We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. Our main result, the interreducibility of the existence of sure winning strategies for the protagonist, allows to transfer known complexity results and bounds on the delay from delay games to games under delayed control, for which no such results had been known. We furthermore analyze existence of randomized strategies that win almost surely, where this correspondence between the two types of games breaks down.signal processing chains based on computer vision to detect the locations of obstacles. Thus, decisions have to be made based on incomplete information, which only arrives after some delay.Games under Delayed Control. Chen et al.[2] introduced (graph) games under delayed control to capture this type of incomplete information. Intuitively, assume the players so far have constructed a finite path v 0 • • • v k through the graph. Then, the controller has to base her decision on a visible proper prefix v 0 • • • v k−δ , where δ is the amount of delay. Hence, the suffix v k−δ +1 • • • v k is not yet available to base the decision on, although the decision to be made is to be applied at the last state v k in the sequence.They showed that solving games under delayed control with safety conditions and with respect to a given delay is decidable: They presented two algorithms, an exponential one based on a reduction to delay-free safety games using a queue of length δ , and a more practical incremental algorithm synthesizing a series of controllers handling increasing delays and reducing game-graph size in between. They showed that even a naïve implementation of this algorithm outperforms the reduction-based one, even when the latter is used with state-of-the-art solvers for delay-free games. However, the exact complexity of the incremental algorithm and that of solving games under delayed control remained open.Note that asking whether there is some delay δ that allows controller to win reduces to solving standard, i.e., delay-free games, as they correspond to the case δ = 0. The reason is monotonicity in the delay: if the controller can win for delay δ then also for any δ ′ < δ . More interesting is the question whether controller wins with respect to every possible delay. Chen et al. conjectured that there is some exponential δ such that if the controller wins under delay δ , then also under every δ ′ .Delay Games. There is also a variant of Gale-Stewart games modelling delayed interaction between the players [7]. Here, the player representing the environment (often called Player I) has to provide a lookahead on her moves, i.e., the player representing the controller (accordingly called Player O) has access to the first n + k letters picked by Player I when picking her n-th letter. So, k is the amount of lookahead that Player I has to grant Player O. Note that the lookahead benefits Player O (representing the controller) while the delay in a game under delayed control disadvantages the...