Related papers: Multi-Buffer Simulations for Trace Language Inclus…
Spoiler-Duplicator games are used in finite model theory to examine the expressive power of logics. Their strategies have recently been reformulated as coKleisli maps of game comonads over relational structures, providing new results in…
We introduce and study coverage games - a novel framework for multi-agent planning in settings in which a system operates several agents but does not have full control on them, or interacts with an environment that consists of several…
In this paper, we look at good-for-games Rabin automata that recognise a Muller language (a language that is entirely characterised by the set of letters that appear infinitely often in each word). We establish that minimal such automata…
We provide time lower bounds for sequential and parallel algorithms deciding bisimulation on labeled transition systems that use partition refinement. For sequential algorithms this is $\Omega((m \mkern1mu {+} \mkern1mu n ) \mkern-1mu \log…
In this paper, we consider reachability games over general hybrid systems, and distinguish between two possible observation frameworks for those games: either the precise dynamics of the system is seen by the players (this is the perfect…
Reasoning under uncertainty is a fundamental challenge in Artificial Intelligence. As with most of these challenges, there is a harsh dilemma between the expressive power of the language used, and the tractability of the computational…
Various extensions of the temporal logic ATL have recently been introduced to express rich properties of multi-agent systems. Among these, ATLsc extends ATL with strategy contexts, while Strategy Logic has first-order quantification over…
We study novel simulation-like preorders for quotienting nondeterministic B\"uchi automata. We define fixed-word delayed simulation, a new preorder coarser than delayed simulation. We argue that fixed-word simulation is the coarsest forward…
Finitely many two-way automata work independently and synchronously on a unary input. Some of their states are broadcasting, i.e., dispatched to all other automata. At each step of the computation, each automaton changes state and moves…
As large language models become increasingly capable, it is critical that their outputs can be easily checked by less capable systems. Prover-verifier games can be used to improve checkability of model outputs, but display a degradation in…
Hyperproperties generalize traditional trace properties by relating multiple execution traces rather than reasoning about individual runs in isolation. They provide a unified way to express important requirements such as information flow…
We give a new characterization of $\mathsf{NL}$ as the class of languages whose members have certificates that can be verified with small error in polynomial time by finite state machines that use a constant number of random bits, as…
We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both…
We investigate the existence of bounded-memory consistent estimators of various statistical functionals. This question is resolved in the negative in a rather strong sense. We propose various bounded-memory approximations, using techniques…
We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In…
It is undecidable whether the language recognized by a probabilistic finite automaton is empty. Several other undecidability results, in particular regarding problems about matrix products, are based on this important theorem. We present…
Simulations and bisimulations between two fuzzy automata over a complete residuated lattice were defined by \'Ciri\'c et al. (2012) as fuzzy relations between the sets of states of the automata. However, they act as a crisp relationship…
We study a model of games that combines concurrency, imperfect information and stochastic aspects. Those are finite states games in which, at each round, the two players choose, simultaneously and independently, an action. Then a successor…
We study a referential game (a type of signaling game) where two agents communicate with each other via a discrete bottleneck to achieve a common goal. In our referential game, the goal of the speaker is to compose a message or a symbolic…
In repeated-game applications where both the collusive and non-collusive outcomes can be supported as equilibria, researchers must resolve underlying selection questions if theory will be used to understand counterfactual policies. One…