Related papers: One-clock synthesis problems
Recently, Dallal, Neider, and Tabuada studied a generalization of the classical game-theoretic model used in program synthesis, which additionally accounts for unmodeled intermittent disturbances. In this extended framework, one is…
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 consider a problem on the synthesis of reactive controllers that optimize some a priori unknown performance criterion while interacting with an uncontrolled environment such that the system satisfies a given temporal logic specification.…
The reactive synthesis problem is to find a finite-state controller that satisfies a given temporal-logic specification regardless of how its environment behaves. Developing a formal specification is a challenging and tedious task and…
We study the synthesis problem for systems with a parameterized number of processes. As in the classical case due to Church, the system selects actions depending on the program run so far, with the aim of fulfilling a given specification.…
Stochastic games are often used to model reactive processes. We consider the problem of synthesizing an optimal almost-sure winning strategy in a two-player (namely a system and its environment) turn-based stochastic game with both a…
We show the undecidability of the distributed control problem when the plant is an asynchronous automaton, the controllers use causal memory and the goal of the controllers is to put each process in a local accepting state.
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
We consider the policy synthesis problem for continuous-state controlled Markov processes evolving in discrete time, when the specification is given as a B\"uchi condition (visit a set of states infinitely often). We decompose computation…
Inspired by Martin Fr\"anzle's persistent and influential work on capturing and handling delay inherent to cyber-physical systems in the formal verification of such systems, we study timed games where controllable actions do not take effect…
We analyse the computational complexity of finding Nash equilibria in simple stochastic multiplayer games. We show that restricting the search space to equilibria whose payoffs fall into a certain interval may lead to undecidability. In…
We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding…
We study infinite two-player win/lose games $(A,B,W)$ where $A,B$ are finite and $W \subseteq (A \times B)^\omega$. At each round Player 1 and Player 2 concurrently choose one action in $A$ and $B$, respectively. Player 1 wins iff the…
The decidability of the distributed version of the Ramadge and Wonham controller synthesis problem,where both the plant and the controllers are modeled as asynchronous automataand the controllers have causal memoryis a challenging open…
We study 2-player zero-sum concurrent (i.e., simultaneous move) stochastic B\"uchi games and Transience games on countable graphs. Two players, Max and Min, seek respectively to maximize and minimize the probability of satisfying the game…
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…
We address a central (and classical) issue in the theory of infinite games: the reduction of the memory size that is needed to implement winning strategies in regular infinite games (i.e., controllers that ensure correct behavior against…
We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding…
The deterministic membership problem for timed automata asks whether the timed language given by a nondeterministic timed automaton can be recognised by a deterministic timed automaton. An analogous problem can be stated in the setting of…
We study synthesis of reactive systems interacting with environments using an infinite data domain. A popular formalism for specifying and modelling such systems is register automata and transducers. They extend finite-state automata by…