Related papers: Mostowski Index via extended register games
We consider probabilistic automata on infinite words with acceptance defined by parity conditions. We consider three qualitative decision problems: (i) the positive decision problem asks whether there is a word that is accepted with…
We give a simple proof that assuming the Exponential Time Hypothesis (ETH), determining the winner of a Rabin game cannot be done in time $2^{o(k \log k)} \cdot n^{O(1)}$, where $k$ is the number of pairs of vertex subsets involved in the…
We consider graph games of infinite duration with winning conditions in parameterized linear temporal logic, where the temporal operators are equipped with variables for time bounds. In model checking such specifications were introduced as…
In this paper we regard languages and their acceptors - such as deterministic or weighted automata, transducers, or monoids - as functors from input categories that specify the type of the languages and of the machines to categories that…
We propose a new algebraic framework to discuss and classify recognizable tree languages, and to characterize interesting classes of such languages. Our algebraic tool, called preclones, encompasses the classical notion of syntactic…
Strategy improvement is a widely-used and well-studied class of algorithms for solving graph-based infinite games. These algorithms are parameterized by a switching rule, and one of the most natural rules is "all switches" which switches as…
We consider blind, deterministic, finite automata equipped with a register which stores an element of a given monoid, and which is modified by right multiplication by monoid elements. We show that, for monoids M drawn from a large class…
Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning…
Interactive robotic grasping using natural language is one of the most fundamental tasks in human-robot interaction. However, language can be a source of ambiguity, particularly when there are ambiguous visual or linguistic contents. This…
We propose a unifying additive theory for standard conventions in Combinatorial Game Theory, including normal-, mis\`ere- and scoring-play, studied by Berlekamp, Conway, Dorbec, Ettinger, Guy, Larsson, Milley, Neto, Nowakowski, Renault,…
Oftentimes, the Shapley value becomes infeasible for games with many players. However, establishing symmetry allows for polynomial-time computation. To examine this reduction, we identify the spectrum of homogeneous group games by using an…
We derive multiparty games that, if the winning chance exceeds a certain limit, prove the incompatibility of the parties' causal relations with any partial order. This, in turn, means that the parties exert a back-action on the causal…
The restless bandit problem is one of the most well-studied generalizations of the celebrated stochastic multi-armed bandit problem in decision theory. In its ultimate generality, the restless bandit problem is known to be PSPACE-Hard to…
We study a variant of the Localization game in which the cops have limited visibility, along with the corresponding optimization parameter, the $k$-visibility localization number $\zeta_k$, where $k$ is a non-negative integer. We give…
Although transformers are remarkably effective for many tasks, there are some surprisingly easy-looking regular languages that they struggle with. Hahn shows that for languages where acceptance depends on a single input symbol, a…
The Z-domination game is a variant of the domination game in which each newly selected vertex $u$ in the game must have a not yet dominated neighbor, but after the move all vertices from the closed neighborhood of $u$ are declared to be…
Muchnik's paradox says that enumerable betting strategies are not always reducible to enumerable strategies whose bets are restricted to either even rounds or odd rounds. In other words, there are outcome sequences x where an effectively…
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…
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…
The strategy improvement algorithm for mean payoff games and parity games is a local improvement algorithm, just like the simplex algorithm for linear programs. Their similarity has turned out very useful: many lower bounds on running time…