Steady-State Strategy Synthesis for Swarms of Autonomous Agents
Proceedings of the Thirty-Fourth International Joint Conference on Artificial Intelligence. Main Track. Pages 135-142.
https://doi.org/10.24963/ijcai.2025/16
Keywords
- Planning and Scheduling: PS: Markov decisions processes
- Planning and Scheduling: PS: Distributed and multi-agent planning
- Agent-based and Multi-agent Systems: MAS: Multi-agent planning
Abstract
The steady-state synthesis aims to construct a policy for a given MDP D such that the long-run average frequencies of visits to the vertices of D satisfy given numerical constraints. This problem is solvable in polynomial time, and memoryless policies are sufficient for approximating an arbitrary frequency vector achievable by a general (infinite-memory) policy.
We study the steady-state synthesis problem for multiagent systems, where multiple autonomous agents jointly strive to achieve a suitable frequency vector. We show that the problem for multiple agents is computationally hard (PSPACE or NP hard, depending on the variant), and memoryless strategy profiles are insufficient for approximating achievable frequency vectors. Furthermore, we prove that even evaluating the frequency vector achieved by a given memoryless profile is computationally hard. This reveals a severe barrier to constructing an efficient synthesis algorithm, even for memoryless profiles. Nevertheless, we design an efficient and scalable synthesis algorithm for a subclass of full memoryless profiles, and we evaluate this algorithm on a large class of randomly generated instances. The experimental results demonstrate a significant improvement against a naive algorithm based on strategy sharing.
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1 Introduction
Steady-state policy synthesis is the problem of computing a suitable decision-making policy (strategy) in a given Markov decision process (MDP) D satisfying given constraints on the limit frequencies of visits to the states of D. More precisely, we say that a strategy σ in D achieves a frequency vector µ if for almost every infinite run w in the Markov chain Dσ induced by the strategy and every vertex v of D we have that the limit frequency of visits to v along w is equal to µ(v).
The existing works concentrate on the steady-state synthesis problem for a single agent, where the task is to construct a strategy σ achieving a frequency vector µ where ⃗vℓ ≤ µ ≤ ⃗vu for given lower and upper bounds ⃗vℓ and ⃗vu. The existence of such a strategy is decidable in polynomial time; and if it exists, it can be also computed in polynomial time by linear programming (see Related work). Although some frequency vectors are only achievable by infinite-memory strategies, the subclass of memoryless strategies is sufficient for producing frequency vectors arbitrarily close to each achievable frequency vector. If the underlying graph of D is strongly connected, then the same holds even for a special type of full memoryless strategies assigning a positive probability to every edge of D (one can show that for every µ achievable by a memoryless strategy, there is a vector arbitrarily close to µ achievable by a full memoryless strategy). These properties are illustrated in Fig.1 on a trivial MDP with three non-deterministic states. Hence, in the single agent setting, memoryless strategies are sufficient for practical applications. Since we can safely assume that D is a disjoint union of finitely many strongly connected MDPs, the same holds even for full memoryless strategies (see Section 4 for details).
Our contribution. In this paper, we extend the scope of steady-state policy synthesis problem to multiple autonomous agents. More precisely, the task is to construct a strategy profile for k≥1 agents in a given MDP D so that the frequencies of visits to the vertices of D (or, more generally, to pre-defined classes of vertices represented by colors) by some agent are above a given threshold vector. As a simple example, consider an MDP where the vertices represent devices requiring regular maintenance, and the threshold frequency vector specifies the minimal required frequency of inspections for each device. The steady-state policy synthesis for k agents then corresponds to the problem of designing appropriate schedules for k independent technicians such that the required frequency of inspections is observed. 1 Our main results are twofold.
I. Fundamental properties of the problem. We analyze the role of memory and randomization in constructing (sub)optimal strategy profiles, and we also classify the computational complexity of the steady-state policy synthesis problem. The obtained results demonstrate that the steadystate policy synthesis for multiple agents is (perhaps even surprisingly) more complex than for a single agent. Consequently, a different algorithmic approach is required. More concretely, we prove the following:
1 If two or more technicians meet at the same vertex at the same time, only one of them does the maintenance job. Hence, optimal strategy profiles tend to minimize the frequency of such redundant simultaneous visits. However, this redundancy cannot be avoided completely in general.
I(a). For two or more agents, the power of full memoryless, memoryless, finite-memory, and general strategy profiles increases strictly. To explain this, we need to introduce one extra notion. Let k ≥ 1, and let A, B be sets of strategy profiles for an MDP D and k agents. Furthermore, let F(A) and F(B) be the sets of frequency vectors achievable by the profiles in A and B. We say that B is more powerful than A if F(A) ⊆ F(B), and there exists µ ∈ F(B) that cannot be approximated by the vectors of F(A) (i.e., there is δ > 0 such that the distance between µ and every ν ∈ F(A) is at least δ).
