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In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have bounded state, remain undecidable when players have a rate…
We introduce a data-driven approach to computing finite bisimulations for state transition systems with very large, possibly infinite state space. Our novel technique computes stutter-insensitive bisimulations of deterministic systems,…
The automation of decision procedures makes certification essential. We suggest to use determinacy of turn-based two-player games with regular winning conditions in order to generate certificates for the number of states that a…
Hybrid games are games played on a finite graph endowed with real variables which may model behaviors of discrete controllers of continuous systems. The synthesis problem for hybrid games is decidable for classical objectives (like LTL…
Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is…
We solve some decision problems for timed automata which were recently raised by S. Tripakis in [ Folk Theorems on the Determinization and Minimization of Timed Automata, in the Proceedings of the International Workshop FORMATS'2003, LNCS,…
Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning…
In the synthesis of distributed systems, we automate the development of distributed programs and hardware by automatically deriving correct implementations from formal specifications. For synchronous distributed systems, the synthesis…
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 a class of finite state three-tape transducers which models the operation of shuffling and splitting words. We present them as automata over the so-called Shuffling Monoid. These automata can be seen as either shufflers or…
In this paper the computational complexity of the (bi)simulation problem over restricted graph classes is studied. For trees given as pointer structures or terms the (bi)simulation problem is complete for logarithmic space or NC$^1$,…
We study 2-player zero-sum concurrent (i.e., simultaneous move) stochastic B\"uchi games and Transience games on countable graphs. Two players, Max and Min, seek respectively to maximize and minimize the probability of satisfying the game…
We study a game for recognising formal languages, in which two players with imperfect information need to coordinate on a common decision, given private input words correlated by a finite graph. The players have a joint objective to avoid…
We introduce a formal notion of masking fault-tolerance between probabilistic transition systems based on a variant of probabilistic bisimulation (named masking simulation). We also provide the corresponding probabilistic game…
Automata acceptance can, in several situations of interest, be captured game-theoretically via acceptance games. The existence of a winning strategy for Verifier then captures the existence of a winning run-tree of a given automaton over a…
Behavioural equivalences can be characterized via bisimulation, modal logics, and spoiler-duplicator games. In this paper we work in the general setting of coalgebra and focus on generic algorithms for computing the winning strategies of…
We present efficient algorithms to reduce the size of nondeterministic B\"uchi word automata (NBA) and nondeterministic finite word automata (NFA), while retaining their languages. Additionally, we describe methods to solve PSPACE-complete…
Probabilistic automata are an extension of nondeterministic finite automata in which transitions are annotated with probabilities. Despite its simplicity, this model is very expressive and many of the associated algorithmic questions are…
This paper examines the integration of computational complexity into game theoretic models. The example focused on is the Prisoner's Dilemma, repeated for a finite length of time. We show that a minimal bound on the players' computational…
Infinite games where several players seek to coordinate under imperfect information are known to be intractable, unless the information flow is severely restricted. Examples of undecidable cases typically feature a situation where players…