Related papers: Coherent Minimisation: Towards efficient tamper-pr…
This study provides a model of cyber deception with asymmetric recognition represented by private beliefs. Signaling games, which are often used in existing works, are built on the implicit premise that the receiver's belief is public…
This is a pedagogical paper where we present a physically motivated approach to introduce the coherent states of a harmonic oscillator from which it is simple to rigorously derive their mathematical definition. We do this in two different…
Objective: In a companion paper, we propose a parametric hybrid automaton model and an algorithm for the online synthesis of robustly correct and near-optimal controllers for cyber-physical system with reach-avoid guarantees. A key part of…
We define a class of zero-sum games with combinatorial structure, where the best response problem of one player is to maximize a submodular function. For example, this class includes security games played on networks, as well as the problem…
Petri games are a multiplayer game model for the automatic synthesis of distributed systems. We compare two fundamentally different approaches for solving Petri games. The symbolic approach decides the existence of a winning strategy via a…
In this paper, we consider reachability games over general hybrid systems, and distinguish between two possible observation frameworks for those games: either the precise dynamics of the system is seen by the players (this is the perfect…
In this paper, we introduce the model of quantum Mealy machines and study the equivalence checking and minimisation problems of them. Two efficient algorithms are developed for checking equivalence of two states in the same machine and for…
Based on a proposed coherence measure, we show that the local coherence of a bipartite quantum pure state (coherence of its reduced density matrix) is exactly the same as the minimal average co- herence with all potential pure-state…
Petri games have been introduced as a multi-player game model representing causal memory to address the synthesis of distributed systems. For Petri games with one environment player and an arbitrary bounded number of system players,…
This paper presents new families of algorithms for the repeated play of two-agent (near) zero-sum games and two-agent zero-sum stochastic games. For example, the family includes fictitious play and its variants as members. Commonly, the…
Automata admitting at most one accepting run per structure, known as unambiguous automata, find applications in verification of reactive systems as they extend the class of deterministic automata whilst maintaining some of their desirable…
In this paper we present an assume-guarantee specification theory (aka interface theory from [14]) for modular synthesis and verification of real-time systems with critical timing constraints. It is a further step of our earlier work [10]…
Counterfactual Regret Minimization (CFR) and its variants developed based upon Regret Matching (RM) have been considered to be the best method to solve incomplete information extensive form games. In addition to RM and CFR, Fictitious Play…
We introduce a novel algorithm for the task of coherently controlling a quantum mechanical system to implement any chosen unitary dynamics. It performs faster than existing state of the art methods by one to three orders of magnitude…
Automated game balancing has often focused on single-agent scenarios. In this paper we present a tool for balancing multi-player games during game design. Our approach requires a designer to construct an intuitive graphical representation…
Fault-tolerant quantum computers compose elements of a discrete gate set in order to approximate a target unitary. The problem of minimising the number of gates is known as gate-synthesis. The approximation error is a form of coherent…
The complexity of cellular automata is traditionally measured by their computational capacity. However, it is difficult to choose a challenging set of computational tasks suitable for the parallel nature of such systems. We study the…
We present an approach for systematically anticipating the actions and policies employed by \emph{oblivious} environments in concurrent stochastic games, while maximizing a reward function. Our main contribution lies in the synthesis of a…
Automated game design is the problem of automatically producing games through computational processes. Traditionally, these methods have relied on the authoring of search spaces by a designer, defining the space of all possible games for…
Petri games are a multi-player game model for the synthesis of distributed systems with multiple concurrent processes based on Petri nets. The processes are the players in the game represented by the token of the net. The players are…