Related papers: On History-Deterministic One-Counter Nets
A new analytical framework consisting of two phenomena: single sample and multiple samples, is proposed to deal with the identification problem of Boolean control networks (BCNs) systematically and comprehensively. Under this framework, the…
We prove that for a given deterministic top-down transducer with look-ahead it is decidable whether or not its translation is definable (1)~by a linear top-down tree transducer or (2)~by a tree homomorphism. We present algorithms that…
The power of real-time Turing machines using sublinear space is investigated. In contrast to a claim appearing in the literature, such machines can accept non-regular languages, even if working in deterministic mode. While maintaining a…
Originating in evolutionary game theory, the class of "zero-determinant" strategies enables a player to unilaterally enforce linear payoff relationships in simple repeated games. An upshot of this kind of payoff constraint is that it can…
A Qualitative Constraint Network (QCN) is a constraint graph for representing problems under qualitative temporal and spatial relations, among others. More formally, a QCN includes a set of entities, and a list of qualitative constraints…
This paper studies the problem of model-checking of probabilistic automaton and probabilistic one-counter automata against probabilistic branching-time temporal logics (PCTL and PCTL$^*$). We show that it is undecidable for these problems.…
A two-dimensional finite automaton has a read-only input head that moves in four directions on a finite array of cells labelled by symbols of the input alphabet. A three-way two-dimensional automaton is prohibited from making upward moves,…
We study a subclass of POMDPs, called Deterministic POMDPs, that is characterized by deterministic actions and observations. These models do not provide the same generality of POMDPs yet they capture a number of interesting and challenging…
It is known that 2-state binary and 3-state unary probabilistic finite automata and 2-state unary quantum finite automata recognize uncountably many languages with cutpoints. These results have been obtained by associating each recognized…
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 prove several decidability and undecidability results for nu-PN, an extension of P/T nets with pure name creation and name management. We give a simple proof of undecidability of reachability, by reducing reachability in nets with…
We introduce the notions of weakly *-concave and weakly naturally quasi-concave correspondence and prove fixed point theorems and continuous selection theorems for these kind of correspondences. As applications in the game theory, by using…
We propose a formal model of concurrent systems in which the history of a computation is explicitly represented as a collection of events that provide a view of a sequence of configurations. In our model events generated by transitions…
We investigate the computational power of the deterministic single-agent model where the agent and each node are equipped with a limited amount of persistent memory. Tasks are formalized as decision problems on properties of input graphs,…
We study parity games in which one of the two players controls only a small number $k$ of nodes and the other player controls the $n-k$ other nodes of the game. Our main result is a fixed-parameter algorithm that solves bipartite parity…
A computational engine applied to different representations of the same data can produce different discrete outcomes, with some representations preserving the result and others changing it entirely. A decision-valued map records which…
In this paper, we investigate the problem of synthesizing computable functions of infinite words over an infinite alphabet (data $\omega$-words). The notion of computability is defined through Turing machines with infinite inputs which can…
The origin semantics for transducers was proposed in 2014, and led to various characterizations and decidability results that are in contrast with the classical semantics. In this paper we add a further decidability result for…
We are motivated by the following question: which data languages admit an active learning algorithm? This question was left open in previous work by the authors, and is particularly challenging for languages recognised by nondeterministic…
Game semantics aim at describing the interactive behaviour of proofs by interpreting formulas as games on which proofs induce strategies. In this article, we introduce a game semantics for a fragment of first order propositional logic. One…