Related papers: Reachability and Safety Games under TSO Semantics …
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
Most work on the verification of concurrent objects for shared memory assumes sequential consistency, but most multicore processors support only weak memory models that do not provide sequential consistency. Furthermore, most verification…
In the standard setting of approachability there are two players and a target set. The players play repeatedly a known vector-valued game where the first player wants to have the average vector-valued payoff converge to the target set which…
In this paper, we study the program-point reachability problem of concurrent pushdown systems that communicate via unbounded and unordered message buffers. Our goal is to relax the common restriction that messages can only be retrieved by a…
An important property of concurrent objects is whether they support progress -a special case of liveness-guarantees, which ensure the termination of individual method calls under system fairness assumptions. Liveness properties have been…
In this paper, we present a method for finding approximate Nash equilibria in a broad class of reachability games. These games are often used to formulate both collision avoidance and goal satisfaction. Our method is computationally…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
Securing dynamic networks against adversarial actions is challenging because of the need to anticipate and counter strategic disruptions by adversarial entities within complex network structures. Traditional game-theoretic models, while…
We study turn-based quantitative multiplayer non zero-sum games played on finite graphs with reachability objectives. In such games, each player aims at reaching his own goal set of states as soon as possible. A previous work on this model…
This paper takes a game theoretical approach to open shop scheduling problems with unit execution times to minimize the sum of completion times. By supposing an initial schedule and associating each job (consisting in a number of…
In this short note we study a class of multi-player, turn-based games with deterministic state transitions and reachability / safety objectives (this class contains as special cases "classic" two-player reachability and safety games as well…
Game-theoretical approach to the analysis of parallel algorithms is proposed. The approach is based on presentation of the parallel computing as a congestion game. In the game processes compete for resources such as core of a central…
We consider multi-player graph games with partial-observation and parity objective. While the decision problem for three-player games with a coalition of the first and second players against the third player is undecidable, we present a…
In this paper, we consider reachability games over general hybrid systems, and distinguish between two possible observation frameworks for those games: either the precise dynamics of the system is seen by the players (this is the perfect…
We propose a model for games in which the players have shared access to a blockchain that allows them to deploy smart contracts to act on their behalf. This changes fundamental game-theoretic assumptions about rationality since a contract…
We study game-theoretically secure protocols for the classical ordinal assignment problem (aka matching with one-sided preference), in which each player has a total preference order on items. To achieve the fairness notion of equal…
In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly…
Security games model the confrontation between a defender protecting a set of targets and an attacker who tries to capture them. A variant of these games assumes security interdependence between targets, facilitating contagion of an attack.…
Software testing research has traditionally relied on closed-world assumptions, such as finite state spaces, reproducible executions, and stable test oracles. However, many modern software systems operate under uncertainty, non-determinism,…
Hybrid systems - more precisely, their mathematical models - can exhibit behaviors, like Zeno behaviors, that are absent in purely discrete or purely continuous systems. First, we observe that, in this context, the usual definition of…