Related papers: Saturating automata for game semantics
Iterated admissibility (IA) can be seen as exhibiting a minimal criterion of rationality in games. In order to make this intuition more precise, the epistemic characterization of this game-theoretic solution has been actively investigated…
We present in this paper a new procedure to saturate a set of clauses with respect to a well-founded ordering on ground atoms such that A < B implies Var(A) {\subseteq} Var(B) for every atoms A and B. This condition is satisfied by any atom…
"Quantitative languages are 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…
We define a new subclass of nondeterministic finite automata for prefix-closed languages called Flanked Finite Automata (FFA). We show that this class enjoys good complexity properties while preserving the succinctness of nondeterministic…
We define the class of explorable automata on finite or infinite words. This is a generalization of History-Deterministic (HD) automata, where this time non-deterministic choices can be resolved by building finitely many simultaneous runs…
A classical theorem states that the set of languages given by a pushdown automaton coincides with the set of languages given by a context-free grammar. In previous work, we proved the pendant of this theorem in a setting with interaction:…
This paper considers finite-automata based algorithms for handling linear arithmetic with both real and integer variables. Previous work has shown that this theory can be dealt with by using finite automata on infinite words, but this…
We introduce a measure called width, quantifying the amount of nondeterminism in automata. Width generalises the notion of good-for-games (GFG) automata, that correspond to NFAs of width 1, and where an accepting run can be built on-the-fly…
Completion is a well-known transformation that captures the stable model semantics of logic programs by turning a program into a set of first-order definitions. Stable models are models of the completion, but not all models of the…
In the constrained synchronization problem we ask if a given automaton admits a synchronizing word coming from a fixed regular constraint language. We show that intersecting a given constraint language with an ideal language decreases the…
Using the recently introduced universal computing model, called orchestrated machine, that represents computations in a dissipative environment, we consider a new kind of interpretation of Turing's Imitation Game. In addition we raise the…
Alternating timed automata on infinite words are considered. The main result is a characterization of acceptance conditions for which the emptiness problem for these automata is decidable. This result implies new decidability results for…
Sampled semantics of timed automata is a finite approximation of their dense time behavior. While the former is closer to the actual software or hardware systems with a fixed granularity of time, the abstract character of the latter makes…
Alternating parity automata (APAs) provide a robust formalism for modelling infinite behaviours and play a central role in formal verification. Despite their widespread use, the algebraic theory underlying APAs has remained largely…
The ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based…
We study alternating automata with qualitative semantics over infinite binary trees: alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the…
In this paper, we are interested in automata over infinite words and infinite duration games, that we view as general transition systems. We study transformations of systems using a Muller condition into ones using a parity condition,…
We study a variant of the synchronization game on finite deterministic automata. In this game, Alice chooses one input letter of an automaton $A$ on each of her moves while Bob may respond with an arbitrary finite word over the input…
We consider the following combinatorial game: two players, Fast and Slow, claim $k$-element subsets of $[n]=\{1,2,...,n\}$ alternately, one at each turn, such that both players are allowed to pick sets that intersect all previously claimed…
We propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a…