相关论文: Global Winning Conditions in Synthesis of Distribu…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety…
This paper is about a set-based computing method for solving a general class of two-player zero-sum Stackelberg differential games. We assume that the game is modeled by a set of coupled nonlinear differential equations, which can be…
We analyse the computational complexity of finding Nash equilibria in turn-based stochastic multiplayer games with omega-regular objectives. We show that restricting the search space to equilibria whose payoffs fall into a certain interval…
We identify a decidable synthesis problem for a class of programs of unbounded size with conditionals and iteration that work over infinite data domains. The programs in our class use uninterpreted functions and relations, and abide by 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…
Partial observability and controllability are two well-known issues in test-case synthesis for interactive systems. We address the problem of partial control in the synthesis of test cases from timed-automata specifications. Building on the…
We study synthesis problems with constraints in partially observable Markov decision processes (POMDPs), where the objective is to compute a strategy for an agent that is guaranteed to satisfy certain safety and performance specifications.…
Synthesis is a particularly challenging problem for concurrent programs. At the same time it is a very promising approach, since concurrent programs are difficult to get right, or to analyze with traditional verification techniques. This…
We study reachability games on recursive timed automata (RTA) that generalize Alur-Dill timed automata with recursive procedure invocation mechanism similar to recursive state machines. It is known that deciding the winner in reachability…
Reaching a consensus in a swarm of robots is one of the fundamental problems in swarm robotics, examining the possibility of reaching an agreement within the swarm members. The recently-introduced contamination problem offers a new…
We generalize the system level synthesis framework to systems defined by bounded causal linear operators, and use this parameterization to make connections between robust system level synthesis and classical results from the robust control…
Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis…
This paper considers the problem of co-synthesis in $k$-player games over a finite graph where each player has an individual $\omega$-regular specification $\phi_i$. In this context, a secure equilibrium (SE) is a Nash equilibrium w.r.t.…
We consider a class of nonlocal games that are related to binary constraint systems (BCSs) in a manner similar to the games implicit in the work of Mermin [N.D. Mermin, "Simple unified form for the major no-hidden-variables theorems," Phys.…
We use ideas from distributed computing and game theory to study dynamic and decentralized environments in which computational nodes, or decision makers, interact strategically and with limited information. In such environments, which arise…
Imitation is simple behavior which uses successful actions of others in order to deal with one's own problems. Because success of imitation generally depends on whether profit of an imitating agent coincides with those of other agents or…
Coding theory plays a crucial role in ensuring data integrity and reliability across various domains, from communication to computation and storage systems. However, its reliance on trust assumptions for data recovery, which requires the…
We show that it is decidable whether two regular languages of infinite trees are separable by a deterministic language, resp., a game language. We consider two variants of separability, depending on whether the set of priorities of the…
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…
A game-theoretic model for the study of dynamic networks is analyzed. The model is motivated by communication networks that are subject to failure of nodes and where the restoration needs resources. The corresponding two-player game is…