Related papers: The Complexity of Games on Higher Order Pushdown A…
A pushdown vector addition system with states (PVASS) extends the model of vector addition systems with a pushdown stack. The algorithmic analysis of PVASS has applications such as static analysis of recursive programs manipulating integer…
The reachability analysis of recursive programs that communicate asynchronously over reliable FIFO channels calls for restrictions to ensure decidability. Our first result characterizes communication topologies with a decidable reachability…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic external influence. This…
We conjecture that PPAD has a PCP-like complete problem, seeking a near equilibrium in which all but very few players have very little incentive to deviate. We show that, if one assumes that this problem requires exponential time, several…
We consider concurrent games played on graphs. At every round of the game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
Ong has shown that the modal mu-calculus model checking problem (equivalently, the alternating parity tree automaton (APT) acceptance problem) of possibly-infinite ranked trees generated by order-n recursion schemes is n-EXPTIME complete.…
We analyse an algorithm solving stochastic mean-payoff games, combining the ideas of relative value iteration and of Krasnoselskii-Mann damping. We derive parameterized complexity bounds for several classes of games satisfying…
We study algorithmic problems in multi-stage open shop processing systems that are centered around reachability and deadlock detection questions. We characterize safe and unsafe system states. We show that it is easy to recognize system…
This paper presents a new exponential lower bound for the two most popular deterministic variants of the strategy improvement algorithms for solving parity, mean payoff, discounted payoff and simple stochastic games. The first variant…
We consider the model of one-dimensional Pushdown Vector Addition Systems (1-PVAS), a fundamental computational model simulating both recursive and concurrent behaviours. Our main result is decidability of the reachability problem for…
A nondeterministic automaton is history-deterministic if its nondeterminism can be resolved by only considering the prefix of the word read so far. Due to their good compositional properties, history-deterministic automata are useful in…
Semidefinite programming can be considered over any real closed field, including fields of Puiseux series equipped with their nonarchimedean valuation. Nonarchimedean semidefinite programs encode parametric families of classical…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
In this work, we consider the problem of identifying an unknown linear dynamical system given a finite hypothesis class. In particular, we analyze the effect of the excitation input on the sample complexity of identifying the true system…
We revisit Blackwell's celebrated approachability problem which considers a repeated vector-valued game between a player and an adversary. Motivated by settings in which the action set of the player or adversary (or both) is difficult to…
Parity games are games that are played on directed graphs whose vertices are labeled by natural numbers, called priorities. The players push a token along the edges of the digraph. The winner is determined by the parity of the greatest…
This paper presents a new lower bound for the discrete strategy improvement algorithm for solving parity games due to Voege and Jurdziski. First, we informally show which structures are difficult to solve for the algorithm. Second, we…
A complete deterministic finite (semi)automaton (DFA) with a set of states $Q$ is \emph{completely reachable} if every nonempty subset of $Q$ is the image of the action of some word applied to $Q$. The concept of completely reachable…
We consider the hardness of approximation of optimization problems from the point of view of definability. For many NP-hard optimization problems it is known that, unless P = NP, no polynomial-time algorithm can give an approximate solution…