Related papers: One-clock synthesis problems
First cycle games (FCG) are played on a finite graph by two players who push a token along the edges until a vertex is repeated, and a simple cycle is formed. The winner is determined by some fixed property Y of the sequence of labels of…
History-determinism is a restricted notion of nondeterminism in automata, where the nondeterminism can be successfully resolved based solely on the prefix read so far. History-deterministic automata still allow for exponential succinctness…
Control problems not admitting the dynamic programming principle are known as time-inconsistent. The game-theoretic approach is to interpret such problems as intrapersonal dynamic games and look for subgame perfect Nash equilibria. A…
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…
We study countably infinite stochastic 2-player games with reachability objectives. Our results provide a complete picture of the memory requirements of $\varepsilon$-optimal (resp. optimal) strategies. These results depend on the size of…
Classic distributed control problems have an interesting dichotomy: they are either trivial or undecidable. If we allow the controllers to fully synchronize, then synthesis is trivial. In this case, controllers can effectively act as a…
The paper addresses the problem of optimization of a guaranteed (worst case) result for a control system driven by a controlling side in presence of a dynamical disturbance. The disturbances as functions of time are subject to functional…
We study the problem of clock synchronization in a networked system with arbitrary starts for all nodes. We consider a synchronous network of $n$ nodes, where each node has a local clock that is an integer counter. Eventually, clocks must…
We present an automata-based algorithm to synthesize omega-regular causes for omega-regular effects on executions of a reactive system, such as counterexamples uncovered by a model checker. Our theory is a generalization of temporal…
We show that it is decidable whether two regular languages of infinite trees are separable by a deterministic language, resp., a game language. We consider two variants of separability, depending on whether the set of priorities of the…
We study two-player \emph{take-away} games whose outcomes emulate two-state one-dimensional cellular automata, such as Wolfram's rules 60 and 110. Given an initial string consisting of a central data pattern and periodic left and right…
In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi…
The B\"uchi non-emptiness problem for timed automata refers to deciding if a given automaton has an infinite non-Zeno run satisfying the B\"uchi accepting condition. The standard solution to this problem involves adding an auxiliary clock…
In this paper, we investigate the control synthesis problem for Signal Temporal Logic (STL) specifications in the presence of uncontrollable agents. Existing works mainly address this problem in a robust control setting by assuming the…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
Bounded-rate multi-mode systems (BMMS) are hybrid systems that can switch freely among a finite set of modes, and whose dynamics is specified by a finite number of real-valued variables with mode-dependent rates that can vary within given…
Grim-trigger strategies are a fundamental mechanism for sustaining equilibria in iterated games: the players cooperate along an agreed path, and as soon as one player deviates, the others form a coalition to play him down to his minmax…
Ensuring that AI systems make strategic decisions aligned with the specified preferences in adversarial sequential interactions is a critical challenge for developing trustworthy AI systems, especially when the environment is stochastic and…
Regular games form a well-established class of games for analysis and synthesis of reactive systems. They include coloured Muller games, McNaughton games, Muller games, Rabin games, and Streett games. These games are played on directed…