Related papers: Synthesis in Distributed Environments
End-to-end neural approaches are becoming increasingly common in conversational scenarios due to their promising performances when provided with sufficient amount of data. In this paper, we present a novel methodology to address the…
We study the computational complexity of "public goods games on networks". In this model, each vertex in a graph is an agent that needs to take a binary decision of whether to "produce a good" or not. Each agent's utility depends on the…
Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we…
Reactive synthesis is a paradigm for automatically building correct-by-construction systems that interact with an unknown or adversarial environment. We study how to do reactive synthesis when part of the specification of the system is that…
Program synthesis is a class of regression problems where one seeks a solution, in the form of a source-code program, mapping the inputs to their corresponding outputs exactly. Due to its precise and combinatorial nature, program synthesis…
In repeated games, players choose actions concurrently at each step. We consider a parameterized setting of repeated games in which the players form a population of an arbitrary size. Their utility functions encode a reachability objective.…
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…
Specifications for reactive systems often consist of environment assumptions and system guarantees. An implementation should not only be correct, but also robust in the sense that it behaves reasonably even when the assumptions are…
In recent years, agents have become capable of communicating seamlessly via natural language and navigating in environments that involve cooperation and competition, a fact that can introduce social dilemmas. Due to the interleaving of…
We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not \mu-calculus definable. Typically, we can state that a strategy is…
Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of…
In the formal approach to reactive controller synthesis, a symbolic controller for a possibly hybrid system is obtained by algorithmically computing a winning strategy in a two-player game. Such game-solving algorithms scale poorly as the…
We present a tractable method for synthesizing arbitrarily large concurrent programs, for a shared memory model with common hardware-available primitives such as atomic registers, compare-and-swap, load-linked/store conditional, etc. The…
Elementary net systems (ENS) are the most fundamental class of Petri nets. Their synthesis problem has important applications in the design of digital hardware and commercial processes. Given a labeled transition system (TS) $A$,…
The ability to transfer in reinforcement learning is key towards building an agent of general artificial intelligence. In this paper, we consider the problem of learning to simultaneously transfer across both environments (ENV) and tasks…
In a noncooperative dynamic game, multiple agents operating in a changing environment aim to optimize their utilities over an infinite time horizon. Time-varying environments allow to model more realistic scenarios (e.g., mobile devices…
We extend the quantitative synthesis framework by going beyond the worst-case. On the one hand, classical analysis of two-player games involves an adversary (modeling the environment of the system) which is purely antagonistic and asks for…
In the modelling and analysis of large, real systems, the main problem in their efficient processing is the size of the global model. One of the popular approaches that address this issue is the decomposition of such global model into much…
Graph games played by two players over finite-state graphs are central in many problems in computer science. In particular, graph games with $\omega$-regular winning conditions, specified as parity objectives, which can express properties…
We present a new approach to solving games with a countably or uncountably infinite number of players. Such games are often used to model multiagent systems with a large number of agents. The latter are frequently encountered in economics,…