Related papers: Coherent Minimisation: Towards efficient tamper-pr…
Reactive synthesis is a framework for modeling and automatically synthesizing strategies in robotics, typically through computing a \emph{winning} strategy in a 2-player game between the robot and the environment. Winning strategies,…
This paper presents an approach that brings together game theory with grammatical inference and discrete abstractions in order to synthesize control strategies for hybrid dynamical systems performing tasks in partially unknown but…
In the game-theoretic approach to controller synthesis, we model the interaction between a system to be controlled and its environment as a game between these entities, and we seek an appropriate (e.g., winning or optimal) strategy for the…
This paper proposes a method to synthesise controllers for cyber-physical systems such that the controlled systems satisfy specifications given as linear temporal logic formulas. The focus is on systems with disturbance, where future states…
A good state-time quantized symbolic abstraction of an already input quantized control system would satisfy three conditions: proximity, soundness and completeness. Extant approaches for symbolic abstraction of unstable systems limit to…
An automaton is synchronizing if there is a word that maps all states onto the same state. \v{C}ern\'{y}'s conjecture on the length of the shortest such word is probably the most famous open problem in automata theory. We consider the…
As revealed by discussions of principle on energy dissipation by computers, logic imposes constraints on physical systems designed for a logical function. We define a notion of logical dissipation for a finite automaton. We discuss the…
We consider the problem of state-space reduction for nondeterministic weakly-hierarchical visibly pushdown automata (VPA). VPA recognize a robust and algorithmically tractable fragment of context-free languages that is natural for modeling…
In games, as in and many other domains, design validation and testing is a huge challenge as systems are growing in size and manual testing is becoming infeasible. This paper proposes a new approach to automated game validation and testing.…
Hybrid games model cyber-physical systems (CPS), like cars, trains, and airplanes, where discrete control decisions interact with continuous physical dynamics. We use Large Language Models (LLMs) to scale formal verification and synthesis…
The unrealizability of a specification is often due to the assumption that the behavior of the environment is unrestricted. In this paper, we present algorithms for synthesis in bounded environments, where the environment can only generate…
Two-player games on finite graphs provide a rigorous foundation for modeling the strategic interaction between reactive systems and their environment. While concurrent game semantics naturally capture the synchronous interactions…
We consider quantitative notions of parity automaton and parity game aimed at modelling resource-aware behaviour, and study (memory-full) strategies for exhibiting accepting runs that require a minimum amount of initial resources,…
We use a reformulation of compositional game theory to reunite game theory with game semantics, by viewing an open game as the System and its choice of contexts as the Environment. Specifically, the system is jointly controlled by $n \geq…
We introduce a formal notion of masking fault-tolerance between probabilistic transition systems based on a variant of probabilistic bisimulation (named masking simulation). We also provide the corresponding probabilistic game…
Simulation is used extensively in autonomous systems, particularly in robotic manipulation. By far, the most common approach is to train a controller in simulation, and then use it as an initial starting point for the real system. We…
We have recently defined a weak Markovian bisimulation equivalence in an integrated-time setting, which reduces sequences of exponentially timed internal actions to individual exponentially timed internal actions having the same average…
Using the recently introduced universal computing model, called orchestrated machine, that represents computations in a dissipative environment, we consider a new kind of interpretation of Turing's Imitation Game. In addition we raise the…
This paper is concerned with the computational complexity of equivalence and minimisation for automata with transition weights in the field Q of rational numbers. We use polynomial identity testing and the Isolation Lemma to obtain…
Games are natural models for multi-agent machine learning settings, such as generative adversarial networks (GANs). The desirable outcomes from algorithmic interactions in these games are encoded as game theoretic equilibrium concepts, e.g.…