Related papers: You May Delay, but Time Will Not: Timed Games Unde…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite…
Action and observation delays exist prevalently in the real-world cyber-physical systems which may pose challenges in reinforcement learning design. It is particularly an arduous task when handling multi-agent systems where the delay of one…
Feedback control plays a central role in active matter, yet it is inevitably accompanied by noise and finite perception--action delays. This Perspective reviews recent advances on active systems with delayed interactions, showing how time…
We study variants of regular infinite games where the strict alternation of moves between the two players is subject to modifications. The second player may postpone a move for a finite number of steps, or, in other words, exploit in his…
We establish the existence of optimal scheduling strategies for time-bounded reachability in continuous-time Markov decision processes, and of co-optimal strategies for continuous-time Markov games. Furthermore, we show that optimal control…
We show that solving delay games with winning conditions given by deterministic and nondeterministic weak Muller automata is 2EXPTIME-complete respectively 3EXPTIME-complete. Furthermore, doubly and triply exponential lookahead is necessary…
We investigate the transient times for the onset of control of steady states by time-delayed feedback. The optimization of control by minimising the transient time before control becomes effective is discussed analytically and numerically,…
This paper investigates online distributed aggregative games with time-varying cost functions, where agents are interconnected through an unbalanced communication graph. Due to the distributed and noncooperative nature of the game, some…
The Value Problem for weighted timed games (WTGs) consists in determining, given a two-player weighted timed game with a reachability objective and a rational threshold, whether or not the value of the game exceeds the threshold. This…
This article deals with classes of antagonistic games with two players. A game is specified in terms of two `hostile' stochastic processes representing mutual attacks upon random times exerting casualties of random magnitudes. The game ends…
What is a finite-state strategy in a delay game? We answer this surprisingly non-trivial question and present a very general framework for computing such strategies: they exist for all winning conditions that are recognized by automata with…
An important class of differential interactive games, namely, one of the laced interactive games is considered. A posteriori analysis of such games (including the virtual a posteriori decomposition of a collective control) is discussed.…
Planning is one of the most studied problems in computer science. In this paper, we consider the timeline-based approach, where the domain is modeled by a set of independent, but interacting, components, identified by a set of state…
Delay games are two-player games of infinite duration in which one player may delay her moves to obtain a lookahead on her opponent's moves. For $\omega$-regular winning conditions it is known that such games can be solved in…
We investigate a coordination model for a two-stage collective decision-making problem within the framework of global games. The agents observe noisy signals of a shared random variable, referred to as the fundamental, which determines the…
When two or more self-interested agents put their plans to execution in the same environment, conflicts may arise as a consequence, for instance, of a common utilization of resources. In this case, an agent can postpone the execution of a…
Extensive-form games constitute the standard representation scheme for games with a temporal component. But do all extensive-form games correspond to protocols that we can implement in the real world? We often rule out games with imperfect…
Real-world processes often exhibit temporal separation between actions and reactions - a characteristic frequently ignored in many modelling frameworks. Adding temporal aspects, like time delays, introduces a higher complexity of problems…
In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have bounded state, remain undecidable when players have a rate…
Motivated by the control theoretic distinction between controllable and uncontrollable events, we distinguish between two types of agents within a multi-agent system: controllable agents, which are directly controlled by the system's…