In concurrent graph games with distributed private randomness, memoryless strategies decide threshold reachability (NP-hard) and almost-sure reachability is NP-complete; IRATL extends ATL for probability thresholds without shared randomness.
For instance, Zhu and Borrelli [41] showed that SQP acts much faster than generic solvers when finding solutions to dynamic games
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Randomise Alone, Reach as a Team
In concurrent graph games with distributed private randomness, memoryless strategies decide threshold reachability (NP-hard) and almost-sure reachability is NP-complete; IRATL extends ATL for probability thresholds without shared randomness.