeed, if , there is nothing to prove, and if , this holds by construction: since we have . This concludes the inductive proof of the simulation property together with the definition of .
We now prove that is a winning strategy from . Let be a maximal consistent path with , and let be the corresponding path in consistent with . Let us first assume that is finite, and let . If , then by construction is defined over , so the path , where is consistent with , contradicting maximality of . If however , then by maximality of , must be a sink, hence is winning. Now if is infinite then so is , and then is a path in , so , and is winning. We conclude that is a winning strategy from in . ∎
It is not hard to see that if is deterministic and recognises exactly , then and are equivalent. However, for many objectives (for instance, parity or mean payoff objectives), a simple topological argument shows that such deterministic automata do not exist. Separating automata are defined by introducing as a parameter, and relaxing the condition to the weaker condition , where is the set of infinite sequence of colours that label paths from graphs of size at most satisfying . Formally222Here we use the fact that is prefix independent to simplify the definition: we are considering infinite paths from any vertex of the graph. To extend this definition beyond prefix independent objectives we would need to fix an initial vertex.,
Definition 4.
An -separating automaton is an automaton such that
The definition given here differs from the original one given by Bojańczyk and Czerwiński [2], who use a different relaxation satisfying . Therefore a separating automaton in the sense of [2] is also a separating automaton in our sense (but not conversely).
Theorem 2.
Let be a positionally determined objective, an -separating automaton, a game of size , and . Then Eve wins from in if and only if she wins from in .
Proof.
The “if” directly follows from Lemma 2. Conversely, assume that Eve wins from in , and let be a strategy from in , which we choose to be positional. As explained in the definition of safety games, without loss of generality we can see as a function . We define a positional strategy by
Let , with for all , be a finite path in consistent with , and let . Then by definition of , is consistent with , which rephrases a being a path in . Now, is a graph satisfying , so is a prefix of a word in . This implies that is well defined, hence so is . In particular, induces a strategy in from . We now prove that it is winning.
Let be a maximal path in consistent with , which we assume to be finite for contradiction. Let be a sink, and define . By definition of , it holds that is a path in which is consistent with . Since is finite and is winning cannot be a sink, it has an outgoing edge . Then , so is not a sink: a contradiction. Hence is an infinite path in the safety game ; it is winning by definition. ∎
Existing constructions for parity and mean payoff games
Parity games
The parity objective is defined over the set of colours , as follows:
Mean payoff games
The mean payoff objective is defined over the set of colours , as follows:
Theorem 4 ([11]).
Let . There exists an -separating automaton of size .
3 Disjunction of parity and mean payoff
We define the objective referred to as ‘disjunction of parity and mean payoff’. The set of colours is . For we write for the projection on the first component and for the projection on the second component.
We refer to Subsection 3.2 for a discussion on existing results.
Theorem 5 ([4]).
Disjunctions of parity and mean payoff objectives are prefix independent and positionally determined.
3.1 Separating automata for disjunctions of parity and mean payoff objectives
Theorem 6.
Let . Let an -separating automaton, an -separating automaton. Then there exists an -separating automaton of size .
Proof.
Let us write and . We define a deterministic automaton : the set of states is , the initial state is , and the transition function is
Intuitively: simulates the automaton , storing the maximal priority seen since the last reset (or from the beginning). If the automaton rejects, the automaton resets, which means two things: it simulates one transition of the automaton using the stored priority, and resets the state of to its initial state. The automaton rejects only if rejects during a reset.
We now prove that is an -separating automaton.
-
•
. Let be an infinite path accepted by , we distinguish two cases by looking at the run of . We extend the previous notation for projections: for a path , we write for its projection on the first component and for its projection on the second component.
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–
If the run is reset finitely many times, let us write where is finite and rejected by , and is infinite and is accepted by . Since satisfies , this implies that satisfies , so by prefix independence, satisfies hence satisfies .
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–
If the run is reset infinitely many times, we may find an infinite decomposition where for each , the path is rejected by , and its proper prefixes are not. Let be the maximum priority appearing in , the run of over induces a run of over . Since satisfies , this implies that satisfies . By definition of the ’s, this implies that satisfies so a fortiori satisfies .
-
–
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•
. Let be a graph satisfying of size at most , we need to show that all infinite paths of are accepted by .
We construct a graph over the set of colours and a graph over the set of colours . Both use the same set of vertices as . We prove that the graph satisfies , which is used to prove that satisfies .
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–
The graph . There is an edge if there exists such that , and either is odd or is even and is not contained in any negative cycle with maximum priority .
We claim that satisfies . Assume towards contradiction that contains a negative cycle . It induces a negative cycle in , by definition of necessarily the maximum priority in is odd. Hence is a negative odd cycle in , a contradiction.
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–
The graph . There is an edge if there exists a path in from to with maximum priority and (whose projection on the mean payoff component is) rejected by .
