10,483 research outputs found

    Timed Parity Games: Complexity and Robustness

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    We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose a time delay and an action, and the action with the shorter delay is chosen. To prevent a player from winning by blocking time, we restrict each player to play strategies that ensure that the player cannot be responsible for causing a zeno run. First, we present an efficient reduction of these games to \emph{turn-based} (i.e., not concurrent) \emph{finite-state} (i.e., untimed) parity games. Our reduction improves the best known complexity for solving timed parity games. Moreover, the rich class of algorithms for classical parity games can now be applied to timed parity games. The states of the resulting game are based on clock regions of the original game, and the state space of the finite game is linear in the size of the region graph. Second, we consider two restricted classes of strategies for the player that represents the controller in a real-time synthesis problem, namely, \emph{limit-robust} and \emph{bounded-robust} winning strategies. Using a limit-robust winning strategy, the controller cannot choose an exact real-valued time delay but must allow for some nonzero jitter in each of its actions. If there is a given lower bound on the jitter, then the strategy is bounded-robust winning. We show that exact strategies are more powerful than limit-robust strategies, which are more powerful than bounded-robust winning strategies for any bound. For both kinds of robust strategies, we present efficient reductions to standard timed automaton games. These reductions provide algorithms for the synthesis of robust real-time controllers

    Completeness of Flat Coalgebraic Fixpoint Logics

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    Modal fixpoint logics traditionally play a central role in computer science, in particular in artificial intelligence and concurrency. The mu-calculus and its relatives are among the most expressive logics of this type. However, popular fixpoint logics tend to trade expressivity for simplicity and readability, and in fact often live within the single variable fragment of the mu-calculus. The family of such flat fixpoint logics includes, e.g., LTL, CTL, and the logic of common knowledge. Extending this notion to the generic semantic framework of coalgebraic logic enables covering a wide range of logics beyond the standard mu-calculus including, e.g., flat fragments of the graded mu-calculus and the alternating-time mu-calculus (such as alternating-time temporal logic ATL), as well as probabilistic and monotone fixpoint logics. We give a generic proof of completeness of the Kozen-Park axiomatization for such flat coalgebraic fixpoint logics.Comment: Short version appeared in Proc. 21st International Conference on Concurrency Theory, CONCUR 2010, Vol. 6269 of Lecture Notes in Computer Science, Springer, 2010, pp. 524-53

    Preface

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    Overview of the contents of "Foundations of Software Science and Computational Structures: Selected papers from FOSSACS 2005

    Pure Nash Equilibria in Concurrent Deterministic Games

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    We study pure-strategy Nash equilibria in multi-player concurrent deterministic games, for a variety of preference relations. We provide a novel construction, called the suspect game, which transforms a multi-player concurrent game into a two-player turn-based game which turns Nash equilibria into winning strategies (for some objective that depends on the preference relations of the players in the original game). We use that transformation to design algorithms for computing Nash equilibria in finite games, which in most cases have optimal worst-case complexity, for large classes of preference relations. This includes the purely qualitative framework, where each player has a single omega-regular objective that she wants to satisfy, but also the larger class of semi-quantitative objectives, where each player has several omega-regular objectives equipped with a preorder (for instance, a player may want to satisfy all her objectives, or to maximise the number of objectives that she achieves.)Comment: 72 page

    Distances for Weighted Transition Systems: Games and Properties

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    We develop a general framework for reasoning about distances between transition systems with quantitative information. Taking as starting point an arbitrary distance on system traces, we show how this leads to natural definitions of a linear and a branching distance on states of such a transition system. We show that our framework generalizes and unifies a large variety of previously considered system distances, and we develop some general properties of our distances. We also show that if the trace distance admits a recursive characterization, then the corresponding branching distance can be obtained as a least fixed point to a similar recursive characterization. The central tool in our work is a theory of infinite path-building games with quantitative objectives.Comment: In Proceedings QAPL 2011, arXiv:1107.074
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