One round of the game, and what it leaves behind #
The step of the induction that turns alternating acceptance into the k-round
game. Round i starts at the position t, in the configuration the previous
round handed over; whatever walk it plays describes a play of block i
(DescriptiveComplexity.Problems.Machine.AltRank), and
DescriptiveComplexity.ATMData.game_iff_end says that the rest of the game is
decided by how that play ends — which is exactly the shape
DescriptiveComplexity.ATMData.PlayEnds and
DescriptiveComplexity.ATMData.UnivPlayOk of the two collapse lemmas.
Two things end a play. Either it hands over to block i + 1, and then the rest
of the game is the game from round i + 1, by the induction hypothesis; or it
stops inside block i, and then — because acceptance is absorbing and a stuck
configuration cannot move — the walk stands still from there to the highest
position, every block is low, and
DescriptiveComplexity.ATMData.gameFrom_of_blkLt reduces the rest of the game
to whether that configuration accepts.
Blocks along a sequence #
The blocks along a play never decrease: a play takes genuine steps, and a step never lowers the block.
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Both readings of the end of a play depend only on its last configuration.
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The universal reading likewise.
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Standing still #
An absorbing configuration is never left. Once a walk is accepting or stuck at a position whose block it still answers for, its legality forces it to stand still at every later position.
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The rest of the game, read off the end of the play #
A position above t is the one the enumeration reaches at its rank.
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What the rest of the game decides: the game from round i + 1 holds
exactly when the play of block i that round i's walk describes ends well —
in either of the two readings the collapse lemmas use.
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One round, against an abstract admissibility condition #
Both the induction step and its base — the first round, which has nothing to
inherit — are this one lemma, differing only in what makes a walk admissible.
C is that condition; the four hypotheses say it forces a walk to be legal
below i + 1, to start the round at c, to keep the past in low blocks, and
to be met by the walk DescriptiveComplexity.ATMData.splice builds out of any
play that ends the way a round may end.
One round of the game.
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The induction over the rounds #
The game from round i on decides acceptance at the entry into block
i. The induction is on the number of rounds left; the base case is vacuous
because a state of block k does not exist, and the step is
DescriptiveComplexity.ATMData.altAcc_iff_guardQ with the agreement condition
of the round as its admissibility.
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Acceptance is the game #
Alternating acceptance is the k-round game. The first round has
nothing to inherit, so it is the general round with the initial configuration
as its own choice – which is why
DescriptiveComplexity.ATMData.AltAccepts quantifies that configuration at the
polarity of block 0.