Related papers: Token Games and History-Deterministic Quantitative…
Two-player games on graphs provide the mathematical foundation for the study of reactive systems. In the quantitative framework, an objective assigns a value to every play, and the goal of player 1 is to minimize the value of the objective.…
A stochastic timed automaton is a purely stochastic process defined on a timed automaton, in which both delays and discrete choices are made randomly. We study the almost-sure model-checking problem for this model, that is, given a…
We study the satisfiability problem of symbolic finite automata and decompose it into the satisfiability problem of the theory of the input characters and the monadic second-order theory of the indices of accepted words. We use our…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite…
We study the following decision problem: is the language recognized by a quantum finite automaton empty or non-empty? We prove that this problem is decidable or undecidable depending on whether recognition is defined by strict or non-strict…
A finitary automaton group is a group generated by an invertible, deterministic finite-state letter-to-letter transducer whose only cycles are self-loops at an identity state. We show that, for this presentation of finite groups, the…
The emptiness and containment problems for probabilistic automata are natural quantitative generalisations of the classical language emptiness and inclusion problems for Boolean automata. It is well known that both problems are undecidable.…
Input-driven pushdown automata with translucent input letters are investigated. Here, the use of translucent input letters means that the input is processed in several sweeps and that, depending on the current state of the automaton, some…
Automata for unordered unranked trees are relevant for defining schemas and queries for data trees in Json or Xml format. While the existing notions are well-investigated concerning expressiveness, they all lack a proper notion of…
Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the…
Motivated by the success of bounded model checking framework for finite state machines, Ouaknine and Worrell proposed a time-bounded theory of real-time verification by claiming that restriction to bounded-time recovers decidability for…
We consider decision problems for relations over finite and infinite words defined by finite automata. We prove that the equivalence problem for binary deterministic rational relations over infinite words is undecidable in contrast to the…
Two-player (antagonistic) games on (possibly stochastic) graphs are a prevalent model in theoretical computer science, notably as a framework for reactive synthesis. Optimal strategies may require randomisation when dealing with inherently…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph…
We present a new language semantics for real-time concurrency. Its operational models are higher-dimensional timed automata (HDTAs), a generalization of both higher-dimensional automata and timed automata. In real-time concurrent systems,…
In 1978 Sakoda and Sipser raised the question of the cost, in terms of size of representations, of the transformation of two-way and one-way nondeterministic automata into equivalent two-way deterministic automata. Despite all the attempts,…
We present efficient algorithms to reduce the size of nondeterministic B\"uchi word automata (NBA) and nondeterministic finite word automata (NFA), while retaining their languages. Additionally, we describe methods to solve PSPACE-complete…
Argumentation is one of the most popular approaches of defining a~non-monotonic formalism and several argumentation based semantics were proposed for defeasible logic programs. Recently, a new approach based on notions of conflict…
We introduce quantitative reductions, a novel technique for structuring the space of quantitative games and solving them that does not rely on a reduction to qualitative games. We show that such reductions exhibit the same desirable…
Nondeterministic choice is a useful program construct that provides a way to describe the behaviour of a program without specifying the details of possible implementations. It supports the stepwise refinement of programs, a method that has…