Related papers: Adversarial Synchronization
Every language recognized by a non-deterministic finite automaton can be recognized by a deterministic automaton, at the cost of a potential increase of the number of states, which in the worst case can go from $n$ states to $2^n$ states.…
We consider the first problem that appears in any application of synchronizing automata, namely, the problem of deciding whether or not a given $n$-state $k$-letter automaton is synchronizing. First we generalize results from…
In this paper, we study algorithms for special cases of energy games, a class of turn-based games on graphs that show up in the quantitative analysis of reactive systems. In an energy game, the vertices of a weighted directed graph belong…
We exhibit a winning strategy for Synchronizer in the synchronization game on every synchronizing automaton in whose transition monoid the regular D-classes form subsemigroups
A neat question involving coin flips surfaced on $\Bbb X$, and generated an intensive `storm' of `social mathematics'. In a sequence of flips of a fair coin, Alice wins a point at each appearance of two consecutive heads, and Bob wins a…
We describe a minimization procedure for nondeterministic B\"uchi automata (NBA). For an automaton A another automaton A_min with the minimal number of states is learned with the help of a SAT-solver. This is done by successively computing…
We study alternating good-for-games (GFG) automata, i.e., alternating automata where both conjunctive and disjunctive choices can be resolved in an online manner, without knowledge of the suffix of the input word still to be read. We show…
In this paper we investigate careful synchronization of one-cluster partial automata. First we prove that in general case the shortest carefully synchronizing word for such automata is of length $2^\frac{n}{2} + 1$, where $n$ is the number…
We study alternating parity good-for-games (GFG) automata, i.e., alternating parity automata where both conjunctive and disjunctive choices can be resolved in an online manner, without knowledge of the suffix of the input word still to be…
Using combinatorial properties of incomplete sets in a free monoid we construct a series of n-state deterministic automata with zero whose shortest synchronizing word has length n^2/4+n/2-1.
For any synchronizing $n$-state deterministic automaton, \v{C}ern\'{y} conjectures the existence of a synchronizing word of length at most $(n-1)^2$. We prove that there exists a synchronizing word of length at most $2n^2 - 7n + 7$ for…
Synchronizing words in classical automata theory provide a mechanism to reset any state of a deterministic automaton to a specific target state via a carefully chosen finite sequence of transition rules. In this work, we extend the concept…
Deterministic synchronous systems consisting of two finite automata running in opposite directions on a shared read-only input are studied with respect to their ability to perform reversible computations, which means that the automata are…
We introduce new techniques for proving lower bounds on the running time of randomized algorithms for asynchronous agreement against powerful adversaries. In particular, we define a \emph{strongly adaptive adversary} that is computationally…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. Our main result, the interreducibility of the existence of sure winning strategies for the protagonist,…
The whitespace-discovery problem describes two parties, Alice and Bob, trying to establish a communication channel over one of a given large segment of whitespace channels. Subsets of the channels are occupied in each of the local…
We study the following repeated non-atomic routing game. In every round, nature chooses a state in an i.i.d. manner according to a publicly known distribution, which influences link latency functions. The system planner makes private route…
In the game of Matching Pennies, Alice and Bob each hold a penny, and at every tick of the clock they simultaneously display the head or the tail sides of their coins. If they both display the same side, then Alice wins Bob's penny; if they…
We present a new heuristic algorithm finding reset words. The algorithm called CutOff-IBFS is based on a simple idea of inverse breadth-first-search in the power automaton. We perform an experimental investigation of effectiveness compared…
We propose a new model of a distributed game, called an ATS game, which is played on a non-deterministic asynchronous transition system -- a natural distributed finite-state device working on Mazurkiewicz traces. This new…