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Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…
We study the bisimilarity problem for probabilistic pushdown automata (pPDA) and subclasses thereof. Our definition of pPDA allows both probabilistic and non-deterministic branching, generalising the classical notion of pushdown automata…
In this paper, we investigate the computational and verification power of bounded-error postselecting realtime probabilistic finite state automata (PostPFAs). We show that PostPFAs using rational-valued transitions can do different variants…
We introduce a measure called width, quantifying the amount of nondeterminism in automata. Width generalises the notion of good-for-games (GFG) automata, that correspond to NFAs of width 1, and where an accepting run can be built on-the-fly…
We explore the notion of history-determinism in the context of timed automata (TA) over infinite timed words. History-deterministic (HD) automata are those in which nondeterminism can be resolved on the fly, based on the run constructed…
Imitation is simple behavior which uses successful actions of others in order to deal with one's own problems. Because success of imitation generally depends on whether profit of an imitating agent coincides with those of other agents or…
We study 2-player turn-based perfect-information stochastic games with countably infinite state space. The players aim at maximizing/minimizing the probability of a given event (i.e., measurable set of infinite plays), such as reachability,…
Session types are behavioural types for guaranteeing that concurrent programs are free from basic communication errors. Recent work has shown that asynchronous session subtyping is undecidable. However, since session types have become…
Iterated admissibility is a well-known and important concept in classical game theory, e.g. to determine rational behaviors in multi-player matrix games. As recently shown by Berwanger, this concept can be soundly extended to infinite games…
In many multiagent environments, a designer has some, but limited control over the game being played. In this paper, we formalize this by considering incompletely specified games, in which some entries of the payoff matrices can be chosen…
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…
Altenbernd, Thomas and W\"ohrle have considered in [ATW02] acceptance of languages of infinite two-dimensional words (infinite pictures) by finite tiling systems, with the usual acceptance conditions, such as the B\"uchi and Muller ones,…
Shuffle projection is motivated by the verification of safety properties of special parameterized systems. Basic definitions and properties, especially related to alphabetic homomorphisms, are presented. The relation between iterated…
This paper shows that the satisfiability problem for probabilistic CTL (PCTL, for short) is undecidable. By a reduction from $1\frac{1}{2}$-player games with PCTL winning objectives, we establish that the PCTL satisfiability problem is…
The deterministic membership problem for timed automata asks whether the timed language given by a nondeterministic timed automaton can be recognised by a deterministic timed automaton. An analogous problem can be stated in the setting of…
We study the satisfiability problem of symbolic finite automata and decompose it into the satisfiability problem of the theory of the input characters and the monadic second-order theory of the indices of accepted words. We use our…
A \emph{data automaton} is a finite automaton equipped with variables (counters or registers) ranging over infinite data domains. A trace of a data automaton is an alternating sequence of alphabet symbols and values taken by the counters…
The parity index problem of tree automata asks, given a regular tree language $L$ and a set of priorities $J$, is $L$ $J$-feasible, that is, recognised by a nondeterministic parity automaton with priorities $J$? This is a long-standing open…
We present upper and lower bounds of the computational complexity of the two-way communication model of multiple-prover quantum interactive proof systems whose verifiers are limited to measure-many two-way quantum finite automata. We prove…
Deterministic synchronous systems consisting of two finite automata running in opposite directions on a shared read-only input are studied with respect to their ability to perform reversible computations, which means that the automata are…