Related papers: Weak Muller Conditions Make Delay Games Hard
A word automaton recognizing a language $L$ is good for games (GFG) if its composition with any game with winning condition $L$ preserves the game's winner. While all deterministic automata are GFG, some nondeterministic automata are not.…
Many problems in compositional synthesis and verification of multi-agent systems -- such as rational verification and assume-guarantee verification in probabilistic systems -- reduce to reasoning about two-player multi-objective stochastic…
We study the parameterized complexity of several positional games. Our main result is that Short Generalized Hex is W[1]-complete parameterized by the number of moves. This solves an open problem from Downey and Fellows' influential list of…
Models with Conditional Moment Restrictions (CMRs) are popular in economics. These models involve finite and infinite dimensional parameters. The infinite dimensional components include conditional expectations, conditional choice…
Weakly acyclic games form a natural generalization of the class of games that have the finite improvement property (FIP). In such games one stipulates that from any initial joint strategy some finite improvement path exists. We classify…
For zero-sum two-player continuous-time games with integral payoff and incomplete information on one side, one shows that the optimal strategy of the informed player can be computed through an auxiliary optimization problem over some…
We prove a sufficient optimality condition for non-linear optimal control problems with delays in both state and control variables. Our result requires the verification of a Hamilton-Jacobi partial differential equation and is obtained…
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.…
We study two-player games with alternating moves played on infinite trees. Our main focus is on the case where the trees are full (regular) and the winning set is open (with respect to the product topology on the tree). Gale and Stewart…
Bertrand et al. [1] (LMCS 2019) describe two-player zero-sum games in which one player tries to achieve a reachability objective in $n$ games (on the same finite arena) simultaneously by broadcasting actions, and where the opponent has full…
We consider the problem of computing the set of initial states of a dynamical system such that there exists a control strategy to ensure that the trajectories satisfy a temporal logic specification with probability 1 (almost-surely). We…
In this paper we consider a nondeterministic computation by deterministic multi-head 2-way automata having a read-only access to an auxiliary memory. The memory contains additional data (a guess) and computation is successful iff it is…
We study a robust Dynkin game over a set of mutually singular probabilities. We first prove that for the conservative player of the game, her lower and upper value processes coincide (i.e. She has a value process $V $ in the game). Such a…
Here, we establish the existence of weak solutions to a wide class of time-dependent monotone mean-field games (MFGs). These MFGs are given as a system of degenerate parabolic equations with initial and terminal conditions. To construct…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
We show the continuous dependence of solutions of linear nonautonomous second order parabolic partial differential equations (PDEs) with bounded delay on coefficients and delay. The assumptions are very weak: only convergence in the weak-*…
We consider time-dependent viscous Mean-Field Games systems in the case of local, decreasing and unbounded coupling. These systems arise in mean-field game theory, and describe Nash equilibria of games with a large number of agents aiming…
In this paper, we extend the Descent framework, which enables learning and planning in the context of two-player games with perfect information, to the framework of stochastic games. We propose two ways of doing this, the first way…
In recent years, two-player zero-sum games with multiple objectives have received a lot of interest as a model for the synthesis of complex reactive systems. In this framework, Player 1 wins if he can ensure that all objectives are…
We study the complexity of solving two-player infinite duration games played on a fixed finite graph, where the control of a node is not predetermined but rather assigned randomly. In classic random-turn games, control of each node is…