Related papers: Asynchronous Games over Tree Architectures
The distributed synthesis problem is about constructing cor- rect distributed systems, i.e., systems that satisfy a given specification. We consider a slightly more general problem of distributed control, where the goal is to restrict the…
$\mu$-Calculus and automata on infinite trees are complementary ways of describing infinite tree languages. The correspondence between $\mu$-Calculus and alternating tree automaton is used to solve the satisfiability and model checking…
A control system consists of a plant component and a controller which periodically computes a control input for the plant. We consider systems where the controller is implemented by a feedforward neural network with ReLU activations. The…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
Automata acceptance can, in several situations of interest, be captured game-theoretically via acceptance games. The existence of a winning strategy for Verifier then captures the existence of a winning run-tree of a given automaton over a…
Courcelle's Theorem states that every problem definable in Monadic Second-Order logic can be solved in linear time on structures of bounded treewidth, for example, by constructing a tree automaton that recognizes or rejects a tree…
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…
We introduce a new setting where a population of agents, each modelled by a finite-state system, are controlled uniformly: the controller applies the same action to every agent. The framework is largely inspired by the control of a…
We study the class of reach-avoid dynamic games in which multiple agents interact noncooperatively, and each wishes to satisfy a distinct target criterion while avoiding a failure criterion. Reach-avoid games are commonly used to express…
Timed pushdown automata are pushdown automata extended with a finite set of real-valued clocks. Additionaly, each symbol in the stack is equipped with a value representing its age. The enabledness of a transition may depend on the values of…
We study finite automata running over infinite binary trees. A run of such an automaton is usually said to be accepting if all its branches are accepting. In this article, we relax the notion of accepting run by allowing a certain quantity…
Security risk management can be applied on well-defined or existing systems; in this case, the objective is to identify existing vulnerabilities, assess the risks and provide for the adequate countermeasures. Security risk management can…
Iterated admissibility is a well-known and important concept in classical game theory, e.g. to determine rational behaviors in multi-player matrix games. As recently shown by Berwanger, this concept can be soundly extended to infinite games…
Finitary Idealized Concurrent Algol (FICA) is a prototypical programming language combining functional, imperative, and concurrent computation. There exists a fully abstract game model of FICA, which in principle can be used to prove…
The game tree languages can be viewed as an automata-theoretic counterpart of parity games on graphs. They witness the strictness of the index hierarchy of alternating tree automata, as well as the fixed-point hierarchy over binary trees.…
We consider games played on the transition graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
The emergence of complex structures in the systems governed by a simple set of rules is among the most fascinating aspects of Nature. The particularly powerful and versatile model suitable for investigating this phenomenon is provided by…
We consider games played on the transtion graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
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…
We consider the synthesis of deterministic tree transducers from automaton definable specifications, given as binary relations, over finite trees. We consider the case of specifications that are deterministic top-down tree automatic,…