Related papers: Reachability in succinct one-counter games
We study the problem of deciding the winner of reachability switching games for zero-, one-, and two-player variants. Switching games provide a deterministic analogue of stochastic games. We show that the zero-player case is NL-hard, the…
We study the reachability problem for one-counter automata in which transitions can carry disequality tests. A disequality test is a guard that prohibits a specified counter value. This reachability problem has been known to be NP-hard and…
We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both…
We study the qualitative and quantitative zero-reachability problem in probabilistic multi-counter systems. We identify the undecidable variants of the problems, and then we concentrate on the remaining two cases. In the first case, when we…
Counter systems are a well-known and powerful modeling notation for specifying infinite-state systems. In this paper we target the problem of checking temporal properties of counter systems. We first focus on checking liveness properties…
The recent years have seen remarkable progress in establishing the complexity of the reachability problem for vector addition systems with states (VASS), equivalently known as Petri nets. Existing work primarily considers the case in which…
We consider the decidability of state-to-state reachability in linear time-invariant control systems over continuous time. We analyse this problem with respect to the allowable control sets, which are assumed to be the image under a linear…
In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly…
We study a new modification of the Arrival problem, which allows for nodes that exhibit random as well as controlled behaviour, in addition to switching nodes. We study the computational complexity of these extensions, building on existing…
In many kinds of infinite-state systems, the coverability problem has significantly lower complexity than the reachability problem. In order to delineate the border of computational hardness between coverability and reachability, we propose…
Games on graphs provide a natural and powerful model for reactive systems. In this paper, we consider generalized reachability objectives, defined as conjunctions of reachability objectives. We first prove that deciding the winner in such…
We revisit Blackwell's celebrated approachability problem which considers a repeated vector-valued game between a player and an adversary. Motivated by settings in which the action set of the player or adversary (or both) is difficult to…
Vector addition system with states is an ubiquitous model of computation with extensive applications in computer science. The reachability problem for vector addition systems is central since many other problems reduce to that question. The…
We revisit a fundamental result in real-time verification, namely that the binary reachability relation between configurations of a given timed automaton is definable in linear arithmetic over the integers and reals. In this paper we give a…
We study the almost-sure reachability problem in a distributed system obtained as the asynchronous composition of N copies (called processes) of the same automaton (called protocol), that can communicate via a shared register with finite…
Pushdown Vector Addition Systems with States (PVASS) consist of finitely many control states, a pushdown stack, and a set of counters that can be incremented and decremented, but not tested for zero. Whether the reachability problem is…
Vector Addition Systems with States (VASS), equivalent to Petri nets, are a well-established model of concurrency. The central algorithmic challenge in VASS is the reachability problem: is there a run from a given starting state and counter…
We investigate Petri nets with data, an extension of plain Petri nets where tokens carry values from an infinite data domain, and executability of transitions is conditioned by equalities between data values. We provide a decision procedure…
We consider games played on the transition graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
Many puzzle video games, like Sokoban, involve moving some agent in a maze. The reachable locations are usually apparent for a human player, and the difficulty of the game is mainly related to performing actions on objects, such as pushing…