We show that for k ≥ 2, the sets of full memoryless profiles, memoryless profiles, finite-memory profiles, and general profiles are increasingly more powerful even for strongly connected graphs, i.e., MDPs without stochastic vertices. This contrasts sharply with the single agent scenario where full memoryless profiles approximate general profiles.
I(b) The existence of an achievable µ such that µ ≥ ⃗vℓ for a given ⃗vℓ is a computationally hard problem. Recall that for a single agent, the problem is solvable in polynomial time. For two or more agents, the problem is NP-hard even if D is a strongly connected graph and the set of profiles is restricted to full memoryless profiles, memoryless profiles, or finitememory profiles with m memory states. For the "colored" variant of the problem, we obtain even PSPACE-hardness.
I(c) Evaluating the frequency vector achieved by a given profile is computationally hard, even for strongly connected graphs and memoryless profiles. Intuitively, the reason is that each strategy in the profile may induce a Markov chain with a different period. The complexity of the evaluation procedure depends on the least common multiple of these periods whose size can be exponential in k. Note that for full memoryless profiles, all of the induced Markov chains have the same period. Consequently, full memoryless profiles can be evaluated in polynomial time on strongly connected MDPs. These observations have important algorithmic consequences explained in the subsection II. Efficient synthesis algorithm.
I(d) The existence of a finite-memory profile with m memory states achieving a frequency vector µ such that µ ≥ ⃗vℓ for a given ⃗vℓ is decidable in polynomial space for every fixed number of agents. This holds also for the "colored" variant of the problem. The algorithm is based on encoding the problem as a formula of first order theory of the reals and applying the results of [Canny, 1988]. The size of the formula is exponential in k, which shows that the number of agents is a key parameter negatively influencing the computational costs.
II. Efficient synthesis algorithm. Since general (infinitememory) strategies are not algorithmically workable, the scope of algorithmic synthesis is naturally limited to finitememory profiles. The synthesis of a finite-memory profile for an MDP D where every strategy in the profile uses at most m memory states is equivalent to the synthesis of a memoryless profile for an MDP D′ obtained from D by augmenting its vertices with memory states (see Section 2 for details). Hence, the algorithmic core of the problem is the construction of memoryless profiles. However, here we face the obstacle of I(c), saying that even evaluating memoryless profiles is computationally hard. This is a severe barrier, because every synthesis algorithm is driven by the objective involving the frequency vector of the constructed profile. Hence, a natural starting point is to explore the constructability of full memoryless profiles that can be evaluated in polynomial time (see I(c)). This is challenging, despite the limitations identified in I(a). According to I(b), the associated decision problem is NP-hard even for two agents, and the synthesis can be seen as a non-linear optimization problem whose size increases with the number of agents (see Section 4).
We propose an efficient algorithm for synthesizing full memoryless profiles based on incremental agent inclusion. The main idea is the following: Suppose that we already constructed a full memoryless profile for k agents, and we wish to extend the profile to k+1 agents. Our algorithm constructs several linear programs depending only on the threshold vector (the objective) and numerical parameters extracted from the previously computed profile for k agents. Hence, the size of these programs is independent of k. A full memoryless strategy for the newly included agent is extracted from the solutions of these linear programs. Thus, we prevent the blowup in k, and the complexity of our synthesis algorithm becomes linear in the number of agents k. Thus, we (inevitably) trade efficiency for completeness, i.e., the algorithm does not have to find a suitable full MR profile even if it exists. We evaluate our algorithm experimentally on a series of randomly generated instances, and we show that it clearly outperforms a naive algorithm based on strategy sharing (see Section 5 for details).
Related work. All existing works about steady-state synthesis apply to a single agent scenario. [Akshay et al., 2013] solve the problem for unichain MDPs, i.e., a subclass of MDPs where every memoryless deterministic policy induces an ergodic Markov chain, by designing a polynomial-space algorithm. A polynomial-time algorithm for general MDPs is given in [Br´azdil et al., 2014]. This algorithm can compute infinite-memory strategies, which may be necessary for achieving some frequency vectors (see Fig. 1), and it is applicable to a more general class of multiple mean-payoff objectives. It has been implemented [Br´azdil et al., 2015] on top of the PRISM model checker [Kwiatkowska et al., 2011]. In [Velasquez, 2019], the problem of constructing a suitable memoryless policy inducing a recurrent Markov chain consisting of all vertices of a given MDP is solved by linear programming. A generalization of this work is presented in [Atia et al., 2020]. Recent works [Kˇret´ınsk´y, 2021; Velasquez et al., 2024] combine steady-state constraints with LTL specifications. There are also works concentrating on steady-state deterministic policy synthesis [Velasquez et al., 2023].
