Related papers: Reachability for Branching Concurrent Stochastic G…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
Parametric Timed Games (PTG) are an extension of the model of Timed Automata. They allow for the verification and synthesis of real-time systems, reactive to their environmeand depending on adjustable parameters. Given a PTG and a…
The problem of computing a common point that lies in the intersection of a finite number of closed convex sets, each known to one agent in a network, is studied. This issue, known as the distributed convex feasibility problem or the…
We consider 2-player games played on a finite state space for infinite rounds. The games are concurrent: in each round, the two players choose their moves simultaneously; the current state and the moves determine the successor. We consider…
We lay out a general method for computing branching distances between labeled transition systems. We translate the quantitative games used for defining these distances to other, path-building games which are amenable to methods from the…
Priced timed games (PTGs) are two-player zero-sum games played on the infinite graph of configurations of priced timed automata where two players take turns to choose transitions in order to optimize cost to reach target states. Bouyer et…
We present a polynomial-time reduction from max-plus-average constraints to the feasibility problem for semidefinite programs. This shows that Condon's simple stochastic games, stochastic mean payoff games, and in particular mean payoff…
The paper deals with finite-state Markov decision processes (MDPs) with integer weights assigned to each state-action pair. New algorithms are presented to classify end components according to their limiting behavior with respect to the…
We study two-player zero-sum games over infinite-state graphs with boundedness conditions. Our first contribution is about the strategy complexity, i.e the memory required for winning strategies: we prove that over general infinite-state…
In this paper we survey the computational time complexity of assorted simple stochastic game problems, and we give an overview of the best known algorithms associated with each problem.
Stochastic games combine controllable and adversarial non-determinism with stochastic behavior and are a common tool in control, verification and synthesis of reactive systems facing uncertainty. Multi-objective stochastic games are natural…
We introduce a formal notion of masking fault-tolerance between probabilistic transition systems using stochastic games. These games are inspired in bisimulation games, but they also take into account the possible faulty behavior of…
We consider some well-known families of two-player, zero-sum, perfect information games that can be viewed as special cases of Shapley's stochastic games. We show that the following tasks are polynomial time equivalent: - Solving simple…
We address the reachability problem for continuous-time stochastic dynamic systems. Our objective is to present a unified framework that characterizes the reachable set of a dynamic system in the presence of both stochastic disturbances and…
We consider games played on the transition graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
Validating and controlling safety-critical systems in uncertain environments necessitates probabilistic reachable sets of future state evolutions. The existing methods of computing probabilistic reachable sets normally assume that…
We study the complexity of computing equilibria in two classes of network games based on flows - fractional BGP (Border Gateway Protocol) games and fractional BBC (Bounded Budget Connection) games. BGP is the glue that holds the Internet…
We investigate the increasingly important and common game-solving setting where we do not have an explicit description of the game but only oracle access to it through gameplay, such as in financial or military simulations and computer…
In two-player finite-state stochastic games of partial observation on graphs, in every state of the graph, the players simultaneously choose an action, and their joint actions determine a probability distribution over the successor states.…
We study the problem of deciding the winner of reachability switching games for zero-, one-, and two-player variants. Switching games provide a deterministic analogue of stochastic games. We show that the zero-player case is NL-hard, the…