Related papers: Translating Asynchronous Games for Distributed Syn…
Contingency planning, wherein an agent generates a set of possible plans conditioned on the outcome of an uncertain event, is an increasingly popular way for robots to act under uncertainty. In this work we take a game-theoretic perspective…
Petri nets are a mathematical language for modeling and reasoning about distributed systems. In this paper we propose an approach to Petri nets for embedding reversibility, i.e., the ability of reversing an executed sequence of operations…
We introduce a modification of Perron's method, where semi-solutions are considered in a carefully defined asymptotic sense. With this definition, we can show, in a rather elementary way, that in a zero-sum game or a control problem (with…
We attempt to automate various artistic processes by inventing a set of drawing games, analogous to the approach taken by emergent language research in inventing communication games. A critical difference is that drawing games demand much…
We consider approaches for causal semantics of Petri nets, explicitly representing dependencies between transition occurrences. For one-safe nets or condition/event-systems, the notion of process as defined by Carl Adam Petri provides a…
Inspired by Martin Fr\"anzle's persistent and influential work on capturing and handling delay inherent to cyber-physical systems in the formal verification of such systems, we study timed games where controllable actions do not take effect…
We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose…
A compositional Petri net-based semantics is given to a simple language allowing pointer manipulation and parallelism. The model is then applied to give a notion of validity to the judgements made by concurrent separation logic that…
In this work, we design the game semantics for timed equivalences and preorders of timed processes. The timed games corresponding to the various timed relations form a hierarchy. These games are similar to Stirling's bisimulation games. If…
We develop methods to formally describe and compare games, in order to probe questions of game structure and design, and as a stepping stone to predicting player behavior from design patterns. We define a grammar-like formalism to describe…
We consider simulation games played between Spoiler and Duplicator on two B\"uchi automata in which the choices made by Spoiler can be buffered by Duplicator in several buffers before she executes them on her structure. We show that the…
In multiplayer cooperative video games, players traditionally use individual controllers, inferring others' actions through on-screen visuals and their own movements. This indirect understanding limits truly collaborative gameplay. Research…
Parity games play a central role in model checking and satisfiability checking. Solving parity games is computationally expensive, among others due to the size of the games, which, for model checking problems, can easily contain $10^9$…
The widespread deployment of Machine Learning systems everywhere raises challenges, such as dealing with interactions or competition between multiple learners. In that goal, we study multi-agent sequential decision-making by considering…
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…
In this paper we present a unifying approach for deciding various bisimulations, simulation equivalences and preorders between two timed automata states. We propose a zone based method for deciding these relations in which we eliminate an…
In this paper, we are interested in automata over infinite words and infinite duration games, that we view as general transition systems. We study transformations of systems using a Muller condition into ones using a parity condition,…
Often adaptive, distributed control can be viewed as an iterated game between independent players. The coupling between the players' mixed strategies, arising as the system evolves from one instant to the next, is determined by the system…
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…
We present an algorithmic method for the quantitative, performance-aware synthesis of concurrent programs. The input consists of a nondeterministic partial program and of a parametric performance model. The nondeterminism allows the…