2 The Model
We assume familiarity with basic notions of probability theory and Markov chain theory. We use N and N+ to denote the sets of all non-negative and positive integers, respectively, and D(A) to denote the set of all probability distributions over a finite set A. A directed graph is a pair G = (V,E)

Figure 1: Left: A simple MDP with three non-deterministic vertices v1, v2, and v3. Right: A memoryless strategy for a single agent can achieve the frequency vector (0.5-δ, 2δ, 0.5-δ) for an arbitrarily small δ>0 by choosing a sufficiently small ε>0. However, the frequency vector (0.5, 0, 0.5) is achievable only by an infinite-memory strategy where the ε is "progressively smaller" and approaches 0 as the vertices v1 and v3 are revisited. Middle: A full memoryless strategy can achieve the frequency vector (1-δ1-δ2, δ1, δ2) where δ1+δ2 > 0 is arbitrarily small by choosing a sufficiently small ε>0. However, the vector (1, 0, 0) is achievable only by a (non-full) strategy assigning 1 to the self-loop v1→v1.

where E ⊆ V × V . For every v ∈ V , we use In(v) and Out(v) to denote the sets of all in-going and out-going edges of v. We say that G is strongly connected if for all v, u ∈ V there is a finite sequence v1, . . . , vn such that n ≥ 1, v1 = v, vn = u, and (vi, vi+1) ∈ E for all 1 ≤ i < n.
Markov chains. A Markov chain is a triple C = (S, P, α) where S is a finite set of states, P: S×S → [0, 1] is a stochastic matrix such that ∑s′∈S P(s, s′ ) = 1 for every s ∈ S, and α ∈ D(S) is an initial distribution.
A state t is reachable from a state s if Pn (s, t) > 0 for some n ≥ 1, where Pn denotes the n-th power of P. A bottom strongly connected component (BSCC) of C is a maximal B ⊆ S such that B is strongly connected and closed under reachable states, i.e., for all s, t ∈ B and r ∈ S we have that t is reachable from s, and if r is reachable from s, then r ∈ B. A Markov chain C is irreducible if for all s, t ∈ S we have that t is reachable from s. We use I to denote the unique invariant distribution of C. Note that every BSCC of C can be seen as an irreducible Markov chain.
For every s ∈ S, let d(s) = gcd{n ∈ N+ | Pn (s, s)>0} be the period of s. Recall that if C is irreducible, then d(s) is the same for all s ∈ S and defines the period of C, denoted by d (if C is not clear, we write dC instead of d). Furthermore, the set S can be partitioned into cyclic classes S0, . . . , Sd-1 such that for all i, j ∈ {0, . . . , d-1} and s, t ∈ S where s ∈ Si we have that t ∈ Sj iff Pn (s, t) > 0 for some n ≡ (j-i) mod d. The structure of cyclic classes is shown in Fig. 2. We say that C is aperiodic or periodic depending on whether d=1 or not, respectively.
Markov decision processes (MDPs). A Markov decision process (MDP) 2 is a triple D=(V,E, p) where V is a finite set of vertices partitioned into subsets (VN, VS) of nondeterministic and stochastic vertices, E ⊆ V×V is a set of edges such that every vertex has at least one outgoing edge, and p: VS→D(V ) is a probability assignment s.t. p(v)(v′ )>0 iff (v, v′ ) ∈ E. A run of D is an infinite sequence ω = v1, v2, . . . such that (vi, vi+1) ∈ E for every i ∈ N. The i-th vertex vi visited by ω is denoted by ω(i). We say D is strongly connected if the underlying directed graph (V, E) is strongly connected. D is a graph if VS = ∅.
Strategies. Outgoing edges in non-deterministic states of an MDP D = (V, E, p) are selected by a strategy. The most general type of strategy is a history-dependent randomized (HR) strategy where the selection may be randomized and depend on the whole computational history. Since HR strategies require infinite memory, they are not apt for algorithmic purposes.
A strategy is memoryless randomized (MR) if the (possibly randomized) decision depends only on the current vertex. Formally, a MR strategy is a pair σ = (v0, κ) where v0 ∈ V is the initial vertex and κ : V → D(V ) is a function such that κ(v)(u) > 0 implies (v, u) ∈ E, and for all v ∈ VS and u ∈ V we have that κ(v)(u) = p(v)(u). We say that σ is full if κ(v)(u) > 0 for all (v, u) ∈ E.
