We consider games over a finite alphabet with Gurevich-Harrington's wi
nning conditions and restraints as in Yakhnis-Yakhnis (1990). The game
tree, the Gurevich-Harrington's kernels of the winning condition and
the restraints are defined by finite automata. We give an effective cr
iterion 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 Buchi and L
andweber (1969) (BL). The BL algorithm is an important tool for solvin
g effectively presented games. The differences between the BL and our
algorithms are as follows. Our algorithm is uniformly applicable to wi
nning sets that correspond to boolean combinations of BL winning condi
tions, while the BL algorithm requires a transformation of such boolea
n combinations into a single BL condition. Our algorithm directly appl
ies to a larger class of game trees for a given game alphabet than doe
s the BL one. We describe Buchi-Landweber's class of winning condition
s in a more transparent way by using finite automata and Gurevich-Harr
ington's (1982) form of winning conditions. Our algorithms that determ
ine 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 tabl
e of the automaton representing the game. This automaton differs from
the ones that represent BL winning conditions. Both algorithms need fu
rther investigation. The algorithm determining the winner in the game,
can be used as a verifier of concurrent programs. This is because pro
grams can be viewed as strategies in Gurevich-Harrington's games and p
rogram 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 (1990) 277-297.