Related papers: History-Deterministic Parity Automata: Games, Comp…
Quantitative extensions of parity games have recently attracted significant interest. These extensions include parity games with energy and payoff conditions as well as finitary parity games and their generalization to parity games with…
Calude, Jain, Khoussainov, Li, and Stephan (2017) proposed a quasi-polynomial-time algorithm solving parity games. After this breakthrough result, a few other quasi-polynomial-time algorithms were introduced; none of them is easy to…
The lower and the upper irredundance numbers of a graph $G$, denoted $ir(G)$ and $IR(G)$ respectively, are conceptually linked to domination and independence numbers and have numerous relations to other graph parameters. It is a…
Two-player zero-sum games are a well-established model for synthesising controllers that optimise some performance criterion. In such games one player represents the controller, while the other describes the (adversarial) environment, and…
Abu Radi and Kupferman (2019) demonstrated the efficient minimization of history-deterministic (transition-based) co-B\"uchi automata, building on the results of Kuperberg and Skrzypczak (2015). We give a congruence-based description of…
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 short note, we propose a unified framework that bridges three areas: (1) a flipped perspective on the Turing Test, the "dual Turing test", in which a human judge's goal is to identify an AI rather than reward a machine for…
We propose a new model of a distributed game, called an ATS game, which is played on a non-deterministic asynchronous transition system -- a natural distributed finite-state device working on Mazurkiewicz traces. This new…
We generalize the concept of synchronizing words for finite automata, which map all states of the automata to the same state, to deterministic visibly push-down automata. Here, a synchronizing word w does not only map all states to the same…
We revisit a fundamental result in real-time verification, namely that the binary reachability relation between configurations of a given timed automaton is definable in linear arithmetic over the integers and reals. In this paper we give a…
Calude et al. have recently shown that parity games can be solved in quasi-polynomial time, a landmark result that has led to a number of approaches with quasi-polynomial complexity. Jurdinski and Lasic have further improved the precise…
Probabilistic timed automata (PTAs) are timed automata (TAs) extended with discrete probability distributions.They serve as a mathematical model for a wide range of applications that involve both stochastic and timed behaviours. In this…
We consider the synthesis of deterministic tree transducers from automaton definable specifications, given as binary relations, over finite trees. We consider the case of specifications that are deterministic top-down tree automatic,…
Algorithms for model checking and satisfiability of the modal $\mu$-calculus start by converting formulas to alternating parity tree automata. Thus, model checking is reduced to checking acceptance by tree automata and satisfiability to…
We look into the problems of comparing nondeterministic discounted-sum automata on finite and infinite words. That is, the problems of checking for automata $A$ and $B$ whether or not it holds that for all words $w$, $A(w)=B(w), A(w) \leq…
A notion of alternating timed automata is proposed. It is shown that such automata with only one clock have decidable emptiness problem over finite words. This gives a new class of timed languages which is closed under boolean operations…
Several distinct techniques have been proposed to design quasi-polynomial algorithms for solving parity games since the breakthrough result of Calude, Jain, Khoussainov, Li, and Stephan (2017): play summaries, progress measures and register…
Stochastic games combine controllable and adversarial non-determinism with stochastic behavior and are a common tool in control, verification and synthesis of reactive systems facing uncertainty. Multi-objective stochastic games are natural…
In various models of one-way pushdown automata, the explicit use of two designated endmarkers on a read-once input tape has proven to be extremely useful for making a conscious, final decision on the acceptance/rejection of each input word…
For a given regular language of infinite trees, one can ask about the minimal number of priorities needed to recognize this language with a non-deterministic, alternating, or weak alternating parity automaton. These questions are known as,…