Related papers: Automated Approach for Solving Infinite-state Poly…
We define reachability games based on Dynamic Epistemic Logic (DEL), where the players' actions are finely described as DEL action models. We first consider the setting where an external controller with perfect information interacts with an…
Reachability problems in infinite-state systems are often subject to extremely high complexity. This motivates the investigation of efficient overapproximations, where we add transitions to obtain a system in which reachability can be…
We consider games played on the transtion graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
Reachability analysis, in general, is a fundamental method that supports formally-correct synthesis, robust model predictive control, set-based observers, fault detection, invariant computation, and conformance checking, to name but a few.…
We consider two-player partial-observation stochastic games on finite-state graphs where player 1 has partial observation and player 2 has perfect observation. The winning condition we study are \omega-regular conditions specified as parity…
The satisfiability problem for branching-time temporal logics like CTL*, CTL and CTL+ has important applications in program specification and verification. Their computational complexities are known: CTL* and CTL+ are complete for doubly…
Simulation and bisimulation metrics for stochastic systems provide a quantitative generalization of the classical simulation and bisimulation relations. These metrics capture the similarity of states with respect to quantitative…
Blackwell's approachability is a framework where two players, the Decision Maker and the Environment, play a repeated game with vector-valued payoffs. The goal of the Decision Maker is to make the average payoff converge to a given set…
We investigate zero-sum turn-based two-player stochastic games in which the objective of one player is to maximize the amount of rewards obtained during a play, while the other aims at minimizing it. We focus on games in which the minimizer…
We study turn-based quantitative games of infinite duration opposing two antagonistic players and played over graphs. This model is widely accepted as providing the adequate framework for formalizing the synthesis question for reactive…
Iterated admissibility is a well-known and important concept in classical game theory, e.g. to determine rational behaviors in multi-player matrix games. As recently shown by Berwanger, this concept can be soundly extended to infinite games…
In the theory of games on infinite-state arenas, there is a stark contrast between (i) recursion-based models such as pushdown systems and extensions on one hand, and (ii) counter-based models like vector addition systems with states (VASS)…
This paper reframes approachability theory within the context of population games. Thus, whilst one player aims at driving her average payoff to a predefined set, her opponent is not malevolent but rather extracted randomly from a…
We investigate a game played between two players, Maker and Breaker, on a countably infinite complete graph where the vertices are the rational numbers. The players alternately claim unclaimed edges. It is Maker's goal to have after…
Parity games are abstract infinite-round games that take an important role in formal verification. In the basic setting, these games are two-player, turn-based, and played under perfect information on directed graphs, whose nodes are…
We show the existence and effective computability of optimal winning strategies for request-response games in case the quality of a play is measured by the limit superior of the mean accumulated waiting times between requests and their…
This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph G, a…
We study $n$-player turn-based games played on a finite directed graph. For each play, the players have to pay a cost that they want to minimize. Instead of the well-known notion of Nash equilibrium (NE), we focus on the notion of subgame…
Games on graphs provide a natural model for reactive non-terminating systems. In such games, the interaction of two players on an arena results in an infinite path that describes a run of the system. Different settings are used to model…
In multiplayer games with sequential decision-making, self-interested players form dynamic coalitions to achieve most-preferred temporal goals beyond their individual capabilities. We introduce a novel procedure to synthesize strategies…