Related papers: Global Caching for the Alternation-free $\mu$-Calc…
We define memory-efficient certificates for $\mu$-calculus model checking problems based on the well-known correspondence of the $\mu$-calculus model checking with winning certain parity games. Winning strategies can independently checked,…
A naive way to solve the model-checking problem of the mu-calculus uses fixpoint iteration. Traditionally however mu-calculus model-checking is solved by a reduction in linear time to a parity game, which is then solved using one of the…
$\mu$-Calculus and automata on infinite trees are complementary ways of describing infinite tree languages. The correspondence between $\mu$-Calculus and alternating tree automaton is used to solve the satisfiability and model checking…
The coalgebraic $\mu$-calculus provides a generic semantic framework for fixpoint logics with branching types beyond the standard relational setup, e.g. probabilistic, weighted, or game-based. Previous work on the coalgebraic $\mu$-calculus…
Computing the winning set for B{\"u}chi objectives in alternating games on graphs is a central problem in computer aided verification with a large number of applications. The long standing best known upper bound for solving the problem is…
Mobile cloud computing is envisioned as a promising approach to augment computation capabilities of mobile devices for emerging resource-hungry mobile applications. In this paper, we propose a game theoretic approach for achieving efficient…
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 propose a continuous version of the classical Gale--Berlekamp switching game. We also study a weighted version of this new continuous game. The main results of this paper concern growth estimates for the corresponding optimization…
The coalgebraic $\mu$-calculus provides a generic semantic framework for fixpoint logics over systems whose branching type goes beyond the standard relational setup, e.g. probabilistic, weighted, or game-based. Previous work on the…
Games on graphs provide the appropriate framework to study several central problems in computer science, such as the verification and synthesis of reactive systems. One of the most basic objectives for games on graphs is the liveness (or…
There have been several recent suggestions for tableau systems for deciding satisfiability in the practically important branching time temporal logic known as CTL*. In this paper we present a streamlined and more traditional tableau…
Relying on the optimal guessing strategy recently found for a no-feedback card guessing game with $k$-time riffle shuffles, we derive an exact, closed-form formula for the expected number of correct guesses and higher moments for a $1$-time…
While the cost of computation is an easy to understand local property, the cost of data movement on cached architectures depends on global state, does not compose, and is hard to predict. As a result, programmers often fail to consider the…
Hash tables are ubiquitous in computer science for efficient access to large datasets. However, there is always a need for approaches that offer compact memory utilisation without substantial degradation of lookup performance. Cuckoo…
We introduce GCAS, a natural generalization of the well-known compare-and-swap (CAS) object. Intuitively, GCAS just replaces the fixed equality test of CAS with a parametrized comparator chosen from $\{<, =, >\}$. To showcase the utility of…
Modeling data sharing in GPU programs is a challenging task because of the massive parallelism and complex data sharing patterns provided by GPU architectures. Better GPU caching efficiency can be achieved through careful task scheduling…
This paper defines a general class of cooperative games for which the nucleolus is efficiently computable. This class includes new members for which the complexity of computing their nucleolus was not previously known. We show that when the…
In modern GPU inference, cache efficiency remains a major bottleneck, and heuristic policies such as \textsc{LRU} can perform far worse than the offline optimum. Existing learning-based caching systems improve hit rates mainly through…
We study matrix-matrix multiplication of two matrices, $A$ and $B$, each of size $n \times n$. This operation results in a matrix $C$ of size $n\times n$. Our goal is to produce $C$ as efficiently as possible given a cache: a 1-D limited…
We propose and evaluate antichain algorithms to solve the universality and language inclusion problems for nondeterministic Buechi automata, and the emptiness problem for alternating Buechi automata. To obtain those algorithms, we establish…