Related papers: Good-for-games $\omega$-Pushdown Automata
We describe a uniform construction for converting $\omega$-automata with arbitrary acceptance conditions (based on the notion of infinity sets i.e. the set of states visited infinitely often in a run of the automaton) to equivalent…
Energy games are a well-studied class of 2-player turn-based games on a finite graph where transitions are labeled with integer vectors which represent changes in a multidimensional resource (the energy). One player tries to keep the…
The main aim of the paper is to give a short self-contained proof of the decidability of language equivalence for deterministic pushdown automata, which is the famous problem solved by G. Senizergues, for which C. Stirling has derived a…
An automaton is history-deterministic if its nondeterminism can be resolved on the fly, only using the prefix of the word read so far. This mild form of nondeterminism has attracted particular attention for its applications in synthesis…
We study timed systems in which some timing features are unknown parameters. Parametric timed automata (PTAs) are a classical formalism for such systems but for which most interesting problems are undecidable. Notably, the parametric…
We study the alternating gradient descent-ascent (AltGDA) algorithm in two-player zero-sum games. Alternating methods, where players take turns to update their strategies, have long been recognized as simple and practical approaches for…
We introduce a new class of automata on infinite trees called \emph{alternating nonzero automata}, which extends the class of non-deterministic nonzero automata. We reduce the emptiness problem for alternating nonzero automata to the same…
Over the last 25 years, a lot of work has been done on seeking for decidable non-regular extensions of Propositional Dynamic Logic (PDL). Only recently, an expressive extension of PDL, allowing visibly pushdown automata (VPAs) as a…
In this paper, we provide an effective characterization of all the subgame-perfect equilibria in infinite duration games played on finite graphs with mean-payoff objectives. To this end, we introduce the notion of requirement, and the…
We continue the investigation of finite-duration variants of infinite-duration games by extending known results for games played on finite graphs to those played on infinite ones. In particular, we establish an equivalence between pushdown…
We consider probabilistic automata on infinite words with acceptance defined by safety, reachability, B\"uchi, coB\"uchi, and limit-average conditions. We consider quantitative and qualitative decision problems. We present extensions and…
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…
This paper investigates Nash equilibria (NEs) in multi-player turn-based games on graphs, where player preferences are modeled as $\omega$-automatic relations via deterministic parity automata. Unlike much of the existing literature, which…
Register pushdown automata (RPDA) is an extension of classical pushdown automata to handle data values in a restricted way. RPDA attracts attention as a model of a query language for structured documents with data values. The membership and…
In the synthesis of distributed systems, we automate the development of distributed programs and hardware by automatically deriving correct implementations from formal specifications. For synchronous distributed systems, the synthesis…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
We develop a new approach to drifting games, a class of two-person games with many applications to boosting and online learning settings. Our approach involves (a) guessing an asymptotically optimal potential by solving an associated…
Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis…
Two-player games on graphs provide the theoretical frame- work for many important problems such as reactive synthesis. While the traditional study of two-player zero-sum games has been extended to multi-player games with several notions of…