Related papers: Buffered Simulation Games for B\"uchi Automata
We consider simulation games played between Spoiler and Duplicator on two B\"uchi automata in which the choices made by Spoiler can be buffered by Duplicator in several buffers before she executes them on her structure. We show that the…
We consider simulation games played between Spoiler and Duplicator on two Buchi automata in which the choices made by Spoiler can be buffered by Duplicator in two different buffers before she executes them on her structure. Previous work on…
Notions of simulation, among other uses, provide a computationally tractable and sound (but not necessarily complete) proof method for language inclusion. They have been comprehensively studied by Lynch and Vaandrager for nondeterministic…
We present efficient algorithms to reduce the size of nondeterministic B\"uchi word automata (NBA) and nondeterministic finite word automata (NFA), while retaining their languages. Additionally, we describe methods to solve PSPACE-complete…
We study variants of regular infinite games where the strict alternation of moves between the two players is subject to modifications. The second player may postpone a move for a finite number of steps, or, in other words, exploit in his…
Complementation of B\"uchi automata is an essential technique used in some approaches for termination analysis of programs. The long search for an optimal complementation construction climaxed with the work of Schewe, who proposed a…
Hybrid games are games played on a finite graph endowed with real variables which may model behaviors of discrete controllers of continuous systems. The synthesis problem for hybrid games is decidable for classical objectives (like LTL…
Simulations and bisimulations are well-established notions in crisp/fuzzy automata theory and are widely used to compare the behaviors of automata. Their main drawback is that they compare the behaviors of fuzzy automata in a crisp manner.…
This paper introduces a simulation algorithm for evaluating the log-likelihood function of a large supermodular binary-action game. Covered examples include (certain types of) peer effect, technology adoption, strategic network formation,…
Recent work has shown that we can dramatically improve the performance of computer games and simulations through declarative processing: Character AI can be written in an imperative scripting language which is then compiled to relational…
We introduce notions of simulation between semiring-weighted automata as models of quantitative systems. Our simulations are instances of the categorical/coalgebraic notions previously studied by Hasuo---hence soundness against language…
Weak bisimulations are typically used in process algebras where silent steps are used to abstract from internal behaviours. They facilitate relating implementations to specifications. When an implementation fails to conform to its…
Recent work in deep reinforcement learning (RL) has produced algorithms capable of mastering challenging games such as Go, chess, or shogi. In these works the RL agent directly observes the natural state of the game and controls that state…
We study novel simulation-like preorders for quotienting nondeterministic B\"uchi automata. We define fixed-word delayed simulation, a new preorder coarser than delayed simulation. We argue that fixed-word simulation is the coarsest forward…
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…
Finite turn-based safety games have been used for very different problems such as the synthesis of linear temporal logic (LTL), the synthesis of schedulers for computer systems running on multiprocessor platforms, and also for the…
We introduce a certain restriction of weighted automata over the rationals, called image-binary automata. We show that such automata accept the regular languages, can be exponentially more succinct than corresponding NFAs, and allow for…
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…
In addressing the challenge of exponential scaling with the number of agents we adopt a cluster-based representation to approximately solve asymmetric games of very many players. A cluster groups together agents with a similar "strategic…
The satisfiability problem for branching-time temporal logics like CTL*, CTL and CTL+ has important applications in program specification and verification. Their computational complexities are known: CTL* and CTL+ are complete for doubly…