Related papers: Good-for-games $\omega$-Pushdown Automata
We study stochastic planning problems in Markov Decision Processes (MDPs) with goals specified in Linear Temporal Logic (LTL). The state-of-the-art approach transforms LTL formulas into good-for-MDP (GFM) automata, which feature a…
In the previous work, we have given a novel, game-semantic model of computation in an intrinsic, non-inductive and non-axiomatic manner, which is similar to Turing machines but beyond computation on natural numbers, e.g., higher-order…
Finite-turn pushdown automata (PDA) are investigated concerning their descriptional complexity. It is known that they accept exactly the class of ultralinear context-free languages. Furthermore, the increase in size when converting…
There are many types of automata and grammar models that have been studied in the literature, and for these models, it is common to determine whether certain problems are decidable. One problem that has been difficult to answer throughout…
Some decidable winning conditions of arbitrarily high finite Borel complexity for games on finite graphs or on pushdown graphs have been recently presented by O. Serre in [ Games with Winning Conditions of High Borel Complexity, in the…
This paper studies multiplayer turn-based games on graphs in which player preferences are modeled as $\omega$-automatic relations given by deterministic parity automata. This contrasts with most existing work, which focuses on specific…
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…
History-determinism is a restricted notion of nondeterminism in automata, where the nondeterminism can be successfully resolved based solely on the prefix read so far. History-deterministic automata still allow for exponential succinctness…
We consider probabilistic automata on infinite words with acceptance defined by parity conditions. We consider three qualitative decision problems: (i) the positive decision problem asks whether there is a word that is accepted with…
Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in…
We define a new subclass of nondeterministic finite automata for prefix-closed languages called Flanked Finite Automata (FFA). We show that this class enjoys good complexity properties while preserving the succinctness of nondeterministic…
History-deterministic automata are those in which nondeterministic choices can be correctly resolved stepwise: there is a strategy to select a continuation of a run given the next input letter so that if the overall input word admits some…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…
We solve the problem of automatically computing a new class of environment assumptions in two-player turn-based finite graph games which characterize an ``adequate cooperation'' needed from the environment to allow the system player to win.…
We study reachability games on recursive timed automata (RTA) that generalize Alur-Dill timed automata with recursive procedure invocation mechanism similar to recursive state machines. It is known that deciding the winner in reachability…
We study the emptiness and $\lambda$-reachability problems for unary and binary Probabilistic Finite Automata (PFA) and characterise the complexity of these problems in terms of the degree of ambiguity of the automaton and the size of its…
We consider the computability and complexity of decision questions for Probabilistic Finite Automata (PFA) with sub-exponential ambiguity. We show that the emptiness problem for strict and non-strict cut-points of polynomially ambiguous…
We consider infinite-state Attacker-Defender games with reachability objectives. The results of the paper are twofold. Firstly we prove a new language-theoretic result for weighted automata on infinite words and show its encoding into the…
The satisfiability problem for branching-time temporal logics like CTL*, CTL and CTL+ has important applications in program specification and verification. Their computational complexities are known: CTL* and CTL+ are complete for doubly…
The RPNI algorithm (Oncina, Garcia 1992) constructs deterministic finite automata from finite sets of negative and positive example words. We propose and analyze an extension of this algorithm to deterministic $\omega$-automata with…