Related papers: Asynchronous Games over Tree Architectures
We consider a class of Nash games, termed as aggregative games, being played over a networked system. In an aggregative game, a player's objective is a function of the aggregate of all the players' decisions. Every player maintains an…
Among fundamental problems in the context of distributed computing by autonomous mobile entities, one of the most representative and well studied is {\sc Point Convergence}: given an arbitrary initial configuration of identical entities,…
Reachability is the problem of deciding whether there is a path from one vertex to the other in the graph. Standard graph traversal algorithms such as DFS and BFS take linear time to decide reachability however their space complexity is…
This paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections…
Repeated game has long been the touchstone model for agents' long-run relationships. Previous results suggest that it is particularly difficult for a repeated game player to exert an autocratic control on the payoffs since they are jointly…
We study a generalisation of B\"uchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton with epsilon transitions and only Player I can elapse time. We show that for fixed number…
We consider the problem of distributed convergence to efficient outcomes in coordination games through dynamics based on aspiration learning. Under aspiration learning, a player continues to play an action as long as the rewards received…
We propose a method to construct finite-state reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration two-player games over (possibly) infinite graphs. The proposed method…
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 the classical problem of making mobile processes gather or converge at a same position (as performed by swarms of animals in Nature). Existing works assume that each process can see all other processes, or all processes within a…
We characterize all common notions of behavioral equivalence by one 6-dimensional energy game, where energies bound capabilities of an attacker trying to tell processes apart. The defender-winning initial credits exhaustively determine…
We integrate dual-process theories of human cognition with evolutionary game theory to study the evolution of automatic and controlled decision-making processes. We introduce a model where agents who make decisions using either automatic or…
Often adaptive, distributed control can be viewed as an iterated game between independent players. The coupling between the players' mixed strategies, arising as the system evolves from one instant to the next, is determined by the system…
The model of asynchronous programming arises in many contexts, from low-level systems software to high-level web programming. We take a language-theoretic perspective and show general decidability and undecidability results for asynchronous…
In the recently introduced topological distance games, strategic agents need to be assigned to a subset of vertices of a topology. In the assignment, the utility of an agent depends on both the agent's inherent utilities for other agents…
Safe and economic operation of networked systems is often challenging. Optimization-based schemes are frequently considered, since they achieve near-optimality while ensuring safety via the explicit consideration of constraints. In…
We study reachability games on recursive timed automata (RTA) that generalize Alur-Dill timed automata with recursive procedure invocation mechanism similar to recursive state machines. It is known that deciding the winner in reachability…
A cellular automaton is a parallel synchronous computing model, which consists in a juxtaposition of finite automata whose state evolves according to that of their neighbors. It induces a dynamical system on the set of configurations, i.e.…
The parity index problem of tree automata asks, given a regular tree language $L$ and a set of priorities $J$, is $L$ $J$-feasible, that is, recognised by a nondeterministic parity automaton with priorities $J$? This is a long-standing open…
Numerous computer systems use dynamic control and data structures of unbounded size. These data structures have often the character of trees or they can be encoded as trees with some additional pointers. This is exploited by some currently…