Related papers: An algebraic characterisation of Eve-positional la…
Concurrent parameterized games involve a fixed yet arbitrary number of players. They are described by finite arenas in which the edges are labeled with languages that describe the possible move combinations leading from one vertex to…
The class of omega-regular languages provides a robust specification language in verification. Every omega-regular condition can be decomposed into a safety part and a liveness part. The liveness part ensures that something good happens…
We introduce layered automata, a subclass of alternating parity automata that generalises deterministic automata. Assuming a consistency property, these automata are history deterministic and 0-1 probabilistic. We show that every…
Post-training alignment optimizes language models to match human preference signals, but this objective is not equivalent to modeling observed human behavior. We compare 120 base-aligned model pairs on more than 10,000 real human decisions…
The game tree languages can be viewed as an automata-theoretic counterpart of parity games on graphs. They witness the strictness of the index hierarchy of alternating tree automata, as well as the fixed-point hierarchy over binary trees.…
We consider extensions of monadic second order logic over $\omega$-words, which are obtained by adding one language that is not $\omega$-regular. We show that if the added language $L$ has a neutral letter, then the resulting logic is…
We study observation-based strategies for two-player turn-based games on graphs with omega-regular objectives. An observation-based strategy relies on imperfect information about the history of a play, namely, on the past sequence of…
We propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the…
We present a general framework for evolutionary learning to emergent unbiased state representation without any supervision. Evolutionary frameworks such as self-play converge to bad local optima in case of multi-agent reinforcement learning…
We consider partially observable Markov decision processes (POMDPs) with {\omega}-regular conditions specified as parity objectives. The class of {\omega}-regular languages extends regular languages to infinite strings and provides a robust…
We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is…
$\omega$-clones are multi-sorted structures that naturally emerge as algebras for infinite trees, just as $\omega$-semigroups are convenient algebras for infinite words. In the algebraic theory of languages, one hopes that a language is…
The third author noticed in his 1992 PhD Thesis [Sim92] that every regular tree language of infinite trees is in a class $\Game (D\_n({\bf\Sigma}^0\_2))$ for some natural number $n\geq 1$, where $\Game$ is the game quantifier. We first give…
This paper investigates acceptance conditions for finite automata recognizing omega-regular languages. As a first result, we show that, under any acceptance condition that can be defined in the MSO logic, a finite automaton can recognize at…
Let $X=(V\!X,E\!X)$ be an infinite, locally finite, connected graph without loops or multiple edges. We consider the edges to be oriented, and $E\!X$ is equipped with an involution which inverts the orientation. Each oriented edge is…
We introduce good-for-games $\omega$-pushdown automata ($\omega$-GFG-PDA). These are automata whose nondeterminism can be resolved based on the input processed so far. Good-for-gameness enables automata to be composed with games, trees, and…
Random experiments that are simple and clear enough to be performed by human agents feature prominently in the teaching of elementary stochastics as well as in games. We present Alea, a domain-specific language for the specification of…
We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is…
Transformer language models encode the notion of word order using positional information. Most commonly, this positional information is represented by absolute position embeddings (APEs), that are learned from the pretraining data. However,…
Transformer language models have made tremendous strides in natural language understanding tasks. However, the complexity of natural language makes it challenging to ascertain how accurately these models are tracking the world state…