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Deterministic timed automata are strictly less expressive than their non-deterministic counterparts, which are again less expressive than those with silent transitions. As a consequence, timed automata are in general non-determinizable.…
We investigate learning collections of languages from texts by an inductive inference machine with access to the current datum and a bounded memory in form of states. Such a bounded memory states (BMS) learner is considered successful in…
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…
Simulation plays a central role in scientific discovery. In many applications, the bottleneck is no longer running a simulator; it is choosing among large families of plausible simulators, each corresponding to different forward…
Algorithm selection is typically based on models of algorithm performance, learned during a separate offline training sequence, which can be prohibitively expensive. In recent work, we adopted an online approach, in which a performance…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non…
Geuvers and Jacobs (LMCS 2021) formulated the notion of apartness relation on state-based systems modelled as coalgebras. In this context apartness is formally dual to bisimilarity, and gives an explicit proof system for showing that…
We identify a subproblem of the model-checking problem for the epistemic \mu-calculus which is decidable. Formulas in the instances of this subproblem allow free variables within the scope of epistemic modalities in a restricted form that…
We study the class of languages that have membership proofs which can be verified by real-time finite-state machines using only a constant number of random bits, regardless of the size of their inputs. Since any further restriction on the…
Reactive synthesis aims at automatic construction of systems from their behavioural specifications. The research mostly focuses on synthesis of systems dealing with Boolean signals. But real-life systems are often described using…
In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi…
This paper studies quantum refereed games, which are quantum interactive proof systems with two competing provers: one that tries to convince the verifier to accept and the other that tries to convince the verifier to reject. We prove that…
We consider a stochastic game of control and stopping specified in terms of a process $X_t=-\theta \Lambda_t+W_t$, representing the holdings of Player 1, where $W$ is a Brownian motion, $\theta$ is a Bernoulli random variable indicating…
It is well known, and easy to see, that not each nondeterministic Buchi automaton on infinite words can be simulated by a nondeterministic co-Buchi automaton. We show that in the cases when such a simulation is possible, the number of…
Finitary Idealized Concurrent Algol (FICA) is a prototypical programming language combining functional, imperative, and concurrent computation. There exists a fully abstract game model of FICA, which in principle can be used to prove…
Strategy Logic with imperfect information (SLiR) is a very expressive logic designed to express complex properties of strategic abilities in distributed systems. Previous work on SLiR focused on finite systems, and showed that the…
In this work, we introduce a self-supervised behavior cloning transformer for text games, which are challenging benchmarks for multi-step reasoning in virtual environments. Traditionally, Behavior Cloning Transformers excel in such tasks…
It is known that 2-state binary and 3-state unary probabilistic finite automata and 2-state unary quantum finite automata recognize uncountably many languages with cutpoints. These results have been obtained by associating each recognized…
A new approach to the design of massively parallel and interactive programming languages has been recently proposed using rv-systems (interactive systems with registers and voices) and Agapia programming. In this paper we present a few…
We revisit a fundamental result in real-time verification, namely that the binary reachability relation between configurations of a given timed automaton is definable in linear arithmetic over the integers and reals. In this paper we give a…