Related papers: Buffered Simulation Games for B\"uchi Automata
In this paper we present a unifying approach for deciding various bisimulations, simulation equivalences and preorders between two timed automata states. We propose a zone based method for deciding these relations in which we eliminate an…
We give a converging semidefinite programming hierarchy of outer approximations for the set of quantum correlations of fixed dimension and derive analytical bounds on the convergence speed of the hierarchy. In particular, we give 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…
How does one measure "ability to understand language"? If it is a person's ability that is being measured, this is a question that almost never poses itself in an unqualified manner: Whatever formal test is applied, it takes place on the…
Optimizing data movements during program executions is essential for achieving high performance in modern computing systems. This has been classically modeled with the Red-Blue Pebble Game and its variants. In existing models, it is…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
Text based games are simulations in which an agent interacts with the world purely through natural language. They typically consist of a number of puzzles interspersed with interactions with common everyday objects and locations. Deep…
Simulation and bisimulation metrics for stochastic systems provide a quantitative generalization of the classical simulation and bisimulation relations. These metrics capture the similarity of states with respect to quantitative…
This article studies a biased version of the naming game in which players located on a connected graph interact through successive conversations to bootstrap a common name for a given object. Initially, all the players use the same word B…
Combinatorial games lead to several interesting, clean problems in algorithms and complexity theory, many of which remain open. The purpose of this paper is to provide an overview of the area to encourage further research. In particular, we…
Technology development efforts in autonomy and cyber-defense have been evolving independently of each other, over the past decade. In this paper, we report our ongoing effort to integrate these two presently distinct areas into a single…
Automated testing of computer games is a challenging problem, especially when lengthy scenarios have to be tested. Automating such a scenario boils down to finding the right sequence of interactions given an abstract description of the…
With the prospect of autonomous artificial intelligence (AI) agents, studying their tendency for cooperative behavior becomes an increasingly relevant topic. This study is inspired by the super-additive cooperation theory, where the…
The probabilistic bisimilarity distance of Deng et al. has been proposed as a robust quantitative generalization of Segala and Lynch's probabilistic bisimilarity for probabilistic automata. In this paper, we present a characterization of…
Two-player zero-sum games are a well-established model for synthesising controllers that optimise some performance criterion. In such games one player represents the controller, while the other describes the (adversarial) environment, and…
Inductions and game semantics are two useful extensions to traditional logic programming. To be specific, inductions can capture a wider class of provable formulas in logic programming. Adopting game semantics can make logic programming…
Naturally, university courses should be designed to attract students, engaging them to achieve learning goals. Toward this end, the use of Serious Games has been proposed in the literature. To address positive effects, such as content…
We introduce EMemBench, a programmatic benchmark for evaluating long-term memory of agents through interactive games. Rather than using a fixed set of questions, EMemBench generates questions from each agent's own trajectory, covering both…
The objective of this book is to give a comprehensive presentation of the research field concerned with infinite duration games on graphs. Historically, these game models appeared in the study of automata and logic, and they later became…
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…