In this paper, we also consider finite-memory randomized strategies with m ≥ 1 memory states (FRm strategies). Intuitively, the memory states are used to "remember" some information about the sequence of previously visited vertices. Formally, let V ′ = V ×{1, . . . ,m} be the set of augmented vertices. A FRm strategy is a pair ((v0, i0), η) where (v0, i0) ∈ V ′ is an initial augmented vertex and η : V ′ → D(V ′ ) such that η(v, i)(u, j) > 0 implies (v, u) ∈ E. Furthermore, for every (v, i) where v ∈ VS and every (v, u) ∈ E we require ∑mj=1 η(v, i)(u, j) = p(v)(u). Note that every FRm strategy can be seen as a memoryless strategy for an MDP D′ where V ′ is the set of vertices.
Let ξ be a strategy (HR, FRm, or MR). For every finite path v1, . . . , vn in D, the strategy ξ determines the probability Pξ(v1, . . . , vn) of executing the path. By applying the extension theorem (see, e.g., [Rosenthal, 2006]), the function Pξ is extended to the probability measure over all runs in D.
Strategy profiles. Let k ≥ 1. A HR, FRm, MR, or full MR strategy profile for k agents is a tuple π = (ξ1, . . . , ξk) where every ξi is a HR, FRm, MR, or full MR strategy. A multi-run is a tuple ϱ = (ω1, . . . , ωk) where each ωi is a run of D. We use Pπ to denote the product measure in the product probability space over the set of all multi-runs.
Steady-state objectives. Let D=(V,E, p) be an MDP and Col : V → γ a coloring, where γ ̸= ∅ is a finite set of colors. A coloring is trivial if γ=V and Col(v)=v for all v ∈ V .
Let π = (ξ1, . . . , ξk) be a strategy profile and ϱ = (ω1, . . . , ωk) a multi-run. For all c ∈ γ and n ≥ 1, we use #nc (ϱ) to denote the total number of all j ∈ {1, . . . , n} such that Col(ωi(j)) = c for some i ∈ {1, . . . , k}. Furthermore, we define
2 The adopted MDP definition is standard in the area of graph games. It is equivalent to the "classical" definition of [Puterman, 1994] but leads to simpler notation.
If the above limit does not exist, we put Freqc(ϱ) = ⊥. We use Freq(ϱ) : γ → [0, 1] to denote the vector of all Freqc(ϱ).
Intuitively, Freqc(ϱ) is the long-run average frequency of visits to a c-colored vertex by some agent. We say that π achieves a vector µ : γ → [0, 1] if Pπ[Freq=µ] = 1. That is, for every color c, the long-run average frequency of visits to a c-colored vertex is defined and equal to µ(c) for almost all
multi-runs.
A steady-state objective is a vector Obj : γ → [0, 1]. The task is to construct a strategy profile π for k agents such that π achieves a vector µ ≥ Obj.
3 Fundamental Properties of Multi-Agent Steady-State Synthesis
In this section, we analyze the computational complexity of multi-agent steady-state synthesis. We also investigate the relative power of HR, FRm, MR, and full MR strategy profiles. Proofs of the presented theorems are non-trivial and can be found in [Jon´aˇs et al., 2025].
Let A and B be sets of strategy profiles for an MDP D and k ≥ 1 agents. Furthermore, let F(A) and F(B) be the sets of all frequency vectors achievable by the profiles of A and B, where Col is the trivial coloring (see Section 2). We say that A approximates B if for every µ ∈ F(B) and every ε > 0, there is ν ∈ F(A) such that L∞(µ-ν) < ε, where L∞(µ-ν) = maxc(|µ(c)-ν(c)|) is the standard L∞ norm. Furthermore, we say that B is more powerful than A, written A ≺ B, if F(A) ⊆ F(B) and A does not approximate B.
Slightly abusing our notation, we use HR(D, k), FRm(D, k), MR(D, k), and FMR(D, k) to denote the sets of all HR, FRm, MR, and full MR strategy profiles for an MDP D and k ≥ 1 agents. The next theorem says that the relative power of HR, FRm, MR, and full MR profiles strictly decreases for k ≥ 2 agents, even if D is a strongly connected graph. Since the proof reveals important differences from the single agent scenario, we give a brief sketch.
Theorem 1. There exist strongly connected graphs D1,D2, and D3 such that
- FMR(D1, 2) ≺MR(D1, 2);
- MR(D2, 2) ≺ FR2(D2, 2);
- FRm(D3, 2) ≺ HR(D3, 2) for all m ≥ 1.
