Related papers: Modular Attractor Acceleration in Infinite-State G…
Infinite-state games are a commonly used model for the synthesis of reactive systems with unbounded data domains. Symbolic methods for solving such games need to be able to construct intricate arguments to establish the existence of winning…
Two-player graph games have found numerous applications, most notably in the synthesis of reactive systems from temporal specifications, but also in verification. The relevance of infinite-state systems in these areas has lead to…
Infinite-state reactive synthesis has attracted significant attention in recent years, which has led to the emergence of novel symbolic techniques for solving infinite-state games. Temporal logics featuring variables over infinite domains…
Loop acceleration can be used to prove safety, reachability, runtime bounds, and (non-)termination of programs operating on integers. To this end, a variety of acceleration techniques has been proposed. However, all of them are monolithic:…
We propose a method to construct finite-state reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration two-player games over (possibly) infinite graphs. The proposed method…
Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is…
Loop acceleration can be used to prove safety, reachability, runtime bounds, and (non-)termination of programs. To this end, a variety of acceleration techniques has been proposed. However, so far all of them have been monolithic, i.e., a…
We present a robust framework with computational algorithms to support decision makers in sequential games. Our framework includes methods to solve games with complete information, assess the robustness of such solutions and, finally,…
Checking infinite-state systems is frequently done by encoding infinite sets of states as regular languages. Computing such a regular representation of, say, the set of reachable states of a system requires acceleration techniques that can…
We present abstract acceleration techniques for computing loop invariants for numerical programs with linear assignments and conditionals. Whereas abstract interpretation techniques typically over-approximate the set of reachable states…
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.…
We use matrix iteration theory to characterize acceleration in smooth games. We define the spectral shape of a family of games as the set containing all eigenvalues of the Jacobians of standard gradient dynamics in the family. Shapes…
Supermodular games find significant applications in a variety of models, especially in operations research and economic applications of noncooperative game theory, and feature pure strategy Nash equilibria characterized as fixed points of…
Inductions and game semantics are two useful extensions to traditional logic programming. To be specific, inductions can capture a wider class of provable formulas in logic programming. Adopting game semantics can make logic programming…
We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed…
Interactive theorem provers have been used extensively to reason about various software/hardware systems and mathematical theorems. The key challenge when using an interactive prover is finding a suitable sequence of proof steps that will…
An efficient and flexible engine for computing fixed points is critical for many practical applications. In this paper, we firstly present a goal-directed fixed point computation strategy in the logic programming paradigm. The strategy…
We show how solutions to many recursive arena equations can be computed in a natural way by allowing loops in arenas. We then equip arenas with winning functions and total winning strategies. We present two natural winning conditions…
Finite-state models of control systems were proposed by several researchers as a convenient mechanism to synthesize controllers enforcing complex specifications. Most techniques for the construction of such symbolic models have two main…
Autonomous agents should coordinate effectively without prior knowledge of others' intents. While prior work has focused on intent inference, we address the inverse problem: how agents can strategically demonstrate their intents within…