Related papers: Positional $\omega$-regular languages
We present a new algebraic characterisation of Eve-positionality for $\omega$-regular languages. It involves only a limited number of elementary local properties to be checked. An $\omega$-regular language is Eve-positional if, in all games…
In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi…
We study the existence of positional strategies for the protagonist in infinite duration games over arbitrary game graphs. We prove that prefix-independent objectives in $\Sigma_0^2$ which are positional and admit a (strongly) neutral…
An $\omega$-regular language is Eve-positional if, in all games with this language as objective, the existential player can play optimally without keeping any information from the previous moves. This notion plays a crucial role in…
We study positional properties in the context of game-based reactive synthesis. Our motivation stems from having a usable specification logic, for which tractable synthesis is guaranteed. We demonstrate that every $\omega$-regular…
We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is…
We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is…
This paper contributes to the study of positional determinacy of infinite duration games played on potentially infinite graphs with neutral transitions. Recently, [Ohlmann, TheoretiCS 2023] established that positionality of…
We study turn-based quantitative games of infinite duration opposing two antagonistic players and played over graphs. This model is widely accepted as providing the adequate framework for formalizing the synthesis question for reactive…
We introduce layered automata, a subclass of alternating parity automata that generalises deterministic automata. Assuming a consistency property, these automata are history deterministic and 0-1 probabilistic. We show that every…
Saturation is a fundamental game-semantic property satisfied by strategies that interpret higher-order concurrent programs. It states that the strategy must be closed under certain rearrangements of moves, and corresponds to the intuition…
We study two-player games on finite graphs. Turn-based games have many nice properties, but concurrent games are harder to tame: e.g. turn-based stochastic parity games have positional optimal strategies, whereas even basic concurrent…
We investigate concurrent two-player win/lose stochastic games on finite graphs with prefix-independent objectives. We characterize subgame optimal strategies and use this characterization to show various memory transfer results: 1) For a…
The \emph{stationary set splitting game} is a game of perfect information of length $\omega_{1}$ between two players, \unspls and \spl, in which \unspls chooses stationarily many countable ordinals and \spls tries to continuously divide…
The $\omega$-power of a finitary language L over a finite alphabet $\Sigma$ is the language of infinite words over $\Sigma$ defined by L $\infty$ := {w 0 w 1. .. $\in$ $\Sigma$ $\omega$ | $\forall$i $\in$ $\omega$ w i $\in$ L}. The…
Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the…
In this paper, we introduce open parity games, which is a compositional approach to parity games. This is achieved by adding open ends to the usual notion of parity games. We introduce the category of open parity games, which is defined…
We present a polynomial time algorithm that constructs a deterministic parity automaton (DPA) from a given set of positive and negative ultimately periodic example words. We show that this algorithm is complete for the class of…
What payoffs are positionally determined for deterministic two-player antagonistic games on finite directed graphs? In this paper we study this question for payoffs that are continuous. The main reason why continuous positionally determined…
We introduce good-for-games $\omega$-pushdown automata ($\omega$-GFG-PDA). These are automata whose nondeterminism can be resolved based on the input processed so far. Good-for-gameness enables automata to be composed with games, trees, and…