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In this paper we present a unifying approach for deciding various bisimulations, simulation equivalences and preorders between two timed automata states. We propose a zone based method for deciding these relations in which we eliminate an…
We introduce a way to parameterize automata and games on finite graphs with natural numbers. The parameters are accessed essentially by allowing counting down from the parameter value to 0 and branching depending on whether 0 has been…
Go has long been considered as a testbed for artificial intelligence. By introducing certain quantum features, such as superposition and collapse of wavefunction, we experimentally demonstrate a quantum version of Go by using correlated…
Automata with monitor counters, where the transitions do not depend on counter values, and nested weighted automata are two expressive automata-theoretic frameworks for quantitative properties. For a well-studied and wide class of…
The problem of combinatorial filter reduction arises from questions of resource optimization in robots; it is one specific way in which automation can help to achieve minimalism, to build better, simpler robots. This paper contributes a new…
Combining quantum computers with classical compute power has become a standard means for developing algorithms that are eventually supposed to beat any purely classical alternatives. While in-principle advantages for solution quality or…
As \emph{artificial intelligence} (AI) systems are increasingly involved in decisions affecting our lives, ensuring that automated decision-making is fair and ethical has become a top priority. Intuitively, we feel that akin to human…
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…
We introduce games with probabilistic uncertainty, a natural model for controller synthesis in which the controller observes the state of the system through imprecise sensors that provide correct information about the current state with a…
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…
Recently, five quasi-polynomial-time algorithms solving parity games were proposed. We elaborate on one of the algorithms, by Lehtinen (2018). Czerwi\'nski et al. (2019) observe that four of the algorithms can be expressed as constructions…
Congruences for stochastic automata are defined, the correspondin factor automata are constructed and investigated for automata ove analytic spaces. We study the behavior under finite and infinite streams. Congruences consist of multiple…
When a game involves many agents or when communication between agents is not possible, it is useful to resort to distributed learning where each agent acts in complete autonomy without any information on the other agents' situations.…
Before we combine actions and probabilities two very obvious questions should be asked. Firstly, what does "the probability of an action" mean? Secondly, how does probability interact with nondeterminism? Neither question has a single…
Machine playtesting tools and game moment search engines require exposure to the diversity of a game's state space if they are to report on or index the most interesting moments of possible play. Meanwhile, mobile app distribution services…
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…
In this paper we revisit Safra's determinization constructions for automata on infinite words. We show how to construct deterministic automata with fewer states and, most importantly, parity acceptance conditions. Determinization is used in…
An extension of QPTL is considered where functional dependencies among the quantified variables can be restricted in such a way that their current values are independent of the future values of the other variables. This restriction is…
Post-training alignment optimizes language models to match human preference signals, but this objective is not equivalent to modeling observed human behavior. We compare 120 base-aligned model pairs on more than 10,000 real human decisions…
Mechanism design is a well-established game-theoretic paradigm for designing games to achieve desired outcomes. This paper addresses a closely related but distinct concept, equilibrium design. Unlike mechanism design, the designer's…