相关论文: Global Winning Conditions in Synthesis of Distribu…
Recent work by Atserias and Dawar (J. Log. Comp 2019) and Tucker-Foltz (LMCS 2024) has established undefinability results in fixed-point logic with counting (FPC) corresponding to many classical complexity results from the hardness of…
We present a (semi)-algorithm to compute winning strategies for parametric timed games. Previous algorithms only synthesized constraints on the clock parameters for which the game is winning. A new definition of (winning) strategies is…
Mean-payoff games play a central role in quantitative synthesis and verification. In a single-dimensional game a weight is assigned to every transition and the objective of the protagonist is to assure a non-negative limit-average weight.…
Ensuring that AI systems make strategic decisions aligned with the specified preferences in adversarial sequential interactions is a critical challenge for developing trustworthy AI systems, especially when the environment is stochastic and…
Mechanism design is a well-established game-theoretic paradigm for designing games to achieve desired outcomes. This paper addresses a closely related but distinct concept, equilibrium design. Unlike mechanism design, the designer's…
Partial methods play an important role in formal methods and beyond. Recently such methods were developed for parity games, where polynomial-time partial solvers decide the winners of a subset of nodes. We investigate here how effective…
Petri nets are a popular formalism for modeling and analyzing distributed systems. Tokens in Petri net models can represent the control flow state or resources produced/consumed by transition firings. We define a resource as a part (a…
The iterated prisoner's dilemma is a game that produces many counter-intuitive and complex behaviors in a social environment, based on very simple basic rules. It illustrates that cooperation can be a good thing even in a competitive world,…
In decision-dependent games, multiple players optimize their decisions under a data distribution that shifts with their joint actions, creating complex dynamics in applications like market pricing. A practical consequence of these dynamics…
High level declarative constraints provide a powerful (and popular) way to define and construct control policies; however, most synthesis algorithms do not support specifying the degree of randomness (unpredictability) of the resulting…
Differential game logic (dGL) is a logic for specifying and verifying properties of hybrid games, i.e. games that combine discrete, continuous, and adversarial dynamics. Unlike hybrid systems, hybrid games allow choices in the system…
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…
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…
We consider imperative programs that involve both randomization and pure nondeterminism. The central question is how to find a strategy resolving the pure nondeterminism such that the so-obtained determinized program satisfies a given…
Admissible strategies, i.e. those that are not dominated by any other strategy, are a typical rationality notion in game theory. In many classes of games this is justified by results showing that any strategy is admissible or dominated by…
We consider imperfect information stochastic games where we require the players to use pure (i.e. non randomised) strategies. We consider reachability, safety, B\"uchi and co-B\"uchi objectives, and investigate the existence of…
We consider Markov decision processes (MDP) as generators of sequences of probability distributions over states. A probability distribution is p-synchronizing if the probability mass is at least p in a single state, or in a given set of…
We study which outcomes are implementable by disclosing coarse statistics of a data-generating process rather than its full distribution. Players observe data whose joint distribution is only partially known: they know the expectations of…
We study the decidability and complexity of non-cooperative rational synthesis problem (abbreviated as NCRSP) for some classes of probabilistic strategies. We show that NCRSP for stationary strategies and Muller objectives is in 3-EXPTIME,…
Planning is one of the most studied problems in computer science. In this paper, we consider the timeline-based approach, where the domain is modeled by a set of independent, but interacting, components, identified by a set of state…