Related papers: Selective strong screenability and a game
Consider concurrent, infinite duration, two-player win/lose games played on graphs. If the winning condition satisfies some simple requirement, the existence of Player 1 winning (finite-memory) strategies is equivalent to the existence of…
For a topological space $X$ and a point $x \in X$, consider the following game -- related to the property of $X$ being countably tight at $x$. In each inning $n\in\omega$, the first player chooses a set $A_n$ that clusters at $x$, and then…
Something is definitely wrong. If the game has a linear winning strategy, then it is tractable. What's going on? Well, we describe a two-person game which has a definite winner, that is, a player who can force a win in a finite number of…
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…
Two-player win/lose games of infinite duration are involved in several disciplines including computer science and logic. If such a game has deterministic winning strategies, one may ask how simple such strategies can get. The answer may…
The winning condition of a parity game with costs requires an arbitrary, but fixed bound on the cost incurred between occurrences of odd colors and the next occurrence of a larger even one. Such games quantitatively extend parity games…
We characterize countable dimensionality and strong countable dimensionality by means of an infinite game.
Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis…
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…
Synchronous linear constraint system games are nonlocal games that verify whether or not two players share a solution to a given system of equations. Two algebraic objects associated to these games encode information about the existence of…
Two selection games from the literature, $G_c(\mathcal O,\mathcal O)$ and $G_1(\mathcal O_{zd},\mathcal O)$, are known to characterize countable dimension among certain spaces. This paper studies their perfect- and limited-information…
The two main results of this work are the following: if a space $X$ is such that player II has a winning strategy in the game $\gone(\Omega_x, \Omega_x)$ for every $x \in X$, then $X$ is productively countably tight. On the other hand, if a…
We consider two-player stochastic games played on a finite state space for an infinite number of rounds. The games are concurrent: in each round, the two players (player 1 and player 2) choose their moves independently and simultaneously;…
This paper is concerned with continuous-time pursuit and evasion games. Typically, we have a lion and a man in a metric space: they have the same speed, and the lion wishes to catch the man while the man tries to evade capture. We are…
In repeated games, players choose actions concurrently at each step. We consider a parameterized setting of repeated games in which the players form a population of an arbitrary size. Their utility functions encode a reachability objective.…
An open question of Gruenhage asks if all strategically selectively separable spaces are Markov selectively separable, a game-theoretic statement known to hold for countable spaces. As a corollary of a result by Berner and Juh$\acute{a}$sz,…
We examine the selective screenability property in topological groups. In the metrizable case we also give characterizations in terms of the Haver property and finitary Haver property respectively relative to left-invariant metrics. We…
Counter reachability games are played by two players on a graph with labelled edges. Each move consists in picking an edge from the current location and adding its label to a counter vector. The objective is to reach a given counter value…
We study games with reachability objectives under energy constraints. We first prove that under strict energy constraints (either only lower-bound constraint or interval constraint), those games are LOGSPACE-equivalent to energy games with…
This paper studies sequential quantum games under the assumption that the moves of the players are drawn from groups and not just plain sets. The extra group structure makes possible to easily derive some very general results characterizing…