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Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we…
We consider the synthesis of deterministic tree transducers from automaton definable specifications, given as binary relations, over finite trees. We consider the case of specifications that are deterministic top-down tree automatic,…
Additive Cost Register Automata (ACRA) map strings to integers using a finite set of registers that are updated using assignments of the form "x := y + c" at every step. The corresponding class of additive regular functions has multiple…
Automata over infinite words, also known as omega-automata, play a key role in the verification and synthesis of reactive systems. The spectrum of omega-automata is defined by two characteristics: the acceptance condition (e.g. B\"uchi or…
In the context of 2-player zero-sum infinite-duration games played on (potentially infinite) graphs, the memory of an objective is the smallest integer k such that in any game won by Eve, she has a strategy with <= k states of memory. For…
Petri games have been introduced as a multi-player game model representing causal memory to address the synthesis of distributed systems. For Petri games with one environment player and an arbitrary bounded number of system players,…
We study \emph{partial-information} two-player turn-based games on graphs with omega-regular objectives, when the partial-information player has \emph{limited memory}. Such games are a natural formalization for reactive synthesis when the…
The manual implementation of distributed systems is an error-prone task because of the asynchronous interplay of components and the environment. Bounded synthesis automatically generates an implementation for the specification of the…
The classic approaches to synthesize a reactive system from a linear temporal logic (LTL) specification first translate the given LTL formula to an equivalent omega-automaton and then compute a winning strategy for the corresponding…
Hybrid games are games played on a finite graph endowed with real variables which may model behaviors of discrete controllers of continuous systems. The synthesis problem for hybrid games is decidable for classical objectives (like LTL…
We study automatic synthesis of systems that interact with their environment and maintain privacy against an observer to the interaction. The system and the environment interact via sets $I$ and $O$ of input and output signals. The input to…
This paper proposes a language for describing reactive synthesis problems that integrates imperative and declarative elements. The semantics is defined in terms of two-player turn-based infinite games with full information. Currently,…
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…
We introduce consumption games, a model for discrete interactive system with multiple resources that are consumed or reloaded independently. More precisely, a consumption game is a finite-state graph where each transition is labeled by a…
We present a new algebraic characterisation of Eve-positionality for $\omega$-regular languages. It involves only a limited number of elementary local properties to be checked. An $\omega$-regular language is Eve-positional if, in all games…
First cycle games (FCG) are played on a finite graph by two players who push a token along the edges until a vertex is repeated, and a simple cycle is formed. The winner is determined by some fixed property Y of the sequence of labels of…
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…
We study the algorithmic complexity of Maker-Breaker games played on the edge sets of general graphs. We mainly consider the perfect matching game and the $H$-game. Maker wins if she claims the edges of a perfect matching in the first, and…
Reachability games are two-player games played on a graph, where the objective of $\texttt{REACH}$ player is to reach the target set whereas the objective of $\texttt{SAFE}$ player is to stay away from the target set. Reachability games…
Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…