相关论文: Church Synthesis on Register Automata over Linearl…
We study alternating register automata on data words and data trees in relation to logics. A data word (resp. data tree) is a word (resp. tree) whose every position carries a label from a finite alphabet and a data value from an infinite…
We study the (parameter) synthesis problem for one-counter automata with parameters. One-counter automata are obtained by extending classical finite-state automata with a counter whose value can range over non-negative integers and be…
The theory of sequences, supported by many SMT solvers, can model program data types including bounded arrays and lists. Sequences are parameterized by the element data type and provide operations such as accessing elements, concatenation,…
In this paper we study two-player games with asymmetric partial observation and an energy objective. Such games are played on a weighted automaton by Eve, choosing actions, and Adam, choosing a transition labelled with the given action. Eve…
Given a specification of linear-time temporal logic interpreted over finite traces (LTLf), the reactive synthesis problem asks to find a finitely-representable, terminating controller that reacts to the uncontrollable actions of an…
On finite structures, there is a well-known connection between the expressive power of Datalog, finite variable logics, the existential pebble game, and bounded hypertree duality. We study this connection for infinite structures. This has…
The classical LTL synthesis problem is purely qualitative: the given LTL specification is realized or not by a reactive system. LTL is not expressive enough to formalize the correctness of reactive systems with respect to some quantitative…
Reactive synthesis is a framework for modeling and automatically synthesizing strategies in robotics, typically through computing a \emph{winning} strategy in a 2-player game between the robot and the environment. Winning strategies,…
Classical objectives in two-player zero-sum games played on graphs often deal with limit behaviors of infinite plays: e.g., mean-payoff and total-payoff in the quantitative setting, or parity in the qualitative one (a canonical way to…
Two-player games on graphs provide the mathematical foundation for the study of reactive systems. In the quantitative framework, an objective assigns a value to every play, and the goal of player 1 is to minimize the value of the objective.…
Reactive computer systems bear inherent complexity due to continuous interactions with their environment. While this environment often proves to be uncontrollable, we still want to ensure that critical computer systems will not fail, no…
The synthesis problem asks to construct a reactive finite-state system from an $\omega$-regular specification. Initial specifications are often unrealizable, which means that there is no system that implements the specification. A common…
Most specification languages express only qualitative constraints. However, among two implementations that satisfy a given specification, one may be preferred to another. For example, if a specification asks that every request is followed…
We prove that the determinacy of Gale-Stewart games whose winning sets are accepted by real-time 1-counter B\"uchi automata is equivalent to the determinacy of (effective) analytic Gale-Stewart games which is known to be a large cardinal…
We prove that the determinacy of Gale-Stewart games whose winning sets are accepted by real-time 1-counter B\"uchi automata is equivalent to the determinacy of (effective) analytic Gale-Stewart games which is known to be a large cardinal…
The distributed synthesis problem is about constructing cor- rect distributed systems, i.e., systems that satisfy a given specification. We consider a slightly more general problem of distributed control, where the goal is to restrict the…
We investigate certain word-construction games with variable turn orders. In these games, Alice and Bob take turns on choosing consecutive letters of a word of fixed length, with Alice winning if the result lies in a predetermined target…
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…
Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of…
Weighted timed games are zero-sum games played by two players on a timed automaton equipped with weights, where one player wants to minimise the cumulative weight while reaching a target. Used in a reactive synthesis perspective, this…