Related papers: How Deterministic are Good-For-Games Automata?
A nondeterministic automaton is history-deterministic if its nondeterminism can be resolved by only considering the prefix of the word read so far. Due to their good compositional properties, history-deterministic automata are useful in…
Good-for-MDPs and good-for-games automata are two recent classes of nondeterministic automata that reside between general nondeterministic and deterministic automata. Deterministic automata are good-for-games, and good-for-games automata…
Every language recognized by a non-deterministic finite automaton can be recognized by a deterministic automaton, at the cost of a potential increase of the number of states, which in the worst case can go from $n$ states to $2^n$ states.…
The question if a deterministic finite automaton admits a software reset in the form of a so-called synchronizing word can be answered in polynomial time. In this paper, we extend this algorithmic question to deterministic automata beyond…
Parikh automata extend finite automata by counters that can be tested for membership in a semilinear set, but only at the end of a run. Thereby, they preserve many of the desirable properties of finite automata. Deterministic Parikh…
Probabilistic omega-automata are variants of nondeterministic automata for infinite words where all choices are resolved by probabilistic distributions. Acceptance of an infinite input word can be defined in different ways: by requiring…
History-determinism is a restricted notion of nondeterminism in automata, where the nondeterminism can be successfully resolved based solely on the prefix read so far. History-deterministic automata still allow for exponential succinctness…
Deterministic and nondeterministic finite automata with translucent letters were introduced by Nagy and Otto more than a decade ago as Cooperative Distributed systems of a kind of stateless restarting automata with window size one. These…
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…
We describe a uniform construction for converting $\omega$-automata with arbitrary acceptance conditions (based on the notion of infinity sets i.e. the set of states visited infinitely often in a run of the automaton) to equivalent…
We present a new algorithm to construct a deterministic Rabin automaton for an LTL formula $\varphi$. The automaton is the product of a master automaton and an array of slave automata, one for each $G$-subformula of $\varphi$. The slave…
We study transformations of automata and games using Muller conditions into equivalent ones using parity or Rabin conditions. We present two transformations, one that turns a deterministic Muller automaton into an equivalent deterministic…
In this report we study the problem of minimising deterministic automata over finite and infinite words. Deterministic finite automata are the simplest devices to recognise regular languages, and deterministic Buchi, Co-Buchi, and parity…
Fuzzy automata have long been accepted as a generalization of nondeterministic finite automata. A closer examination, however, shows that the fundamental property---nondeterminism---in nondeterministic finite automata has not been well…
We study alternating automata with qualitative semantics over infinite binary trees: alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the…
Automata over infinite words, also known as omega-automata, play a key role in the verification and synthesis of reactive systems. The spectrum of omega-automata is defined by two characteristics: the acceptance condition (e.g. B\"uchi or…
The determinization of Buchi automata is a celebrated problem, with applications in synthesis, probabilistic verification, and multi-agent systems. Since the 1960s, there has been a steady progress of constructions: by McNaughton, Safra,…
We study finite-memory (FM) determinacy in games on finite graphs, a central question for applications in controller synthesis, as FM strategies correspond to implementable controllers. We establish general conditions under which FM…
Saturation is a fundamental game-semantic property satisfied by strategies that interpret higher-order concurrent programs. It states that the strategy must be closed under certain rearrangements of moves, and corresponds to the intuition…
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…