Related papers: Asynchronous Games over Tree Architectures
A tree automatic structure is a structure whose domain can be encoded by a regular tree language such that each relation is recognisable by a finite automaton processing tuples of trees synchronously. Words can be regarded as specific…
We perform a refined complexity-theoretic analysis of three classical problems in the context of Hierarchical Task Network Planning: the verification of a provided plan, whether an executable plan exists, and whether a given state can be…
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…
Model predictive control allows solving complex control tasks with control and state constraints. However, an optimal control problem must be solved in real-time to predict the future system behavior, which is hardly possible on embedded…
Implementing a component-based system in a distributed way so that it ensures some global constraints is a challenging problem. We consider here abstract specifications consisting of a composition of components and a controller given in the…
In parametric lock-sharing systems processes can spawn new processes to run in parallel, and can create new locks. The behavior of every process is given by a pushdown automaton. We consider infinite behaviors of such systems under strong…
We present temporally layered architecture (TLA), a biologically inspired system for temporally adaptive distributed control. TLA layers a fast and a slow controller together to achieve temporal abstraction that allows each layer to focus…
Distributed systems are notoriously difficult to understand and analyze in order to assert their correction w.r.t. given properties. They often exhibit a huge number of different behaviors, as soon as the active entities (peers, agents,…
We define a new strict and computable hierarchy for the family of automaton semigroups, which reflects the various asymptotic behaviors of the state-activity growth. This hierarchy extends that given by Sidki for automaton groups, and also…
Repeated games have a long tradition in the behavioral sciences and evolutionary biology. Recently, strategies were discovered that permit an unprecedented level of control over repeated interactions by enabling a player to unilaterally…
This paper presents a new technique for the design of approximate reasoning based controllers for dynamic physical systems with interacting goals. In this approach, goals are achieved based on a hierarchy defined by a control knowledge base…
Inspired by Martin Fr\"anzle's persistent and influential work on capturing and handling delay inherent to cyber-physical systems in the formal verification of such systems, we study timed games where controllable actions do not take effect…
We investigate the decidability of the emptiness problem for three classes of distributed automata. These devices operate on finite directed graphs, acting as networks of identical finite-state machines that communicate in an infinite…
We report on work towards flexible algorithms for solving decision problems represented as influence diagrams. An algorithm is given to construct a tree structure for each decision node in an influence diagram. Each tree represents a…
We study concurrent graph games where n players cooperate against an opponent to reach a set of target states. Unlike traditional settings, we study distributed randomisation: team players do not share a source of randomness, and their…
This paper presents an asynchronous distributed algorithm to manage multiple trees for peer-to-peer streaming in a flow level model. It is assumed that videos are cut into substreams, with or without source coding, to be distributed to all…
Adjustable autonomy refers to entities dynamically varying their own autonomy, transferring decision-making control to other entities (typically agents transferring control to human users) in key situations. Determining whether and when…
The control of chaotic systems implies inducing an unpredictable system to follow a desired trajectory using the smallest "force". In low-dimensional continuous systems, one method is that of reconstructing the tangent space, so that the…
Perfect synchronicity in $N$-player games is a useful theoretical dream, but communication delays are inevitable and may result in asynchronous interactions. Some systems such as financial markets are asynchronous by design, and yet most…
We consider a parallel system of $m$ identical machines prone to unpredictable crashes and restarts, trying to cope with the continuous arrival of tasks to be executed. Tasks have different computational requirements (i.e., processing time…