Related papers: Symbolic vs. Bounded Synthesis for Petri Games
Symbolic controller synthesis is a fully-automated and correct-by-design synthesis scheme whose limitations are its immense memory and runtime requirements. A current trend to compensate for this downside is to develop techniques for…
Here, we develop numerical methods for finite-state mean-field games (MFGs) that satisfy a monotonicity condition. MFGs are determined by a system of differential equations with initial and terminal boundary conditions. These non-standard…
In a Church synthesis game, two players, Adam and Eve, alternately pick some element in a finite alphabet, for an infinite number of rounds. The game is won by Eve if the omega-word formed by this infinite interaction belongs to a given…
In Tennenholtz's program equilibrium, players of a game submit programs to play on their behalf. Each program receives the other programs' source code and outputs an action. This can model interactions involving AI agents, mutually…
Simulation relations are an important tool in automata theory because they provide efficiently computable approximations to language inclusion. In recent years, extensions of ordinary simulations have been studied, for instance multi-pebble…
As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language…
Reactive synthesis supports designers by automatically constructing correct hardware from declarative specifications. Synthesis algorithms usually compute a strategy, and then construct a circuit that implements it. In this work, we study…
We present a framework that incorporates the idea of bounded rationality into dynamic stochastic pursuit-evasion games. The solution of a stochastic game is characterized, in general, by its (Nash) equilibria in feedback form. However,…
Game semantics and winning strategies offer a potential conceptual bridge between semantics and proof systems of logics. We illustrate this link for hybrid logic -- an extension of modal logic that allows for explicit reference to worlds…
We consider the problem of synthesizing safe-by-design control strategies for semi-autonomous systems. Our aim is to address situations when safety cannot be guaranteed solely by the autonomous, controllable part of the system and a certain…
Game development is a highly technical practice that traditionally requires programming skills. This serves as a barrier to entry for would-be developers or those hoping to use games as part of their creative expression. While there have…
Automated verification techniques for stochastic games allow formal reasoning about systems that feature competitive or collaborative behaviour among rational agents in uncertain or probabilistic settings. Existing tools and techniques…
Many sequential decision-making tasks require satisfaction of multiple, partially contradictory objectives. Existing approaches are monolithic, namely all objectives are fulfilled using a single policy, which is a function that selects a…
Calude et al. have recently shown that parity games can be solved in quasi-polynomial time, a landmark result that has led to a number of approaches with quasi-polynomial complexity. Jurdinski and Lasic have further improved the precise…
We propose a new model of a distributed game, called an ATS game, which is played on a non-deterministic asynchronous transition system -- a natural distributed finite-state device working on Mazurkiewicz traces. This new…
We study the synthesis problem for distributed architectures with a parametric number of finite-state components. Parameterized specifications arise naturally in a synthesis setting, but thus far it was unclear how to detect realizability…
We introduce a new approach for the synthesis of Mealy machines from specifications in linear-time temporal logic (LTL), where the number of cycles in the state graph of the implementation is limited by a given bound. Bounding the number of…
Reactive synthesis is a key technique for the design of correct-by-construction systems and has been thoroughly investigated in the last decades. It consists in the synthesis of a controller that reacts to environment's inputs satisfying a…
The parameter synthesis problem for parametric timed automata is undecidable in general even for very simple reachability properties. In this paper we introduce restrictions on parameter valuations under which the parameter synthesis…
We consider turn-based stochastic two-player games with a combination of a parity condition that must hold surely, that is in all possible outcomes, and of a parity condition that must hold almost-surely, that is with probability 1. The…