The graphs D1,D2, and D3 are shown in Fig. 3, together with the frequency vectors achievable by the more powerful strategy profiles that cannot be approximated by the weaker strategy profiles (for 2 agents).
In D1, the vector (1, 1) is achievable by a MR profile where both agents "walk around the loop" connecting v1 and v2, but they start in different vertices. However, for every vector ν achievable by a FMR profile we have that ν(v2) ≤ 0.75. That is, the L∞-distance to (1, 1) is at least δ = 0.25. Intuitively, this is because the self-loop v1→v1 has to be performed with a fixed positive probability, and even if this probability is very small, the two agents spend a significant proportion of time by "walking together", regardless of their initial positions.

In D2, a FR2 profile achieving (1, 0.5, 0.5) consists of strategies where both agents walk around the triangle, performing the self-loop on u1 exactly once (this is where two memory states are needed). The first agent starts in u1 by performing the self-loop, and the other agent starts in u2. Thus, the agents never meet, and together they produce the frequency vector (1, 0.5, 0.5). However, for every vector ν achievable by a MR profile we have that the L∞-distance to (1, 0.5, 0.5) is at least 1/9. Observe that if both MR strategies assign zero probability to the self-loop on u1, then the frequency of visits to u1 achieved by the profile is at most 2/3. If at least one of the MR strategies assigns a positive probability to the self-loop, then the two agents spend a significant proportion of time by "walking together", similarly as in D1. This leads to the aforementioned gap of 1/9.
The D3 scenario requires deeper analysis. It is easy to show that the vector (2/3, 2/3, 2/3, 0) is achievable by a HR profile where both agents "walk around the square" performing each self-loop exactly n times in the n-th cycle. Again, the agents are positioned so that they never meet in the same vertex. Furthermore, we show that for every ν achievable by a FRm profile, the L∞ distance to (2/3, 2/3, 2/3, 0) is at least f(m) where f : N+→(0, 1] is a suitable function.
Our next result says that solving the steady-state objectives for k ≥ 2 agents is computationally hard, even for graphs.
Theorem 2. Let D be a graph, Col a coloring, and Obj a frequency vector. We have the following:
- (a) The problem whether there exists a HR profile for a given number of agents that achieves µ ≥ Obj is PSPACEhard. This holds even under the assumption that if such a µ exists, it can be achieved by a FRm profile for a sufficiently large m.
- (b) The problem whether there exists a FMR profile for two agents achieving µ such that µ ≥ Obj is NP-hard, even if D is strongly connected and Col is the trivial coloring. This holds also for MR and FRm profiles (for every m).
The following theorem reveals a severe obstacle for designing efficient steady-state synthesis algorithms.
Theorem 3. Let D be a (strongly connected) graph, Col the trivial coloring, v a vertex of D, and π a MR profile such that π achieves some (unknown) frequency vector µ. The problem whether µ(v) = 1 is coNP-hard.
According to Theorem 3, MR strategy profiles are not only hard to construct, but they are also hard to evaluate.
Finally, we give upper complexity bounds on the steadystate synthesis problem.
Theorem 4. Let k ≥ 1 be a fixed constant. Given an MDP D, a coloring Col, a frequency vector Obj, and m ≥ 1, the problem whether there exists an FRm strategy profile for k agents achieving µ ≥ Obj is in PSPACE (assuming the unary encoding of m).
4 Steady-State Synthesis Algorithm
MDPNormal Form. We start by observing that in the context of steady-state synthesis, we can safely assume that the input MDP D takes the form ⋃mq=1 Dq where D1, . . . ,Dm are strongly connected MDPs with pairwise disjoint sets of vertices (we say that D is in normal form).
To see this, consider (some) MDP D. A maximal end component (MEC) of D is a maximal strongly connected sub-MDP of D. The set {D1, . . . ,Dm} of all MECs of D is computable efficiently [Chatterjee and Henzinger, 2014], and D1, . . . ,Dm can be seen as strongly connected MDPs with pairwise disjoint sets of vertices. It can be shown that for an arbitrary (HR) strategy on D, almost all runs eventually enter and stay in some MEC. Since the finite prefix of a run executed before entering the MEC does not influence the achieved frequency vector, we can safely assume that all runs are initiated in some Dq and never leave it. Thus, the steady-state synthesis problem for D can be reformulated as the steady-state synthesis problem for ⋃mq=1 Dq. Full details of this argument are somewhat subtle and they are presented in [Jon´aˇs et al., 2025].
