Related papers: One-clock synthesis problems
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.…
Two-player games on graphs provide the mathematical foundation for the study of reactive systems. In the quantitative framework, an objective assigns a value to every play, and the goal of player 1 is to minimize the value of the objective.…
In a single-state repeated game, zero-determinant strategies can unilaterally force functions of the payoffs to take values in particular closed intervals. When the explicit use of a determinant is absent from the analysis, they are instead…
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…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph…
The question if a deterministic finite automaton admits a software reset in the form of a so-called synchronizing word can be answered in polynomial time. In this paper, we extend this algorithmic question to deterministic automata beyond…
We prove the existence and computability of optimal strategies in weighted limit games, zero-sum infinite-duration games with a B\"uchi-style winning condition requiring to produce infinitely many play prefixes that satisfy a given regular…
Reactive synthesis is a framework for modeling and automatically synthesizing strategies in robotics, typically through computing a \emph{winning} strategy in a 2-player game between the robot and the environment. Winning strategies,…
We consider concurrent mean-payoff games, a very well-studied class of two-player (player 1 vs player 2) zero-sum games on finite-state graphs where every transition is assigned a reward between 0 and 1, and the payoff function is the…
We study two player reachability-price games on single-clock timed automata. The problem is as follows: given a state of the automaton, determine whether the first player can guarantee reaching one of the designated goal locations. If a…
Although mixed extensions of finite games always admit equilibria, this is not the case for countable games, the best-known example being Wald's pick-the-larger-integer game. Several authors have provided conditions for the existence of…
For decades, two-player (antagonistic) games on graphs have been a framework of choice for many important problems in theoretical computer science. A notorious one is controller synthesis, which can be rephrased through the game-theoretic…
Synthesis is the automated construction of a system from its specification. The system has to satisfy its specification in all possible environments. Modern systems often interact with other systems, or agents. Many times these agents have…
We lay out a model of games with imperfect information that features explicit communication actions, by which the entire observation history of a player is revealed to another player. Such full-information protocols are common in…
We identify a decidable synthesis problem for a class of programs of unbounded size with conditionals and iteration that work over infinite data domains. The programs in our class use uninterpreted functions and relations, and abide by a…
We propose novel controller synthesis techniques for probabilistic systems modelled using stochastic two-player games: one player acts as a controller, the second represents its environment, and probability is used to capture uncertainty…
Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of…
Model-checking the alternating-time temporal logics ATL and ATL* with incomplete information is undecidable for perfect recall semantics. However, when restricting to memoryless strategies the model-checking problem becomes decidable. In…
An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to…
The distributed synthesis problem is about constructing cor- rect distributed systems, i.e., systems that satisfy a given specification. We consider a slightly more general problem of distributed control, where the goal is to restrict the…