相关论文: Church Synthesis on Register Automata over Linearl…
Petri games are a multiplayer game model for the automatic synthesis of distributed systems. We compare two fundamentally different approaches for solving Petri games. The symbolic approach decides the existence of a winning strategy via a…
Reactive synthesis aims at automatic construction of systems from their behavioural specifications. The research mostly focuses on synthesis of systems dealing with Boolean signals. But real-life systems are often described using…
We consider the problems of liveness verification and liveness synthesis for recursive programs. The liveness verification problem (LVP) is to decide whether a given omega-context-free language is contained in a given omega-regular…
Existing approaches to the synthesis of reactive systems typically involve the construction of transition systems such as Mealy automata. However, in order to obtain a succinct representation of the desired system, structured programs can…
Petri games are a multi-player game model for the automatic synthesis of distributed systems, where the players are represented as tokens on a Petri net and are grouped into environment players and system players. As long as the players…
In this invited contribution, we propose a comprehensive introduction to game theory applied in computer aided synthesis. In this context, we give some classical results on two-player zero-sum games and then on multi-player non zero-sum…
In this paper, we develop a game-theoretic account of concurrent separation logic. To every execution trace of the Code confronted to the Environment, we associate a specification game where Eve plays for the Code, and Adam for the…
Graph games played by two players over finite-state graphs are central in many problems in computer science. In particular, graph games with $\omega$-regular winning conditions, specified as parity objectives, which can express properties…
Contract automata allow to formally define the behaviour of service contracts in terms of service offers and requests, some of which are moreover optional and some of which are necessary. A composition of contracts is said to be in…
The transducer synthesis problem on finite words asks, given a specification $S \subseteq I \times O$, where $I$ and $O$ are sets of finite words, whether there exists an implementation $f: I \rightarrow O$ which (1) fulfils the…
Often one has a preference order among the different systems that satisfy a given specification. Under a probabilistic assumption about the possible inputs, such a preference order is naturally expressed by a weighted automaton, which…
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…
Fragments of first-order logic over words can often be characterized in terms of finite monoids or finite semigroups. Usually these algebraic descriptions yield decidability of the question whether a given regular language is definable in a…
Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This…
In this report, we inspect the application of an evolutionary approach to the game of Rack'O, which is a card game revolving around the notion of decision making. We first apply the evolutionary technique for obtaining a set of rules over…
Most approaches to the synthesis of reactive systems study the problem in terms of a two-player game with complete observation. In many applications, however, the system's environment consists of several distinct entities, and the system…
We present a new algorithm to solve the supervisory control problem over non-terminating processes modeled as $\omega$-regular automata. A solution to this problem was obtained by Thistle in 1995 which uses complex manipulations of…
We present a general theorem for distributed synthesis problems in coordination games with $\omega$-regular objectives of the form: If there exists a winning strategy for the coalition, then there exists an "essential" winning strategy,…
Reactive synthesis is a class of methods to construct a provably-correct control system, referred to as a robot, with respect to a temporal logic specification in the presence of a dynamic and uncontrollable environment. This is achieved by…
The object of this study are countably infinite games with perfect information that allow players to choose among arbitrarily many moves in a turn; in particular, we focus on the generalisations of the finite board games of Hex and…