Suppose that π is a strategy profile for an MDP ⋃mq=1 Dq in normal form. To compute the frequency vector µ achieved by π, one is tempted to compute all frequency vectors µq achieved in Dq by the agents assigned to Dq, and then put µ = ∑mq=1 µq. However, this simple method works only under the assumption that vertices in different MECs have different colors (we say that Col is well-formed). For example, this condition is satisfied when Col is the trivial coloring or when m = 1. If Col is not well-formed, we can still conclude µ ≤ ∑mq=1 µq, but the precise computation of µ may require exponential time, even for full MR profiles. For simplicity, we consider only well-formed colorings in the rest of this section (this condition is not too restrictive and it does not influence the hardness results of Section 3).
Let us also note that for MDPs in normal form and one agent, full MR profiles approximate MR profiles, which explains the remark in the second paragraph of Section 1.
Evaluating Full MR Profiles. Let D = (V,E, p) be a strongly connected MDP, Col : V → γ a coloring, and π = (σ1, . . . , σk) a full MR profile for D. We show how to compute the frequency vector achieved by π. Note that based on the previous discussion, this procedure can also be used to evaluate a full MR profile for an MDP ⋃mq=1 Dq in normal form where the underlying coloring is well-formed (we compute the frequency vector µq for each Dq and the agents assigned to Dq, and then return the sum of all µq).
For every i ∈ {1, . . . , k}, let Dσi = (V, Pi, αi) be the Markov chain induced by D and σi = (vi, κi). That is, Pi(v, u) is either κi(v)(u) or p(v)(u) depending on whether v ∈ VN or v ∈ VS, and αi(vi) = 1. Since D is strongly connected and every σi is full, each Dσi is irreducible and determines the same partition of V into d ≥ 1 cyclic classes V0, . . . , Vd-1. We use Ii to denote the unique invariant distribution of Dσi satisfying Ii(v) = ∑u∈V Ii(u) · Pi(u, v) for every v ∈ V . Furthermore, for every c ∈ γ, we use Col-1 (c) to denote the pre-image of c (i.e., Col-1 (c) is the set of all v ∈ V such that Col(v) = c).
For simplicity, let at first consider the case when d = 1. Then, π achieves the frequency vector µ where
for every c ∈ γ. This follows directly from basic results about aperiodic irreducible Markov chains (see, e.g., [Chung, 1967]). More concretely, for every u ∈ V , we have that limn→∞ P n i (vi, u) = Ii(u). Hence, ∑v∈Col-1 (c) Ii(v) is the limit probability that agent i visits a c-colored vertex after n steps as n→∞. Since the agents are independent, the product on the right-hand side of (1) is the limit probability that none of the k agents visits a c-colored vertex. Consequently, the right-hand side of (1) is the limit probability (and hence also the frequency) that at least one agent visits a c-colored vertex. Note that (1) is independent of the initial vertices of the strategies σ1, . . . , σk.
If d > 1, then the frequency vector µ depends on the initial positioning of the agents into the cyclic classes, and the above reasoning must be applied to the d-step matrices P d i . For every i ∈ {1, . . . , k} and j ∈ {0, . . . , d-1}, let V (i, j) be the cyclic class visited by agent i after traversing precisely j edges from the initial vertex vi (in particular, V (i, 0) is the cyclic class containing the initial vertex vi). Furthermore, for every c ∈ γ, let V c (i, j) = V (i, j) ∩ Col-1 (c). Equation (1) is generalized into the following:
Note that (2) is computable in polynomial time.
TheAlgorithm. For a givenMDPD = ⋃mq=1 Dq in normal form, a well-formed coloring Col, k ≥ 1, and a frequency vector Obj, we wish to compute a full MR profile π for k agents achieving a frequency vector µ such that Dist (µ, Obj) is minimized, where
A natural idea is to construct a mathematical program minimizing Dist (µ, Obj). Each full MR strategy σi in the desired profile π can be encoded by variables representing the edge probabilities, and the invariant distribution Ii can then be encoded by simple linear constraints. However, computing the frequency vector µ involves the non-linear right-hand side of (2), which makes the resulting program non-linear.
