Related papers: Adversarial Synchronization
A word $w$ of letters on edges of underlying graph $\Gamma$ of deterministic finite automaton (DFA) is called synchronizing if $w$ sends all states of the automaton to a unique state. J. \v{C}erny discovered in 1964 a sequence of $n$-state…
While many games were designed for steganography and robust watermarking, few focused on reversible watermarking. We present a two-encoder game related to the rate-distortion optimization of content-adaptive reversible watermarking. In the…
The simulation of deterministic pushdown automata defined over a one-letter alphabet by finite state automata is investigated from a descriptional complexity point of view. We show that each unary deterministic pushdown automaton of size s…
This paper investigates how natural language communication with an AI agent affects human cooperative behaviour in indefinitely repeated Prisoner's Dilemma games. We conduct a laboratory experiment (n = 126) with two between-subjects…
We consider the problem {\sc Max Sync Set} of finding a maximum synchronizing set of states in a given automaton. We show that the decision version of this problem is PSPACE-complete and investigate the approximability of {\sc Max Sync Set}…
We consider cyclic Lotka-Volterra models with three and four strategies where at every interaction agents play a strategy using a time-dependent probability distribution. Agents learn from a loss by reducing the probability to play a losing…
We introduce the competitive assignment problem, a two-player version of the well-known assignment problem. Given a set of tasks and a set of agents with different efficiencies for different tasks, Alice and Bob take turns picking agents…
Predicting and modeling human behavior and finding trends within human decision-making processes is a major problem of social science. Rock Paper Scissors (RPS) is the fundamental strategic question in many game theory problems and…
Markov decision processes (MDP) are finite-state systems with both strategic and probabilistic choices. After fixing a strategy, an MDP produces a sequence of probability distributions over states. The sequence is eventually synchronizing…
We consider regret minimization in repeated games with a very large number of actions. Such games are inherent in the setting of AI Safety via Debate \cite{irving2018ai}, and more generally games whose actions are language-based. Existing…
We propose a multi-agent distributed reinforcement learning algorithm that balances between potentially conflicting short-term reward and sparse, delayed long-term reward, and learns with partial information in a dynamic environment. We…
We present efficient algorithms to reduce the size of nondeterministic B\"uchi word automata (NBA) and nondeterministic finite word automata (NFA), while retaining their languages. Additionally, we describe methods to solve PSPACE-complete…
A word w of letters on edges of underlying graph Gamma of deterministic finite automaton (DFA) is called the synchronizing word if w sends all states of the automaton to a unique state. J. Cerny discovered in 1964 a sequence of n-state…
Imagine that Alice and Bob, unable to communicate, are both given a 16-bit string such that the strings are either equal, or they differ in exactly 8 positions. Both parties are then supposed to output a 4-bit string in such a way that…
We study adversarial binary hypothesis testing under memory constraints. The test is a time-invariant randomized finite state machine (FSM) with S states. Associated with each hypothesis is a set of distributions. Given the hypothesis, the…
In this paper we present a unifying approach for deciding various bisimulations, simulation equivalences and preorders between two timed automata states. We propose a zone based method for deciding these relations in which we eliminate an…
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. All these automata are tightly related to primitive digraphs with large exponent.
Asynchronous automata are a model of distributed finite state processes synchronising on shared actions. A celebrated result by Zielonka shows how a deterministic asynchronous automaton (AA) can be synthesised, starting from two inputs: a…
In this paper we address the question of synchronizing random automata in the critical settings of almost-group automata. Group automata are automata where all letters act as permutations on the set of states, and they are not synchronizing…
An improved translation from alternating parity automata on infinite words to alternating weak automata is given. The blow-up of the number of states is related to the size of the smallest universal ordered trees and hence it is…