Related papers: One-clock synthesis problems
Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while…
We present an approach for systematically anticipating the actions and policies employed by \emph{oblivious} environments in concurrent stochastic games, while maximizing a reward function. Our main contribution lies in the synthesis of a…
Our main technical contribution is a polynomial-time determinisation procedure for history-deterministic B\"uchi automata, which settles an open question of Kuperberg and Skrzypczak, 2015. A key conceptual contribution is the lookahead…
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…
We present a controller synthesis algorithm for a discrete time reach-avoid problem in the presence of adversaries. Our model of the adversary captures typical malicious attacks envisioned on cyber-physical systems such as sensor spoofing,…
Imitation is simple behavior which uses successful actions of others in order to deal with one's own problems. Because success of imitation generally depends on whether profit of an imitating agent coincides with those of other agents or…
Imitation sometimes achieves success in multi-agent situations even though it is very simple. In game theory, success of imitation has been characterized by unbeatability against other agents. Previous studies specified conditions under…
The manual implementation of distributed systems is an error-prone task because of the asynchronous interplay of components and the environment. Bounded synthesis automatically generates an implementation for the specification of the…
This paper studies the synthesis of control policies for an agent that has to satisfy a temporal logic specification in a partially observable environment, in the presence of an adversary. The interaction of the agent (defender) with the…
In the game-theoretic approach to controller synthesis, we model the interaction between a system to be controlled and its environment as a game between these entities, and we seek an appropriate (e.g., winning or optimal) strategy for the…
Graph games of infinite length are a natural model for open reactive processes: one player represents the controller, trying to ensure a given specification, and the other represents a hostile environment. The evolution of the system…
Priced timed games (PTGs) are two-player zero-sum games played on the infinite graph of configurations of priced timed automata where two players take turns to choose transitions in order to optimize cost to reach target states. Bouyer et…
Reactive computer systems bear inherent complexity due to continuous interactions with their environment. While this environment often proves to be uncontrollable, we still want to ensure that critical computer systems will not fail, no…
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…
History-deterministic automata are a restricted class of nondeterministic automata where the nondeterminism while reading an input can be resolved successfully based on the prefix read so far. History-deterministic automata are…
In reactive synthesis, the goal is to automatically generate an implementation from a specification of the reactive and non-terminating input/output behaviours of a system. Specifications are usually modelled as logical formulae or automata…
In this paper, we study the parameter synthesis problem for a class of parametric timed automata. The problem asks to construct the set of valuations of the parameters in the parametric timed automa- ton, referred to as the feasible region,…
Petri games are a multiplayer game model for the automatic synthesis of distributed systems. We compare two fundamentally different approaches for solving Petri games. The symbolic approach decides the existence of a winning strategy via a…
In this paper, we present an approach for fault-tolerant synthesis by combining predefined patterns for fault-tolerance with algorithmic game solving. A non-fault-tolerant system, together with the relevant fault hypothesis and…
Parametric timed automata extend the standard timed automata with the possibility to use parameters in the clock guards. In general, if the parameters are real-valued, the problem of language emptiness of such automata is undecidable even…