To overcome this difficulty, Algorithm 1 constructs the profile π incrementally by adding the agents one-by-one. Suppose that we already constructed a profile for ℓ agents, and
Algorithm 1 Incremental Steady-State Synthesis Algorithm
Inputs: MDP D = ⋃mq=1 Dq in normal form Well-formed coloring Col : V → γ Objective Obj : γ → [0, 1] Number of agents k ≥ 1 Outputs: A full MR strategy profile π for D and k agents Initialize: π ← ∅ for all i ∈ {1, . . . , k} do BestDistance ← ∞ for all q ∈ {1, . . . ,m} do for all cyclic classes C ∈ {C0, . . . , Cdq-1} of Dq do σ ← STRATEGYOFLP(Obj, π, C, Dq ) ν ← EVALUATE(π+σ, D) if Dist (ν, Obj) < BestDistance then BestDistance ← Dist (ν, Obj) BestStrategy ← σ π ← π + BestStrategy return π
we wish to compute a suitable full MR strategy σℓ+1 = (vℓ+1, κℓ+1) for another agent. The algorithm examines all possible allocations for vℓ+1, i.e., all cyclic classes C in all Dq. For given C and Dq, the procedure STRATEGYOFLP constructs the linear program of Fig. 4 and returns the full MR strategy σ = (v0, κ), where v0 ∈ C and κ(u)(v) is the normalized value of xu,v attained by solving the program. Note that the xu,v variable in the LP represents the frequency of the edge (u, v) ∈ Eq , not the probability of the edge. The key observation is that since the strategies σ1, . . . , σℓ are fixed, the right-hand side of (2) becomes linear. In Fig. 4, we use X c j to denote the constant value of the product ∏ℓi=1 (1 - dc · ∑v∈V c (i,j) Ii(v)), where dc denotes the period of the MEC containing the vertices of color c (if there is no such vertex, we put dc = 1), V c (C, j) denotes the set of all c-colored vertices in the cyclic class of Dq visited after traversing precisely j edges from a vertex of C.
After computing the strategy σ, Algorithm 1 proceeds by evaluating the profile π + σ obtained by appending σ to π. If the frequency vector achieved by this profile is better than the frequency vectors achieved for all σ's computed so far, the current σ is set as a new candidate for σℓ+1. Algorithm 1 terminates after constructing a profile for all k agents.
5 Experimental Evaluation
The main goal of our experiments is to evaluate the quality of the strategy profiles constructed by Algorithm 1. We also assess the efficiency of Algorithm 1. Additional analyses of the results and some additional plots are in [Jon´aˇs et al., 2025]. The reproduction package for the evaluation is available from Zenodo [Jon´aˇs et al., 2025].
Benchmarks. For simplicity, we perform our experiments on graphs. This does not affect efficiency since stochastic vertices do not add any extra computational costs. Moreover, it does not affect the quality comparison between the baseline and the incremental synthesis procedure of Algorithm 1.
min Dist(µ,Obj)
Figure 4: The linear program for Obj, π, C, Dq = (V q , Eq , pq ).
To avoid any systematic bias, we randomly generated two families of strongly connected input graphs: aperiodic and periodic. For aperiodic graphs, we randomly generated graphs with up to 400 vertices and an edge between each pair of vertices with probability 0.01. For periodic graphs, we randomly generated structures of Fig. 2 with d ∈ {5, 10, 15, 20} cyclic classes, at most 20 vertices in each cyclic class, and an edge between each two vertices from neighboring cyclic classes with probability 0.6. We considered only graphs that are strongly connected. For each graph, we randomly generated 5 objectives with at most 30 colors and target values Obj(c) from {0, 0.1, 0.2, . . . , 0.9} and randomly assigned a color to each vertex. In this way, we obtained 2000 aperiodic and 1600 periodic benchmarks (i.e., combinations of a graph and an objective) with at most 400 vertices.
Baseline. Since the steady-state synthesis problem for k≥2 agents is computationally hard (see Section 3), we cannot compare the quality of profiles constructed by Algorithm 1 against the optimal solutions as there is no feasible way to determine them. However, we can still compare Algorithm 1 with a straightforward synthesis procedure based on sharing the strategy computed for one agent. In some cases, this simple method even leads to optimal solutions. For example, if k agents move along a directed ring consisting of n ≥ k vertices, they can achieve the frequency vector (k/n, . . . , k/n) by sharing the same strategy ("walk along the ring") so that each agent starts in a different vertex.
The baseline synthesis procedure works as follows. We start by computing a full MR strategy σ for a single agent, optimizing a suitably defined value. Then, k agents that use the strategy σ are allocated to the cyclic classes C0, . . . , Cd-1 by Round Robin assignment. More specifically, the strategy σ is constructed by a LP maximizing AltDist(Obj, ν) where AltDist(Obj, ν) = minc∈Col ν(c) Obj(c) and ν(c) = ∑v∈Col-1 (c) I(v). Intuitively, the goal is to cover all the colors in proportion to their target values. We maximize AltDist instead of minimizing Dist because in our preliminary experiments, the performance of the algorithm based on minimizing Dist was significantly worse. More concretely, when using Dist , the strategy σ tended to focus on a subset of colors, which also caused the resulting strategy profile to focus only on some colors.