We claim that satisfies . Assume towards contradiction that contains an odd cycle . For each edge in this cycle there is a corresponding path rejected by with the same maximum priority. Putting these paths together yields an odd cycle , of maximal priority , in whose projection on the mean payoff component is rejected by . Since and as we have shown, satisfies , the projection of on the mean payoff component is not in , so there exists an edge in such that is not in . This implies that is even, so in particular , and is contained in a negative cycle in with maximum priority . Combining the odd cycle followed by sufficiently many iterations of the negative cycle yields a path in , with negative weight, and maximal priority which is odd, a contradiction.
Let an infinite path in , we show that is accepted by . Let us consider first only the mean payoff component: we run repeatedly over , and distinguish two cases.
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–
If there are finitely many resets, let us write where are paths rejected by with proper prefixes accepted by and is accepted by . To show that is accepted by we need to show that the automaton accepts the word where is the maximum priority appearing in for . Indeed, is a path in , which is a graph of satisfying , so accepts .
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–
If there are infinitely many resets, let us write where for each , the path is rejected by and its proper prefixes are not. To show that is accepted by we need to show that the automaton accepts the word , which holds for the same reason as the other case: is a path in .
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–
∎
3.2 The complexity of solving disjunctions of parity and mean payoff games using separating automata
The class of games with a disjunction of a parity and a mean payoff objective have been introduced in [4], with a twist: this paper studies the case of a conjunction instead of a disjunction, which is more natural in many applications. This is equivalent here since both parity and mean payoff objectives are dual, in other words if the objective of Eve is a disjunction of a parity and a mean payoff objective, then the objective of Adam is a conjunction of a parity and a mean payoff objective. Hence all existing results apply here with suitable changes. The reason why we consider the objective of the opponent is that it is positionally determined, which is the key assumption for using the separating automaton technology.
The state of the art for solving disjunctions of parity and mean payoff games is due to [9], which presents a pseudo-quasi-polynomial algorithm. We refer to [9] for references on previous studies for this class of games. As they explain, these games are logarithmic space equivalent to the same games replacing mean payoff by energy, and polynomial time equivalent to games with weights [15], extending games with costs [12].
Theorem 7.
Let . There exists an algorithm in the RAM model with word size for solving disjunctions of parity and mean payoff games with vertices, edges, weights in and priorities in of time complexity
and space complexity .
Our algorithm is similar to the one constructed in [9]: they are both value iteration algorithms (called progress measure lifting algorithm in [9]), combining the two value iteration algorithms for parity and mean payoff games. However, the set of values are not the same (our algorithm stores an additional priority) and the proofs are very different. Besides being much shorter, one advantage of our proof is that it works with abstract separating automata for both parity and mean payoff objectives, and shows how to combine them, whereas in [9] the proof is done from scratch, extending both proofs for the parity and mean payoff objectives.
4 Disjunction of mean payoff
We define the objective referred to as ‘disjunction of mean payoff’. The set of colours is . For and we write for the projection on the -th component.
We refer to Subsection 4.3 for a discussion on existing results.
Theorem 8 (Follows from [14] as observed in [16]).
Disjunctions of mean payoff objectives are prefix independent and positionally determined.
4.1 A general reduction of separating automata for strongly connected graphs
The first idea is very general, it roughly says that if we know how to construct separating automata for strongly connected graphs, then we can use them to construct separating automata for general graphs.
We say that a graph is strongly connected if for every pair of vertices there exists a path from one vertex to the other. Let us refine the notion of separating automata. We write for the set of infinite sequences of colours that label paths from strongly connected graphs of size at most satisfying . Formally,
Definition 5 (Separating automata for strongly connected graphs).
An automaton is -separating for strongly connected graphs if .
Let us give a first construction, which we refine later. Let and two safety automata, we define their sequential product as follows: the set of states is , the initial state is , and the transition function is
The sequential product is extended inductively: .
Lemma 3.
Let be a prefix independent objective, , and an -separating automaton for strongly connected graphs. Then is an -separating automaton.
Proof.
We first show that . We note that any infinite run in eventually remains in one copy of . Since satisfies and by prefix independence of , this implies that the infinite path satisfies , thus so does .
Let be a graph satisfying , we show that . We decompose into strongly connected components: let be the maximal strongly connected components in indexed such that if there exists an edge from to then . Then is the disjoint union of the ’s. Each is a subgraph of , and since satisfies then so does . It follows that for each we have .
Let us consider a path in , we show that is accepted by . The proof is by induction on the number of strongly connected components that traverses. If it traverses only one such component, say , since then indeed accepts , so a fortiori accepts . Otherwise, let the first strongly connected component traversed by . Since , the run on remains in the first copy of at least as long as remains in . If the run remains in the first copy of forever, then is accepted by . If not, the run jumps to the second component to read a suffix of , which traverses one less strongly connected component, so by induction hypothesis this suffix is accepted by , hence is accepted by . ∎
In the construction above we have used the fact that decomposes into at most strongly connected components of size . We refine this argument: the total size of the strongly connected components is . The issue we are facing in taking advantage of this observation is that the sequence of sizes is not known a priori, it depends on the graph. To address this we use a universal sequence. First, here a sequence means a finite sequence of non-negative integer, for instance . The size of a sequence is the total sum of its elements, so has size . We say that embeds into if there exists an increasing function such that for all , we have . For example embeds into but not in . A sequence is -universal if all sequences of size at most embed into .
