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Automaton models are often seen as interpretable models. Interpretability itself is not well defined: it remains unclear what interpretability means without first explicitly specifying objectives or desired attributes. In this paper, we…
Distinguishability and, by extension, observability are key properties of dynamical systems. Establishing these properties is challenging, especially when no analytical model is available and they are to be inferred directly from…
We present a variant of ATL with distributed knowledge operators based on a synchronous and perfect recall semantics. The coalition modalities in this logic are based on partial observation of the full history, and incorporate a form of…
In this paper we revisit the regular-language representation of game semantics of second-order recursion free Idealized Algol with infinite data types. By using symbolic values instead of concrete ones we generalize the standard notion of…
We study variants of regular infinite games where the strict alternation of moves between the two players is subject to modifications. The second player may postpone a move for a finite number of steps, or, in other words, exploit in his…
We investigate infinite games on finite graphs where the information flow is perturbed by nondeterministic signalling delays. It is known that such perturbations make synthesis problems virtually unsolvable, in the general case. On the…
Researchers in explainable artificial intelligence have developed numerous methods for helping users understand the predictions of complex supervised learning models. By contrast, explaining the $\textit{uncertainty}$ of model outputs has…
We introduce the metagame, a conceptual framework for quantifying second-order interaction effects of model explanations. For any first-order attribution $\phi(f)$ explaining a model $f$, we measure the directional influence of feature $j$…
We consider the previously defined notion of finite-state independence and we focus specifically on normal words. We characterize finite-state independence of normal words in three different ways, using three different kinds of asynchronous…
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 analyze the observability of motion estimates from the fusion of visual and inertial sensors. Because the model contains unknown parameters, such as sensor biases, the problem is usually cast as a mixed identification/filtering, and the…
Infinite-state games provide a framework for the synthesis of reactive systems with unbounded data domains. Solving such games typically relies on computing symbolic fixpoints, particularly symbolic attractors. However, these computations…
We consider perfect-information reachability stochastic games for 2 players on infinite graphs. We identify a subclass of such games, and prove two interesting properties of it: first, Player Max always has optimal strategies in games from…
Infinite games where several players seek to coordinate under imperfect information are known to be intractable, unless the information flow is severely restricted. Examples of undecidable cases typically feature a situation where players…
A deterministic finite automaton in which every non-empty set of states occurs as the image of the whole state set under the action of a suitable input word is called completely reachable. We characterize such automata in terms of graphs…
This paper is concerned with a characterization of the observability for a continuous-time hidden Markov model where the state evolves as a general continuous-time Markov process and the observation process is modeled as nonlinear function…
Graph games of infinite length are a natural model for open reactive processes: one player represents the controller, trying to ensure a given specification, and the other represents a hostile environment. The evolution of the system…
Model checking properties are often described by means of finite automata. Any particular such automaton divides the set of infinite trees into finitely many classes, according to which state has an infinite run. Building the full type…
We present an active automata learning algorithm which learns a decomposition of a finite state machine, based on projecting onto individual outputs. This is dual to a recent compositional learning algorithm by Labbaf et al. (2023). When…
Partial-monitoring games constitute a mathematical framework for sequential decision making problems with imperfect feedback: The learner repeatedly chooses an action, opponent responds with an outcome, and then the learner suffers a loss…