Implementation and experimental setup. We implemented both algorithms in a simple open source Python tool that uses Gurobi [Gurobi Optimization, LLC, 2024] to solve the linear programming problems. The tool is available from GitLab 3 . We executed both algorithms on each benchmark with timeout 120 seconds of wall time on a Linux computer with AMD Ryzen 7 PRO 5750G CPU and 32 GB of RAM.
Quality of strategies. For each benchmark, we compared the two algorithms with respect to the number of agents that is necessary to satisfy the objective. The results are presented in Fig. 5. Algorithm 1 often requires significantly fewer agents to satisfy the objective. Numerically, Algorithm 1 required fewer agents on 3163 of the benchmarks and more on 85 benchmarks. It also required only 10.40 agents on average, compared to 16.65 agents needed by the baseline. The improvement occurs both for periodic and aperiodic input graphs, which shows that the main benefit is not due to the smarter initial assignment of agents to cyclic classes but because of the core approach of incremental addition of agents.
We also investigated the distances achieved by the strategy profiles for fewer agents than necessary to satisfy the objective. This is presented in Fig. 6 on a randomly selected subset of benchmarks. The plot again shows that Algorithm 1 satisfies the objective with significantly fewer agents. More importantly, it shows that for most benchmarks, the profiles synthesized by Algorithm 1 are better for all numbers of agents smaller than the ones needed by any of the algorithms.
The experiments show that Algorithm 1 can satisfy objectives with significantly fewer agents, if enough agents are available. Additionally, when the number of available agents is insufficient, Algorithm 1 in most cases achieves a smaller distance to satisfying the objectives than the baseline.
Efficiency. We also measured the runtime for both algorithms. The measured wall times are summarized in Table 1. The table shows that the mean wall time of the baseline algorithm is significantly better than the one of Algorithm 1.
3 https://gitlab.fi.muni.cz/formela/
multi-agent-steady-state-synthesis

| Wall time (s) | ||||
|---|---|---|---|---|
| Benchmarks | Algorithm | mean | median | max |
| Aperiodic | Baseline | 0.10 | 0.09 | 0.25 |
| Incremental | 0.97 | 0.71 | 5.08 | |
| Periodic | Baseline | 0.03 | 0.03 | 0.11 |
| Incremental | 3.57 | 1.88 | 28.87 | |
This is not surprising as the main bottleneck of both algorithms is LP solving and the baseline algorithm requires only one call of the LP solver per benchmark, whereas the incremental algorithm requires k ·d calls, where k is the number of agents and d is the period of the input graph. Nevertheless, all executions of our algorithm finished within 5.08 seconds on aperiodic benchmarks and within 28.88 seconds on periodic benchmarks, which is not prohibitive in practice.
Discussion. Even though Algorithm 1 is less efficient than the naive baseline algorithm, the performance is not prohibitive in practice and it achieves the objectives with significantly fewer agents. In our view, this is more important metric; few additional seconds to synthesize the strategy profile is cheap, whereas each extra agent can be far more costly.
Conclusions
We have extended steady-state synthesis to multiagent setting and presented an efficient synthesis algorithm. The main challenges for future work include tackling the synthesis of (non-full) MR profiles and extending the whole approach to more general classes of infinite-horizon objectives.
Acknowledgments
The work received funding from the European Union's Horizon Europe program under the Grant Agreement No. 101087529.
@inproceedings{ijcai2025p16,
title = {Steady-State Strategy Synthesis for Swarms of Autonomous Agents},
author = {Jonáš, Martin and Kucera, Antonin and Kůr, Vojtěch and Mačák, Jan},
booktitle = {Proceedings of the Thirty-Fourth International Joint Conference on
Artificial Intelligence, {IJCAI-25}},
publisher = {International Joint Conferences on Artificial Intelligence Organization},
editor = {James Kwok},
pages = {135--142},
year = {2025},
month = {8},
note = {Main Track},
doi = {10.24963/ijcai.2025/16},
url = {https://doi.org/10.24963/ijcai.2025/16},
}
TY - CPAPER TI - Steady-State Strategy Synthesis for Swarms of Autonomous Agents AU - Jonáš, Martin AU - Kucera, Antonin AU - Kůr, Vojtěch AU - Mačák, Jan T2 - Proceedings of the Thirty-Fourth International Joint Conference on Artificial Intelligence, IJCAI-25 PB - International Joint Conferences on Artificial Intelligence Organization PY - 2025 SP - 135 EP - 142 DO - 10.24963/ijcai.2025/16 UR - https://doi.org/10.24963/ijcai.2025/16 ER -Copied
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