Related papers: Adversarial Synchronization
A word w is called a synchronizing (recurrent, reset) word of a deterministic finite automaton (DFA) if w brings all states of the automaton to some state; a DFA that has a synchronizing word is said to be synchronizing. Cerny conjectured…
We study the computational complexity of various problems related to synchronization of weakly acyclic automata, a subclass of widely studied aperiodic automata. We provide upper and lower bounds on the length of a shortest word…
Cerny's conjecture is a longstanding open problem in automata theory. We study two different concepts, which allow to approach it from a new angle. The first one is the triple rendezvous time, i.e., the length of the shortest word mapping…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
We present several infinite series of synchronizing automata for which the minimum length of reset words is close to the square of the number of states. These automata are closely related to primitive digraphs with large exponent.
It was conjectured by \v{C}ern\'y in 1964 that a synchronizing DFA on $n$ states always has a shortest synchronizing word of length at most $(n-1)^2$, and he gave a sequence of DFAs for which this bound is reached. In this paper, we…
Berlinkov has suggested an algorithm that, given a deterministic finite automaton $\mathcal{A}$, verifies whether or not $\mathcal{A}$ is synchronizing in linear (of the number of states and letters) expected time. We present a modification…
We train a single, goal-conditioned policy that can solve many robotic manipulation tasks, including tasks with previously unseen goals and objects. We rely on asymmetric self-play for goal discovery, where two agents, Alice and Bob, play a…
We study an atomic signaling game under stochastic evolutionary dynamics. There is a finite number of players who repeatedly update from a finite number of available languages/signaling strategies. Players imitate the most fit agents with…
We introduce the notion of adaptive synchronisation for pushdown automata, in which there is an external observer who has no knowledge about the current state of the pushdown automaton, but can observe the contents of the stack. The…
In automata theory, while determinisation provides a standard route to solving many common problems in automata theory, some weak forms of nondeterminism can be dealt with in some problems without costly determinisation. For example, the…
This paper considers a game-theoretic formulation of the covert communications problem with finite blocklength, where the transmitter (Alice) can randomly vary her transmit power in different blocks, while the warden (Willie) can randomly…
We study the class of word-building games, where two players pick letters from a finite alphabet to construct a finite or infinite word. The outcome is determined by whether the resulting word lies in a prescribed set (a win for player $A$)…
In this work, we consider "decision" variants of a monogamy-of-entanglement game by Tomamichel, Fehr, Kaniewski, and Wehner [New Journal of Physics '13]. In its original "search" variant, Alice prepares a (possibly entangled) state on…
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…
Hybrid games are games played on a finite graph endowed with real variables which may model behaviors of discrete controllers of continuous systems. The synthesis problem for hybrid games is decidable for classical objectives (like LTL…
A word $w$ is called synchronizing (recurrent, reset, magic, directable) word of deterministic finite automaton (DFA) if $w$ sends all states of the automaton to a unique state. In 1964 Jan \v{C}erny found a sequence of n-state complete DFA…
Instead of looking at the lengths of synchronizing words as in \v{C}ern\'y's conjecture, we look at the switch count of such words, that is, we only count the switches from one letter to another. Where the synchronizing words of the…
Quantum resources may provide advantage over their classical counterparts. Theoretically, in certain tasks, this advantage can be very high. In this work, we construct such a task based on a game, mediated by Referee and played between…
Learning in games has been widely used to solve many cooperative multi-agent problems such as coverage control, consensus, self-reconfiguration or vehicle-target assignment. One standard approach in this domain is to formulate the problem…