Related papers: Asynchronous Games over Tree Architectures
We provide new insights on the determinization and minimization of tree automata using congruences on trees. From this perspective, we study a Brzozowski's style minimization algorithm for tree automata. First, we prove correct this method…
We study cellular automata with respect to a new communication complexity problem: each of two players know half of some finite word, and must be able to tell whether the state of the central cell will follow a given evolution, by…
The parity index problem of tree automata asks, given a regular tree language L, what is the least number of priorities of a nondeterministic parity tree automaton that recognises L. This is a long-standing open problem, also known as the…
In this work, we extend the topology-based approach for characterizing computability in asynchronous crash-failure distributed systems to asynchronous Byzantine systems. We give the first theorem with necessary and sufficient conditions to…
Highly dynamic networks are characterized by frequent changes in the availability of communication links. These networks are often partitioned into several components, which split and merge unpredictably. We present a distributed algorithm…
We generalize the concept of synchronizing words for finite automata, which map all states of the automata to the same state, to deterministic visibly push-down automata. Here, a synchronizing word w does not only map all states to the same…
Any algorithm (in the sense of Gurevich's abstract-state-machine axiomatization of classical algorithms) operating over any arbitrary unordered domain can be simulated by a dynamic cellular automaton, that is, by a pattern-directed cellular…
We address the problem of statically checking control state reachability (as in possibility of assertion violations, race conditions or runtime errors) and plain reachability (as in deadlock-freedom) of phaser programs. Phasers are a modern…
We introduce a model of register automata over infinite trees with extrema constraints. Such an automaton can store elements of a linearly ordered domain in its registers, and can compare those values to the suprema and infima of register…
We introduce two variants of computation tree logic CTL based on team semantics: an asynchronous one and a synchronous one. For both variants we investigate the computational complexity of the satisfiability as well as the model checking…
Unlimited asynchronism is intolerable in real physically distributed computer systems. Such systems, synchronous or not, use clocks and timeouts. Therefore the magnitudes of elapsed absolute time in the system need to satisfy the axiom of…
We argue that the coordination of the activities of individual complex agents enables a system to develop and sustain complexity at a higher level. We exemplify relevant mechanisms through computer simulations of a toy system, a coupled map…
We study tree games developed recently by Matteo Mio as a game interpretation of the probabilistic $\mu$-calculus. With expressive power comes complexity. Mio showed that tree games are able to encode Blackwell games and, consequently, are…
We address the problem of verifying message passing programs, defined as a set of parallel processes communicating through unbounded FIFO buffers. We introduce a bounded analysis that explores a special type of computations, called…
Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…
Imagine we want to split a group of agents into teams in the most \emph{efficient} way, considering that each agent has their own preferences about their teammates. This scenario is modeled by the extensively studied \textsc{Coalition…
Large language models (LLMs) can now translate a researcher's plain-language goal into executable computation, yet scientific workflows demand determinism, provenance, and governance that are difficult to guarantee when an LLM decides what…
Game dynamics structure (e.g., endogenous cycle motion) in human subjects game experiments can be predicted by game dynamics theory. However, whether the structure can be controlled by mechanism design to a desired goal is not known. Here,…
In a probabilistic cellular automaton in which all local transitions have positive probability, the problem of keeping a bit of information indefinitely is nontrivial, even in an infinite automaton. Still, there is a solution in 2…
A rotor walk in a directed graph can be thought of as a deterministic version of a Markov Chain, where a pebble moves from vertex to vertex following a simple rule until a terminal vertex, or sink, is reached. The ARRIVAL problem, as…