Related papers: The Aldous--Lyons Conjecture II: Undecidability
There are several forms of irreducibility in computing systems, ranging from undecidability to intractability to nonlinearity. This paper is an exploration of the conceptual issues that have arisen in the course of investigating speed-up…
In many engineered systems, agents make decisions under incomplete information, creating opportunities for a planner to influence decentralized behavior through signaling. We study how such signaling can be designed in parallel-network,…
In the synthesis of distributed systems, we automate the development of distributed programs and hardware by automatically deriving correct implementations from formal specifications. For synchronous distributed systems, the synthesis…
We study a generalisation of B\"uchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton with epsilon transitions and only Player I can elapse time. We show that for fixed number…
In this paper we develop a general method to prove independence of algebraic monodromy groups in compatible systems of representations, and we apply it to deduce independence results for compatible systems both in automorphic and in…
Modal logics are widely used in computer science. The complexity of their satisfiability problems has been an active field of research since the 1970s. We prove that even very "simple" modal logics can be undecidable: We show that there is…
Motivated by safety-critical classification problems, we investigate adversarial attacks against cost-sensitive classifiers. We use current state-of-the-art adversarially-resistant neural network classifiers [1] as the underlying models.…
We build on abduction-based explanations for ma-chine learning and develop a method for computing local explanations for neural network models in natural language processing (NLP). Our explanations comprise a subset of the words of the…
In game-theoretic learning, several agents are simultaneously following their individual interests, so the environment is non-stationary from each player's perspective. In this context, the performance of a learning algorithm is often…
Save for some special cases, current training methods for Generative Adversarial Networks (GANs) are at best guaranteed to converge to a `local Nash equilibrium` (LNE). Such LNEs, however, can be arbitrarily far from an actual Nash…
Adjoint logic is a general approach to combining multiple logics with different structural properties, including linear, affine, strict, and (ordinary) intuitionistic logics, where each proposition has an intrinsic mode of truth. It has…
This paper investigates a class of games with large strategy spaces, motivated by challenges in AI alignment and language games. We introduce the hidden game problem, where for each player, an unknown subset of strategies consistently…
This thesis investigates the extent to which the optimal value of a constraint satisfaction problem (CSP) can be approximated by some sentence of fixed point logic with counting (FPC). It is known that, assuming $\mathsf{P} \neq…
The synthesis problem asks to automatically generate, if it exists, an algorithm from a specification of correct input-output pairs. In this paper, we consider the synthesis of computable functions of infinite words, for a classical Turing…
Arbitrary Arrow Update Logic is a dynamic modal logic that uses an arbitrary arrow update modality to quantify over all arrow updates. Some properties of this logic have already been established, but until now it remained an open question…
Convolutional neural networks (CNN) define the state-of-the-art solution on many perceptual tasks. However, current CNN approaches largely remain vulnerable against adversarial perturbations of the input that have been crafted specifically…
The present work aims to give a unity of logic via standard sequential, unpolarized games. Specifically, our vision is that there must be mathematically precise concepts of linear refinement and intuitionistic restriction of logic such that…
An ideal strategy in zero-sum games should not only grant the player an average reward no less than the value of Nash equilibrium, but also exploit the (adaptive) opponents when they are suboptimal. While most existing works in Markov games…
In constrained Markov decision processes (CMDPs) with adversarial rewards and constraints, a well-known impossibility result prevents any algorithm from attaining both sublinear regret and sublinear constraint violation, when competing…
Alternating-time Temporal Logic (ATL*) is a central logic for multiagent systems. Its extension to the imperfect information setting (ATL*i ) is well known to have an undecidable model-checking problem when agents have perfect recall.…