Related papers: History-Constrained Systems
We study the safety verification problem for parameterized systems under the release-acquire (RA) semantics. It has been shown that the problem is intractable for systems with unlimited access to atomic compare-and-swap (CAS) instructions.…
In this paper, we consider the task of learning control policies for text-based games. In these games, all interactions in the virtual world are through text and the underlying state is not observed. The resulting language barrier makes…
Variational inequality problems allow for capturing an expansive class of problems, including convex optimization problems, convex Nash games and economic equilibrium problems, amongst others. Yet in most practical settings, such problems…
The behavioural theory of concurrent systems states that any concurrent system can be captured by a behaviourally equivalent concurrent Abstract State Machine (cASM). While the theory in general assumes shared locations, it remains valid,…
Classical game-theoretic models typically assume rational agents, complete information, and common knowledge of payoffs - assumptions that are often violated in real-world MAS characterized by uncertainty, misaligned perceptions, and nested…
We study decidability of verification problems for timed automata extended with unbounded discrete data structures. More detailed, we extend timed automata with a pushdown stack. In this way, we obtain a strong model that may for instance…
In this thesis we introduce quantum refereed games, which are quantum interactive proof systems with two competing provers. We focus on a restriction of this model that we call "short quantum games" and we prove an upper bound and a lower…
We consider concurrent stochastic games played on graphs with reachability and safety objectives. These games can be solved by value iteration as well as strategy iteration, each of them yielding a sequence of under-approximations of the…
We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both…
Combining local exceptions and first class continuations leads to programs with complex control flow, as well as the possibility of expressing powerful constructs such as resumable exceptions. We describe and compare games models for a…
Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with…
We consider finite horizon reach-avoid problems for discrete time stochastic systems. Our goal is to construct upper bound functions for the reach-avoid probability by means of tractable convex optimization problems. We achieve this by…
Artifact systems are a novel paradigm for specifying and implementing business processes described in terms of interacting modules called artifacts. Artifacts consist of data and lifecycles, accounting respectively for the relational…
We consider the notion of herdability, a set-based reachability condition, which asks whether the state of a system can be controlled to be element-wise larger than a non-negative threshold. First a number of foundational results on…
We study turn-based stochastic zero-sum games with lexicographic preferences over reachability and safety objectives. Stochastic games are standard models in control, verification, and synthesis of stochastic reactive systems that exhibit…
We study two-player multi-weighted reachability games played on a finite directed graph, where an agent, called P1, has several quantitative reachability objectives that he wants to optimize against an antagonistic environment, called P2.…
Spatial concurrent constraint programming (SCCP) is an algebraic model of spatial modalities in constrained-based process calculi; it can be used to reason about spatial information distributed among the agents of a system. This work…
Hybrid Rebeca is a modeling framework for asynchronous event-based cyber-physical systems (CPSs). In this work, we extend Hybrid Rebeca to allow the modeling of non-deterministic time behavior. Besides the syntactical extension, we…
Message sequence charts (MSCs) visually represent interactions in distributed systems that communicate through FIFO channels. High-level MSCs (HMSCs) extend MSCs with choice, concatenation, and iteration, allowing for the specification of…
We consider the reachability problem on transition systems corresponding to succinct one-counter machines, that is, machines where the counter is incremented or decremented by a value given in binary.