Related papers: Good-for-games $\omega$-Pushdown Automata
History-deterministic automata are a restricted class of nondeterministic automata where the nondeterminism while reading an input can be resolved successfully based on the prefix read so far. History-deterministic automata are…
While many applications of automata in formal methods can use nondeterministic automata, some applications, most notably synthesis, need deterministic or good-for-games (GFG) automata. The latter are nondeterministic automata that can…
In this paper, we define the notion of {\em probabilistic $\omega$-pushdown automaton} and study its model-checking problem against the logic of $\omega$-probabilistic computational tree logic ($\omega$-PCTL) and its bounded version from a…
In the context of two-player games over graphs, a language $L$ is called positional if, in all games using $L$ as winning objective, the protagonist can play optimally using positional strategies, that is, strategies that do not depend on…
The problem if a given configuration of a pushdown automaton (PDA) is bisimilar with some (unspecified) finite-state process is shown to be decidable. The decidability is proven in the framework of first-order grammars, which are given by…
Parity games are abstract infinite-round games that take an important role in formal verification. In the basic setting, these games are two-player, turn-based, and played under perfect information on directed graphs, whose nodes are…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
In automata theory, while determinisation provides a standard route to solving many common problems in automata theory, some weak forms of nondeterminism can be dealt with in some problems without costly determinisation. For example, the…
We consider partially observable Markov decision processes (POMDPs) with {\omega}-regular conditions specified as parity objectives. The class of {\omega}-regular languages extends regular languages to infinite strings and provides a robust…
We present a polynomial time algorithm that constructs a deterministic parity automaton (DPA) from a given set of positive and negative ultimately periodic example words. We show that this algorithm is complete for the class of…
We show that it is decidable whether two regular languages of infinite trees are separable by a deterministic language, resp., a game language. We consider two variants of separability, depending on whether the set of priorities of the…
Probabilistic omega-automata are variants of nondeterministic automata for infinite words where all choices are resolved by probabilistic distributions. Acceptance of an infinite input word can be defined in different ways: by requiring…
We consider a class of infinite-state stochastic games generated by stateless pushdown automata (or, equivalently, 1-exit recursive state machines), where the winning objective is specified by a regular set of target configurations and a…
Discounting the influence of future events is a key paradigm in economics and it is widely used in computer-science models, such as games, Markov decision processes (MDPs), reinforcement learning, and automata. While a single game or MDP…
Probabilistic automata are an extension of nondeterministic finite automata in which transitions are annotated with probabilities. Despite its simplicity, this model is very expressive and many of the associated algorithmic questions are…
We introduce a natural notion of limit-deterministic parity automata and present a method that uses such automata to construct satisfiability games for the weakly aconjunctive fragment of the $\mu$-calculus. To this end we devise a method…
Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning…
In this work, we establish near-linear and strong convergence for a natural first-order iterative algorithm that simulates Von Neumann's Alternating Projections method in zero-sum games. First, we provide a precise analysis of Optimistic…
We study explorability, a measure of nondeterminism in pushdown automata, which generalises history-determinism. An automaton is k-explorable if, while reading the input, it suffices to follow k concurrent runs, built step-by-step based…
We show that the problem of checking if a given nondeterministic parity automaton simulates another given nondeterministic parity automaton is NP-hard. We then adapt the techniques used for this result to show that the problem of checking…