Related papers: Adversarial Synchronization
We show that deterministic finite automata equipped with $k$ two-way heads are equivalent to deterministic machines with a single two-way input head and $k-1$ linearly bounded counters if the accepted language is strictly bounded, i.e., a…
Two-player zero-sum games of infinite duration and their quantitative versions are used in verification to model the interaction between a controller (Eve) and its environment (Adam). The question usually addressed is that of the existence…
In the last years, the DeepMind algorithm AlphaZero has become the state of the art to efficiently tackle perfect information two-player zero-sum games with a win/lose outcome. However, when the win/lose outcome is decided by a final score…
We introduce deterministic suffix-reading automata (DSA), a new automaton model over finite words. Transitions in a DSA are labeled with words. From a state, a DSA triggers an outgoing transition on seeing a word ending with the…
We consider a modification of the voter model in which a set of interacting elements (agents) can be in either of two equivalent states (A or B) or in a third additional mixed AB state. The model is motivated by studies of language…
We introduce two-player games which build words over infinite alphabets, and we study the problem of checking the existence of winning strategies. These games are played by two players, who take turns in choosing valuations for variables…
This paper considers online optimization for a system that performs a sequence of back-to-back tasks. Each task can be processed in one of multiple processing modes that affect the duration of the task, the reward earned, and an additional…
In repeated games, players choose actions concurrently at each step. We consider a parameterized setting of repeated games in which the players form a population of an arbitrary size. Their utility functions encode a reachability objective.…
We use a recently discovered constrained de Finetti reduction (aka "Post-Selection Lemma") to study the parallel repetition of multi-player non-local games under no-signalling strategies. Since the technique allows us to reduce general…
Online learning algorithms that minimize regret provide strong guarantees in situations that involve repeatedly making decisions in an uncertain environment, e.g. a driver deciding what route to drive to work every day. While regret…
Wordle is a very popular word game that is owned by the New York Times. We can design parameterized strategies for solving Wordle, based on probabilistic, statistical, and information-theoretical information about the games. The strategies…
Introducing the simplest of all No-Signalling Games: the RGB Game where two verifiers interrogate two provers, Alice and Bob, far enough from each other that communication between them is too slow to be possible. Each prover may be…
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…
Imitating successful behavior is a natural and frequently applied approach to trust in when facing scenarios for which we have little or no experience upon which we can base our decision. In this paper, we consider such behavior in atomic…
We investigate the order of the variance of the optimal alignments score of two independent iid binary random words having the same length. The letters are equiprobable, but the scoring function is such that one letter has a larger score…
Motivated by the human-machine interaction such as training chatbots for improving customer satisfaction, we study human-guided human-machine interaction involving private information. We model this interaction as a two-player turn-based…
The ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based…
We consider simulation games played between Spoiler and Duplicator on two B\"uchi automata in which the choices made by Spoiler can be buffered by Duplicator in several buffers before she executes them on her structure. We show that the…
In this paper, we propose a procedure that given an integer reset timed automaton (IRTA) ${\cal A}$, produces a language equivalent deterministic one clock IRTA ${\cal B}$ whose size is at most doubly exponential in the size of ${\cal A}$.…
Wall-clock convergence time and communication rounds are critical performance metrics in distributed learning with parameter-server setting. While synchronous methods converge fast but are not robust to stragglers; and asynchronous ones can…