Related papers: Symbolic vs. Bounded Synthesis for Petri Games
We introduce a contractive abstract dynamic programming framework and related policy iteration algorithms, specifically designed for sequential zero-sum games and minimax problems with a general structure. Aside from greater generality, the…
We present a systematic investigation of the quantum games, constructed using a novel repeated game protocol, when played repeatedly ad infinitum. We focus on establishing that such repeated games -- by virtue of inherent quantum-mechanical…
Two-level logic minimization is a central problem in logic synthesis, and has applications in reliability analysis and automated reasoning. This paper represents a method of minimizing Boolean sum of products function with binary decision…
This paper introduces a deterministic algorithm for solving an instance of the Subset Sum Problem based on a new method entitled the Bipartite Synthesis Method. The algorithm is described and shown to have worst-case limiting performance…
We introduce a formal notion of masking fault-tolerance between probabilistic transition systems based on a variant of probabilistic bisimulation (named masking simulation). We also provide the corresponding probabilistic game…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph…
Two-player graph games have found numerous applications, most notably in the synthesis of reactive systems from temporal specifications, but also in verification. The relevance of infinite-state systems in these areas has lead to…
With the increasing importance of distributed systems as a computing paradigm, a systematic approach to their design is needed. Although the area of formal verification has made enormous advances towards this goal, the resulting…
When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a…
Because of the scalability issues associated with the symbolic controller synthesis approach, employing it in a multi-agent system (MAS) framework becomes difficult. In this paper, we present a novel approach for synthesizing distributed…
We present a method of automatically synthesizing steps to solve search problems. Given a specification of a search problem, our approach uses symbolic execution to analyze the specification in order to extract a set of constraints which…
Parity games can be used to represent many different kinds of decision problems. In practice, tools that use parity games often rely on a specification in a higher-order logic from which the actual game can be obtained by means of an…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
In order to speed up the synthesis of Petri nets from labelled transition systems, a divide and conquer strategy consists in defining decompositions of labelled transition systems, such that each component is synthesisable iff so is the…
We propose a method to construct finite-state reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration two-player games over (possibly) infinite graphs. The proposed method…
Symmetry reduction is a well-known approach for alleviating the state explosion problem in model checking. Automatically identifying symmetries in concurrent systems, however, is computationally expensive. We propose a symbolic framework…
This paper studies the rational synthesis problem for multi-player games played on graphs when rational players are following subgame perfect equilibria. In these games, one player, the system, declares his strategy upfront, and the other…
We consider stochastic differential games with a large number of players, with the aim of quantifying the gap between closed-loop, open-loop and distributed equilibria. We show that, under two different semi-monotonicity conditions, the…
Reactive synthesis is a framework for modeling and automatically synthesizing strategies in robotics, typically through computing a \emph{winning} strategy in a 2-player game between the robot and the environment. Winning strategies,…
Automata representing game-semantic models of programs are meant to operate in environments whose input-output behaviour is constrained by the rules of a game. This can lead to a notion of equivalence between states which is weaker than the…