Related papers: Asynchronous Games over Tree Architectures
We propose an asynchronous iterative scheme that allows a set of interconnected nodes to distributively reach an agreement within a pre-specified bound in a finite number of steps. While this scheme could be adopted in a wide variety of…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
Our objective in this paper is to develop a machinery that makes a given organizational strategic plan resilient to the actions of competitor agents (adverse environmental actions). We assume that we are given a goal tree representing…
We investigate networks of automata that synchronise over common action labels. A graph synchronisation topology between the automata is defined in such a way that two automata are connected iff they can synchronise over an action. We show…
We study the reachability problem for communicating timed processes, both in discrete and dense time. Our model comprises automata with local timing constraints communicating over unbounded FIFO channels. Each automaton can only access its…
We address the problem of statically checking safety properties (such as assertions or deadlocks) for parameterized phaser programs. Phasers embody a non-trivial and modern synchronization construct used to orchestrate executions of…
A human-centered robot needs to reason about the cognitive limitation and potential irrationality of its human partner to achieve seamless interactions. This paper proposes an anytime game-theoretic planner that integrates iterative…
We revisit the problem of synchronisability for communicating automata, i.e., whether the language of send messages for an asynchronous system is the same as the language of send messages with a synchronous communication. The…
The parallel chip-firing game is an automaton on graphs in which vertices "fire" chips to their neighbors when they have enough chips to do so. The game is always periodic, and we concern ourselves with the firing sequences of vertices. We…
Several distinct techniques have been proposed to design quasi-polynomial algorithms for solving parity games since the breakthrough result of Calude, Jain, Khoussainov, Li, and Stephan (2017): play summaries, progress measures and register…
Emerson-Lei conditions have recently attracted attention due to their succinctness and compositionality properties. In the current work, we show how infinite-duration games with Emerson-Lei objectives can be analyzed in two different ways.…
Stochastic games are a natural model for the synthesis of controllers confronted to adversarial and/or random actions. In particular, $\omega$-regular games of infinite length can represent reactive systems which are not expected to reach a…
This paper proposes a method for abstracting control systems by timed game automata, and is aimed at obtaining automatic controller synthesis. The proposed abstraction is based on partitioning the state space of a control system using…
We extend the motion-planning-through-gadgets framework to several new scenarios involving various numbers of robots/agents, and analyze the complexity of the resulting motion-planning problems. While past work considers just one robot or…
We introduce the notion of adaptive synchronisation for pushdown automata, in which there is an external observer who has no knowledge about the current state of the pushdown automaton, but can observe the contents of the stack. The…
An automata network is a network of entities, each holding a state from a finite set and evolving according to a local update rule which depends only on its neighbors in the network's graph. It is freezing if there is an order on states…
We study an anytime control algorithm for situations where the processing resources available for control are time-varying in an a priori unknown fashion. Thus, at times, processing resources are insufficient to calculate control inputs. To…
We establish the existence of optimal scheduling strategies for time-bounded reachability in continuous-time Markov decision processes, and of co-optimal strategies for continuous-time Markov games. Furthermore, we show that optimal control…
We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the…
An automaton is called reachable if every state is reachable from the initial state. This notion has been generalized coalgebraically in two ways: first, via a universal property on pointed coalgebras, namely, that a reachable coalgebra has…