Related papers: Improved Undecidability Results for Reachability G…
History-deterministic automata are a restricted class of nondeterministic automata where the nondeterminism while reading an input can be resolved successfully based on the prefix read so far. History-deterministic automata are…
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…
Timed automata are a widely used formalism for specifying the discrete-state/continuous-time behavior of time-critical reactive systems. For the fundamental verification problem of comparing two timed automata, it has been shown that timed…
Parity games are abstract infinite-round games that take an important role in formal verification. In the basic setting, these games are two-player, turn-based, and played under perfect information on directed graphs, whose nodes are…
We study the computational complexity of Nash equilibria in concurrent games with limit-average objectives. In particular, we prove that the existence of a Nash equilibrium in randomised strategies is undecidable, while the existence of a…
We consider Pareto analysis of reachable states of multi-priced timed automata (MPTA): timed automata equipped with multiple observers that keep track of costs (to be minimised) and rewards (to be maximised) along a computation. Each…
Timed automata are the formal model for real-time systems. Extensions with discrete probabilistic branching have been considered in the literature and successfully applied. Probabilistic timed automata (PTA) do require all branching…
The question if a deterministic finite automaton admits a software reset in the form of a so-called synchronizing word can be answered in polynomial time. In this paper, we extend this algorithmic question to deterministic automata beyond…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
We prove an n-EXPTIME lower bound for the problem of deciding the winner in a reachability game on Higher Order Pushdown Automata (HPDA) of level n. This bound matches the known upper bound for parity games on HPDA. As a consequence the…
We present a new language semantics for real-time concurrency. Its operational models are higher-dimensional timed automata (HDTAs), a generalization of both higher-dimensional automata and timed automata. In real-time concurrent systems,…
Probabilistic timed automata are classical timed automata extended with discrete probability distributions over edges. We introduce clock-dependent probabilistic timed automata, a variant of probabilistic timed automata in which transition…
Model-checking the alternating-time temporal logics ATL and ATL* with incomplete information is undecidable for perfect recall semantics. However, when restricting to memoryless strategies the model-checking problem becomes decidable. In…
Representing time is crucial for cyber-physical systems and has been studied extensively in the Situation Calculus. The most commonly used approach represents time by adding a real-valued fluent $\mathit{time}(a)$ that attaches a time point…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
We investigate the decidability of the emptiness problem for three classes of distributed automata. These devices operate on finite directed graphs, acting as networks of identical finite-state machines that communicate in an infinite…
Simple stochastic games are turn-based 2.5-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a…
Timed automata are a convenient mathematical model for modelling and reasoning about real-time systems. While they provide a powerful way of representing timing aspects of such systems, timed automata assume arbitrary precision and…
Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. Recently, such games with quantitative winning conditions in weak MSO with the unbounding…
The framework of Hybrid automata, introduced by Alur, Courcourbetis, Henzinger, and Ho, provides a formal modeling and analysis environment to analyze the interaction between the discrete and the continuous parts of cyber-physical systems.…