Let us define an -universal sequence , inductively on . We set (the empty sequence), , and is the concatenation of with the singleton sequence followed by . Writing for concatenation, the definition reads Let us write the first sequences:
Lemma 4.
The sequence is -universal and has size .
Proof.
We proceed by induction on . The case is clear, let us assume that . Let be a sequence of size , we show that embeds into . There exists a unique such that has size smaller than or equal to and has size larger than . This implies that has size at most . By induction hypothesis embeds into and embeds into , so embeds into .
The recurrence on size is . Solving it shows that is bounded by . ∎
We now use the universal sequence to improve on Lemma 3.
Lemma 5.
Let be a positionally determined prefix independent objective and . For each , let be a -separating automaton for strongly connected graphs. Let us write , then is an -separating automaton.
Proof.
We follow the same lines as for Lemma 3, in particular the same argument implies that satisfies .
Let be a graph satisfying , we show that . We decompose into strongly connected components as before. Let us write the sequence of sizes of the components. The sequence has size at most , implying that embeds into : there exists an increasing function such that for all we have . It follows that for each , we have .
Let us consider a path in , we show that is accepted by . The proof is by induction on the number of strongly connected components that traverses.
The base case is if traverses only one such component, say . This implies that the run of on either remains in the first copies, or reaches the copy to read a suffix of . In the latter case, since and also remains in , then accepts . In both cases is accepted by .
Otherwise, let the first strongly connected component traversed by . The run of on either remains in the first copies, or reaches the copy to read a suffix of . Since , this run remains in the copy as long as remains in . This can either hold forever, in which case is accepted by , or eventually the run jumps to the copy to read a suffix of (hence of ). In the latter case, since traverses one less strongly connected component by induction hypothesis is accepted using the copies from of . Thus is accepted by . ∎
To appreciate the improvement of Lemma 5 over Lemma 3, let us consider the case where the -separating automaton for strongly connected graphs has size , where does not depend on (see Theorem 4 for an example of such a case). Then Lemma 3 yields an -separating automaton of size while Lemma 5 brings it down to .
4.2 Separating automata for disjunctions of mean payoff objectives
We state in the following theorem an upper bound on the construction of separating automata for disjunctions of mean payoff objectives.
Theorem 9.
Let . There exists an -separating automaton of size .
As suggested by the previous subsection, we will start by constructing -separating automata for strongly connected components. The following result shows a decomposition property.
Lemma 6.
Let be a strongly connected graph and . If satisfies then there exists such that satisfies .
Proof.
We prove the contrapositive property: assume that for all the graph does not satisfy , implying that for each there exists a negative cycle around some vertex . By iterating each cycle an increasing number of times, we construct a path in which does not satisfy .
To make this statement formal, we use the following property: for any , any finite path can be extended to a finite path with weight less than on the th component. This is achieved simply by first going to using strong connectedness, then iterating through cycle a sufficient number of times.
We then apply this process repeatedly and in a cyclic way over to construct an infinite path such that for each , infinitely many times the -th component is less than . This produces a path which does not satisfy , a contradiction. ∎
Corollary 1.
Let and be an -separating automaton for strongly connected graphs. We construct the disjoint union of copies of , where the -th copy reads the -th component. Then is an -separating automaton for strongly connected graphs.
4.3 The complexity of solving disjunctions of mean payoff games using separating automata
As in the previous case disjunction of mean payoff games were studied focussing on the objective of the opponent, who has a conjunction of mean payoff objectives to satisfy [16]. Let us note here that there are actually two variants of the mean payoff objective: using infimum limit or supremum limit. In many cases the two variants are equivalent: this is the case when considering mean payoff games or disjunctions of parity and mean payoff games. However, this is not true anymore for disjunctions of mean payoff objectives, as explained in [16]. Our constructions and results apply using the infimum limit, and do not extend to the supremum limit.
The main result related to disjunction of mean payoff games in [16] (Theorem 6) is that the problem is in and can be solved in time . (Note that since we consider the dual objectives, the infimum limit becomes a supremum limit in [16].)
Corollary 2.
Let . There exists an algorithm in the RAM model with word size for solving disjunctions of mean payoff games with weights in with time complexity and space complexity .
Note that for the choice of word size, the two tasks for manipulating separating automata, namely computing and checking whether are indeed unitary operations as they manipulate numbers of order .
Conclusions
The conceptual contribution of this paper is to show that the notion of separating automata is a powerful tool for constructing algorithms. We illustrated this point with two applications, constructing algorithms for two classes of objectives. A key appeal of our approach is that we assumed the existence of separating automata both for parity and for mean payoff objectives and used them as black boxes to construct separating automata for objectives combining them.
It is tempting to use our approach for constructing separating automata for disjunctions of parity objectives. However, solving games with disjunctions of two parity objectives is NP-complete [5], hence we cannot hope for subexponential separating automata.
In this paper we offered upper bounds on the sizes of separating automata for two classes of objectives. We leave open the questions of proving (matching) lower bounds, which would indicate that this approach cannot yield better algorithms in these cases.
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