相关论文: Winning Strategies for the Synchronization Game on…
The question if a deterministic finite automaton admits a software reset in the form of a so-called synchronizing word can be answered in polynomial time. In this paper, we extend this algorithmic question to deterministic automata beyond…
In this paper we provide an account of the Todd-Coxeter algorithm for computing congruences on semigroups and monoids. We also give a novel description of an analogue for semigroups of the so-called Felsch strategy from the Todd-Coxeter…
Perfect synchronicity in $N$-player games is a useful theoretical dream, but communication delays are inevitable and may result in asynchronous interactions. Some systems such as financial markets are asynchronous by design, and yet most…
We investigate networks of automata that synchronise over common action labels. A graph synchronisation topology between the automata is defined in such a way that two automata are connected iff they can synchronise over an action. We show…
We introduce a notion of synchronization for higher-dimensional automata, based on coskeletons of cubical sets. Categorification transports this notion to the setting of categorical transition systems. We apply the results to study the…
We consider the structures given by repeatedly generalising the definition of finite state automata by symmetry considerations, and constructing analogues of transition monoids at each step. This approach first gives us non-deterministic…
This paper considers the existence of short synchronizing words in deterministic finite automata (DFAs). We define two general strategies for generating synchronizing words, and we show that each of these strategies can be applied if and…
We study the dynamics of an ensemble of globally coupled chaotic logistic maps under the action of a learning algorithm aimed at driving the system from incoherent collective evolution to a state of spontaneous full synchronization.…
We consider the two-player game chomp on posets associated to numerical semigroups and show that the analysis of strategies for chomp is strongly related to classical properties of semigroups. We characterize, which player has a…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
In this paper, we focus on the need for two approaches to optimize producer and consumer synchronization for auto-parallelizing compiler. Emphasis is placed on the construction of a criterion model by which the compiler reduce the number of…
There are few known universality classes of absorbing phase transitions in one dimension and most models fall in the well-known directed percolation (DP) class. Synchronization is a transition to an absorbing state and this transition is…
The replicator dynamics of players choosing either mixed or pure strategies are usually regarded as equivalent, as long as strategies are played with identical frequencies. In this paper we show that a population of pure strategists can be…
For a finite state automaton, a synchronizing sequence is an input sequence that takes all the states to the same state. Checking the existence of a synchronizing sequence and finding a synchronizing sequence, if one exists, can be…
We apply several quantization schemes to simple versions of the Chinos game. Classically, for two players with one coin each, there is a symmetric stable strategy that allows each player to win half of the times on average. A partial…
Synchronization is the process of achieving identical dynamics among coupled identical units. If the units are different from each other, their dynamics cannot become identical; yet, after transients, there may emerge a functional…
We develop an effective and natural approach to interpret any semigroup admitting a special language of greedy normal forms as an automaton semigroup,namely the semigroup generated by a Mealy automaton encoding the behaviour of such a…
With the advent of 21st century and increasing advancements in the field of technology and connectivity, inter-networking in real-time has achieved great importance. Distributed control and multi-agent paradigm has groped rapidly with…
Motivated by reconstruction results by Rubin, we introduce a new reconstruction notion for permutation groups, transformation monoids and clones, called automatic action compatibility, which entails automatic homeomorphicity. We further…
We propose a method to construct finite-state reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration two-player games over (possibly) infinite graphs. The proposed method…