Related papers: History Determinism vs. Good for Gameness in Quant…
We explore language semantics for automata combining probabilistic and nondeterministic behavior. We first show that there are precisely two natural semantics for probabilistic automata with nondeterminism. For both choices, we show that…
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…
We consider the model of history-deterministic one-counter nets (OCNs). History-determinism is a property of transition systems that allows for a limited kind of non-determinism which can be resolved 'on-the-fly'. Token games, which have…
Randomized mechanisms can have good normative properties compared to their deterministic counterparts. However, randomized mechanisms are problematic in several ways such as in their verifiability. We propose here to derandomize such…
Deterministic timed automata are strictly less expressive than their non-deterministic counterparts, which are again less expressive than those with silent transitions. As a consequence, timed automata are in general non-determinizable.…
These lecture notes are intended as a supplement to Moore and Mertens' The Nature of Computation or as a standalone resource, and are available to anyone who wants to use them. Comments are welcome, and please let me know if you use these…
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…
This paper discusses the hardness of finding minimal good-for-games (GFG) Buchi, Co-Buchi, and parity automata with state based acceptance. The problem appears to sit between finding small deterministic and finding small nondeterministic…
Game engines are increasingly used as simulation platforms by the autonomous vehicle (AV) community to develop vehicle control systems and test environments. A key requirement for simulation-based development and verification is…
Admissibility has been studied for games of infinite duration with Boolean objectives. We extend here this study to games of infinite duration with quantitative objectives. First, we show that, un- der the assumption that optimal worst-case…
Parallelism is often required for performance. In these situations an excess of non-determinism is harmful as it means the program can have several different behaviours or even different results. Even in domains such as high-performance…
Two-player zero-sum games are a well-established model for synthesising controllers that optimise some performance criterion. In such games one player represents the controller, while the other describes the (adversarial) environment, and…
We study alternating parity good-for-games (GFG) automata, i.e., alternating parity automata where both conjunctive and disjunctive choices can be resolved in an online manner, without knowledge of the suffix of the input word still to be…
We study a class of filters -- discrete finite-state transition systems employed as incremental stream transducers -- that have application to robotics: e.g., to model combinatorial estimators and also as concise encodings of feedback…
Graphical models in probability and statistics are a core concept in the area of probabilistic reasoning and probabilistic programming-graphical models include Bayesian networks and factor graphs. In this paper we develop a new model of…
Many quantum algorithms can be analyzed in a query model to compute Boolean functions where input is given by a black box. As in the classical version of decision trees, different kinds of quantum query algorithms are possible: exact,…
We characterize the class of nondeterministic ${\omega}$-automata that can be used for the analysis of finite Markov decision processes (MDPs). We call these automata `good-for-MDPs' (GFM). We show that GFM automata are closed under classic…
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…
Many inference scenarios rely on extracting relevant information from known data in order to make future predictions. When the underlying stochastic process satisfies certain assumptions, there is a direct mapping between its exact…
We study finite-memory (FM) determinacy in games on finite graphs, a central question for applications in controller synthesis, as FM strategies correspond to implementable controllers. We establish general conditions under which FM…