Related papers: Token Games and History-Deterministic Quantitative…
We consider a class of infinite-state stochastic games generated by stateless pushdown automata (or, equivalently, 1-exit recursive state machines), where the winning objective is specified by a regular set of target configurations and a…
Quantitative languages are an extension of boolean languages that assign to each word a real number. Mean-payoff automata are finite automata with numerical weights on transitions that assign to each infinite path the long-run average of…
The simulation of deterministic pushdown automata defined over a one-letter alphabet by finite state automata is investigated from a descriptional complexity point of view. We show that each unary deterministic pushdown automaton of size s…
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…
The deterministic membership problem for timed automata asks whether the timed language given by a nondeterministic timed automaton can be recognised by a deterministic timed automaton. An analogous problem can be stated in the setting of…
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 report some further developments regarding the language theory of higher-dimensional automata (HDAs). Regular languages of HDAs are sets of finite interval partially ordered multisets (pomsets) with interfaces. We show a pumping lemma…
Parikh automata extend finite automata by counters that can be tested for membership in a semilinear set, but only at the end of a run. Thereby, they preserve many of the desirable properties of finite automata. Deterministic Parikh…
Quantitative games are two-player zero-sum games played on directed weighted graphs. Total-payoff games (that can be seen as a refinement of the well-studied mean-payoff games) are the variant where the payoff of a play is computed as the…
We show that it is decidable whether two regular languages of infinite trees are separable by a deterministic language, resp., a game language. We consider two variants of separability, depending on whether the set of priorities of the…
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…
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…
Nondeterministic good-for-MDPs (GFM) automata are for MDP model checking and reinforcement learning what good-for-games (GFG) automata are for reactive synthesis: a more compact alternative to deterministic automata that displays…
Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while…
We study decidability of verification problems for timed automata extended with unbounded discrete data structures. More detailed, we extend timed automata with a pushdown stack. In this way, we obtain a strong model that may for instance…
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…
Mean-payoff games play a central role in quantitative synthesis and verification. In a single-dimensional game a weight is assigned to every transition and the objective of the protagonist is to assure a non-negative limit-average weight.…
We study stochastic zero-sum games on graphs, which are prevalent tools to model decision-making in presence of an antagonistic opponent in a random environment. In this setting, an important question is the one of strategy complexity: what…
We study 2-player turn-based perfect-information stochastic games with countably infinite state space. The players aim at maximizing/minimizing the probability of a given event (i.e., measurable set of infinite plays), such as reachability,…
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…