129 research outputs found

    Unitary Noise and the Mermin-GHZ Game

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    Communication complexity is an area of classical computer science which studies how much communication is necessary to solve various distributed computational problems. Quantum information processing can be used to reduce the amount of communication required to carry out some distributed problems. We speak of pseudo-telepathy when it is able to completely eliminate the need for communication. Since it is generally very hard to perfectly implement a quantum winning strategy for a pseudo-telepathy game, quantum players are almost certain to make errors even though they use a winning strategy. After introducing a model for pseudo-telepathy games, we investigate the impact of erroneously performed unitary transformations on the quantum winning strategy for the Mermin-GHZ game. The question of how strong the unitary noise can be so that quantum players would still be better than classical ones is also dealt with

    On the Expressiveness of Markovian Process Calculi with Durational and Durationless Actions

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    Several Markovian process calculi have been proposed in the literature, which differ from each other for various aspects. With regard to the action representation, we distinguish between integrated-time Markovian process calculi, in which every action has an exponentially distributed duration associated with it, and orthogonal-time Markovian process calculi, in which action execution is separated from time passing. Similar to deterministically timed process calculi, we show that these two options are not irreconcilable by exhibiting three mappings from an integrated-time Markovian process calculus to an orthogonal-time Markovian process calculus that preserve the behavioral equivalence of process terms under different interpretations of action execution: eagerness, laziness, and maximal progress. The mappings are limited to classes of process terms of the integrated-time Markovian process calculus with restrictions on parallel composition and do not involve the full capability of the orthogonal-time Markovian process calculus of expressing nondeterministic choices, thus elucidating the only two important differences between the two calculi: their synchronization disciplines and their ways of solving choices

    On Modal {\mu}-Calculus over Finite Graphs with Bounded Strongly Connected Components

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    For every positive integer k we consider the class SCCk of all finite graphs whose strongly connected components have size at most k. We show that for every k, the Modal mu-Calculus fixpoint hierarchy on SCCk collapses to the level Delta2, but not to Comp(Sigma1,Pi1) (compositions of formulas of level Sigma1 and Pi1). This contrasts with the class of all graphs, where Delta2=Comp(Sigma1,Pi1)

    Model-Checking an Alternating-time Temporal Logic with Knowledge, Imperfect Information, Perfect Recall and Communicating Coalitions

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    We present a variant of ATL with distributed knowledge operators based on a synchronous and perfect recall semantics. The coalition modalities in this logic are based on partial observation of the full history, and incorporate a form of cooperation between members of the coalition in which agents issue their actions based on the distributed knowledge, for that coalition, of the system history. We show that model-checking is decidable for this logic. The technique utilizes two variants of games with imperfect information and partially observable objectives, as well as a subset construction for identifying states whose histories are indistinguishable to the considered coalition

    How do we remember the past in randomised strategies?

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    Graph games of infinite length are a natural model for open reactive processes: one player represents the controller, trying to ensure a given specification, and the other represents a hostile environment. The evolution of the system depends on the decisions of both players, supplemented by chance. In this work, we focus on the notion of randomised strategy. More specifically, we show that three natural definitions may lead to very different results: in the most general cases, an almost-surely winning situation may become almost-surely losing if the player is only allowed to use a weaker notion of strategy. In more reasonable settings, translations exist, but they require infinite memory, even in simple cases. Finally, some traditional problems becomes undecidable for the strongest type of strategies

    Discounting in Games across Time Scales

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    We introduce two-level discounted games played by two players on a perfect-information stochastic game graph. The upper level game is a discounted game and the lower level game is an undiscounted reachability game. Two-level games model hierarchical and sequential decision making under uncertainty across different time scales. We show the existence of pure memoryless optimal strategies for both players and an ordered field property for such games. We show that if there is only one player (Markov decision processes), then the values can be computed in polynomial time. It follows that whether the value of a player is equal to a given rational constant in two-level discounted games can be decided in NP intersected coNP. We also give an alternate strategy improvement algorithm to compute the value

    Green bean biofortification for Si through soilless cultivation: Plant response and Si bioaccessibility in pods

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    Food plants biofortification for micronutrients is a tool for the nutritional value improvement of food. Soilless cultivation systems, with the optimal control of plant nutrition, represent a potential effective technique to increase the beneficial element content in plant tissues. Silicon (Si), which proper intake is recently recommended for its beneficial effects on bone health, presents good absorption in intestinal tract from green bean, a high-value vegetable crop. In this study we aimed to obtain Si biofortified green bean pods by using a Si-enriched nutrient solution in soilless system conditions, and to assess the influence of boiling and steaming cooking methods on Si content, color parameters and Si bioaccessibility (by using an in vitro digestion process) of pods. The Si concentration of pods was almost tripled as a result of the biofortification process, while the overall crop performance was not negatively influenced. The Si content of biofortified pods was higher than unbiofortified also after cooking, despite the cooking method used. Silicon bioaccessibility in cooked pods was more than tripled as a result of biofortification, while the process did not affect the visual quality of the product. Our results demonstrated that soilless cultivation can be successfully used for green bean Si biofortification

    New insight into microbial degradation of mycotoxins during anaerobic digestion

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    Abstract Anaerobic digestion represents an interesting approach to produce biogas from organic waste materials contaminated by mycotoxins. In this study a shotgun metagenomic analysis of lab-scale bioreactors fed with mycotoxin-contaminated silage has been carried out to characterize the evolution of microbial community under the operating conditions and the key enzymatic activities responsible for mycotoxin degradation. The study was conducted at two different level of contamination for fumonisins and aflatoxin B1. After 15 days biogas production was not influenced by the presence of mycotoxins. Metagenomic analysis revealed that a high contamination rate of mycotoxins interfere with microbial diversity. Degradation of mycotoxins accounted in about 54% for aflatoxin B1 and 60% for fumonisins. The degradation activity of fumonisins resulted in the presence of partially hydrolyzed forms in both tested contamination levels. Accordingly, metagenomic functional analysis revealed the presence of two new carboxylesterase genes belonging to D. bacterium and P. bacterium putatively involved in fumonisin degradation

    Playing Muller Games in a Hurry

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    This work studies the following question: can plays in a Muller game be stopped after a finite number of moves and a winner be declared. A criterion to do this is sound if Player 0 wins an infinite-duration Muller game if and only if she wins the finite-duration version. A sound criterion is presented that stops a play after at most 3^n moves, where n is the size of the arena. This improves the bound (n!+1)^n obtained by McNaughton and the bound n!+1 derived from a reduction to parity games

    Begin, After, and Later: a Maximal Decidable Interval Temporal Logic

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    Interval temporal logics (ITLs) are logics for reasoning about temporal statements expressed over intervals, i.e., periods of time. The most famous ITL studied so far is Halpern and Shoham's HS, which is the logic of the thirteen Allen's interval relations. Unfortunately, HS and most of its fragments have an undecidable satisfiability problem. This discouraged the research in this area until recently, when a number non-trivial decidable ITLs have been discovered. This paper is a contribution towards the complete classification of all different fragments of HS. We consider different combinations of the interval relations Begins, After, Later and their inverses Abar, Bbar, and Lbar. We know from previous works that the combination ABBbarAbar is decidable only when finite domains are considered (and undecidable elsewhere), and that ABBbar is decidable over the natural numbers. We extend these results by showing that decidability of ABBar can be further extended to capture the language ABBbarLbar, which lays in between ABBar and ABBbarAbar, and that turns out to be maximal w.r.t decidability over strongly discrete linear orders (e.g. finite orders, the naturals, the integers). We also prove that the proposed decision procedure is optimal with respect to the complexity class
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