Related papers: The Complexity of Games on Higher Order Pushdown A…
We study verification problems for history-constrained systems (HCS), a model of guarded computation that uses nested systems. An outer system describes the process architecture in which a sequence of actions represents the communication…
We consider average-energy games, where the goal is to minimize the long-run average of the accumulated energy. While several results have been obtained on these games recently, decidability of average-energy games with a lower-bound…
Video Games are boring when they are too easy, and frustrating when they are too hard. In terms of providing game experience such as enjoyment to the player by match players with different levels of ability to player ability, We assume that…
We study games with reachability objectives under energy constraints. We first prove that under strict energy constraints (either only lower-bound constraint or interval constraint), those games are LOGSPACE-equivalent to energy games with…
We study explorability, a measure of nondeterminism in pushdown automata, which generalises history-determinism. An automaton is k-explorable if, while reading the input, it suffices to follow k concurrent runs, built step-by-step based…
We study stochastic two-player turn-based games in which the objective of one player is to ensure several infinite-horizon total reward objectives, while the other player attempts to spoil at least one of the objectives. The games have…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite…
We study the complexity of computing stationary Nash equilibrium (NE) in n-player infinite-horizon general-sum stochastic games. We focus on the problem of computing NE in such stochastic games when each player is restricted to choosing a…
We consider a randomized algorithm for the unique games problem, using independent multinomial probabilities to assign labels to the vertices of a graph. The expected value of the solution obtained by the algorithm is expressed as a…
Register pushdown automata (RPDA) is an extension of classical pushdown automata to handle data values in a restricted way. RPDA attracts attention as a model of a query language for structured documents with data values. The membership and…
Despite the improved accuracy of deep neural networks, the discovery of adversarial examples has raised serious safety concerns. In this paper, we study two variants of pointwise robustness, the maximum safe radius problem, which for a…
We study an expressive model of timed pushdown automata extended with modular and fractional clock constraints. We show that the binary reachability relation is effectively expressible in hybrid linear arithmetic with a rational and an…
We study routing games where every agent sequentially decides her next edge when she obtains the green light at each vertex. Because every edge only has capacity to let out one agent per round, an edge acts as a FIFO waiting queue that…
We define the class of explorable automata on finite or infinite words. This is a generalization of History-Deterministic (HD) automata, where this time non-deterministic choices can be resolved by building finitely many simultaneous runs…
We develop a framework to give upper bounds on the "practical" computational complexity of stability problems for a wide range of nonlinear continuous and hybrid systems. To do so, we describe stability properties of dynamical systems using…
An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can…
Probabilistic pushdown automata (pPDA) are a standard model for discrete probabilistic programs with procedures and recursion. In pPDA, many quantitative properties are characterized as least fixpoints of polynomial equation systems. In…
We study the problem of computing stationary Nash equilibria in discounted perfect information stochastic games from the viewpoint of computational complexity. For two-player games we prove the problem to be in PPAD, which together with a…
We study countably infinite stochastic 2-player games with reachability objectives. Our results provide a complete picture of the memory requirements of $\varepsilon$-optimal (resp. optimal) strategies. These results depend on the size of…