Related papers: History-Constrained Systems
In this paper we consider a local service-requirement assignment problem named exact capacitated domination from an algorithmic point of view. This problem aims to find a solution (a Nash equilibrium) to a game-theoretic model of public…
Congestion games model a wide variety of real-world resource congestion problems, such as selfish network routing, traffic route guidance in congested areas, taxi fleet optimization and crowd movement in busy areas. However, existing…
We introduce a formal notion of defendability against backdoors using a game between an attacker and a defender. In this game, the attacker modifies a function to behave differently on a particular input known as the "trigger", while…
As multi-agent systems move from short interactions to tool-using workflows with specialized roles and persistent state, completion becomes a runtime-control problem rather than a purely generative one. This preprint studies verify-gated…
We investigate a variation of the art gallery problem in which a team of mobile guards tries to track an unpredictable intruder in a simply-connected polygonal environment. In this work, we use the deployment strategy for diagonal guards…
We consider the model of parametrized asynchronous shared-memory pushdown systems, as introduced in [Hague'11]. In a series of recent papers it has been shown that reachability in this model is PSPACE-complete [Esparza, Ganty, Majumdar'13]…
In this paper, the graph based condition for the controllability of game based control system is presented when the control of regulator is not zero. A control framework which can describe realism well expressed as the game based control…
Bertrand et al. [1] (LMCS 2019) describe two-player zero-sum games in which one player tries to achieve a reachability objective in $n$ games (on the same finite arena) simultaneously by broadcasting actions, and where the opponent has full…
A hyperproperty relates executions of a program and is used to formalize security objectives such as confidentiality, non-interference, privacy, and anonymity. Formally, a hyperproperty is a collection of allowable sets of executions. A…
We propose a probabilistic hyperlogic called HyperSt$^2$ that can express hyperproperties of strategies in turn-based stochastic games. To the best of our knowledge, HyperSt$^2$ is the first hyperlogic for stochastic games. HyperSt$^2$ can…
We consider planning problems for graphs, Markov decision processes (MDPs), and games on graphs. While graphs represent the most basic planning model, MDPs represent interaction with nature and games on graphs represent interaction with an…
This paper is about reachability analysis in a restricted subclass of multi-pushdown automata. We assume that the control states of an automaton are partially ordered, and all transitions of an automaton go downwards with respect to the…
In this paper we consider the problem of finding an evolution of a dynamical system that originates and terminates in given sets of states. However, if such an evolution exists then it is usually not unique. We investigate this problem and…
This paper proposes a computationally efficient framework, based on interval analysis, for rigorous verification of nonlinear continuous-time dynamical systems with neural network controllers. Given a neural network, we use an existing…
Traditional reachability methods provide formal guarantees of safety under bounded disturbances. However, they strictly enforce state constraints as inviolable, which can result in overly conservative or infeasible solutions in complex…
A control system consists of a plant component and a controller which periodically computes a control input for the plant. We consider systems where the controller is implemented by a feedforward neural network with ReLU activations. The…
We introduce weighted one-deterministic-counter automata (ODCA). These are weighted one-counter automata (OCA) with the property of counter-determinacy, meaning that all paths labelled by a given word starting from the initial configuration…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
There are many types of automata and grammar models that have been studied in the literature, and for these models, it is common to determine whether certain problems are decidable. One problem that has been difficult to answer throughout…
The increasingly pervasive connectivity of today's information systems brings up new challenges to security. Traditional security has accomplished a long way toward protecting well-defined goals such as confidentiality, integrity,…