Related papers: Index problems for game automata
The projected language of a general deterministic automaton with $n$ states is recognizable by a deterministic automaton with $2^{n-1} + 2^{n-m} - 1$ states, where $m$ denotes the number of states incident to unobservable non-loop…
The article defines and studies the genus of finite state deterministic automata (FSA) and regular languages. Indeed, a FSA can be seen as a graph for which the notion of genus arises. At the same time, a FSA has a semantics via its…
The use of monoids in the study of word languages recognized by finite-state automata has been quite fruitful. In this work, we look at the same idea of "recognizability by finite monoids" for other monoids. In particular, we attempt to…
This paper tackles the problem of the existence of solutions for recursive systems of Horn clauses with second-order variables interpreted as integer relations, and harnessed by quantifier-free difference bounds arithmetic. We start by…
The regular separability problem asks, for two given languages, if there exists a regular language including one of them but disjoint from the other. Our main result is decidability, and PSpace-completeness, of the regular separability…
Cellular automata are one-dimensional arrays of interconnected interacting finite automata. We investigate one of the weakest classes, the real-time one-way cellular automata, and impose an additional restriction on their inter-cell…
We consider Parikh images of languages accepted by non-deterministic finite automata and context-free grammars; in other words, we treat the languages in a commutative way --- we do not care about the order of letters in the accepted word,…
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 propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
Quantum finite automata were introduced by C.Moore, J.P. Crutchfield, and by A.Kondacs and J.Watrous. This notion is not a generalization of the deterministic finite automata. Moreover, it was proved that not all regular languages can be…
Tree ensemble models like random forests and gradient boosting machines are widely used in machine learning due to their excellent predictive performance. However, a high-performance ensemble consisting of a large number of decision trees…
We study reachability games on recursive timed automata (RTA) that generalize Alur-Dill timed automata with recursive procedure invocation mechanism similar to recursive state machines. It is known that deciding the winner in reachability…
We introduce good-for-games $\omega$-pushdown automata ($\omega$-GFG-PDA). These are automata whose nondeterminism can be resolved based on the input processed so far. Good-for-gameness enables automata to be composed with games, trees, and…
Weakly recognizing morphisms from free semigroups onto finite semigroups are a classical way for defining the class of omega-regular languages, i.e., a set of infinite words is weakly recognizable by such a morphism if and only if it is…
We are motivated by the following question: which data languages admit an active learning algorithm? This question was left open in previous work by the authors, and is particularly challenging for languages recognised by nondeterministic…
We propose a new model of a distributed game, called an ATS game, which is played on a non-deterministic asynchronous transition system -- a natural distributed finite-state device working on Mazurkiewicz traces. This new…
Tree Regular Model Checking (TRMC) is the name of a family of techniques for analyzing infinite-state systems in which states are represented by terms, and sets of states by Tree Automata (TA). The central problem in TRMC is to decide…
In this paper, we are interested in automata over infinite words and infinite duration games, that we view as general transition systems. We study transformations of systems using a Muller condition into ones using a parity condition,…
Different classes of automata on infinite words have different expressive power. Deciding whether a given language $L \subseteq \Sigma^\omega$ can be expressed by an automaton of a desired class can be reduced to deciding a game between…
The value 1 problem is a decision problem for probabilistic automata over finite words: given a probabilistic automaton A, are there words accepted by A with probability arbitrarily close to 1? This problem was proved undecidable recently.…