Tree automata, Mu-Calculus and determinacy
SFCS '91 Proceedings of the 32nd annual symposium on Foundations of computer science
Competitive Markov decision processes
Competitive Markov decision processes
Infinite games on finitely coloured graphs with applications to automata on infinite trees
Theoretical Computer Science
Computers and Intractability: A Guide to the Theory of NP-Completeness
Computers and Intractability: A Guide to the Theory of NP-Completeness
Concurrent Omega-Regular Games
LICS '00 Proceedings of the 15th Annual IEEE Symposium on Logic in Computer Science
Alternating-time Temporal Logic
FOCS '97 Proceedings of the 38th Annual Symposium on Foundations of Computer Science
FOCS '98 Proceedings of the 39th Annual Symposium on Foundations of Computer Science
STOC '82 Proceedings of the fourteenth annual ACM symposium on Theory of computing
Synthesizing Distributed Systems
LICS '01 Proceedings of the 16th Annual IEEE Symposium on Logic in Computer Science
SFCS '79 Proceedings of the 20th Annual Symposium on Foundations of Computer Science
Distributed reactive systems are hard to synthesize
SFCS '90 Proceedings of the 31st Annual Symposium on Foundations of Computer Science
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We consider games where the players have perfect information about the game's state and history, and we focus on the information exchange that takes place at each round as the players choose their moves. The ability of a player to gather information on the opponent's choice of move in a round determines her ability to counteract the move, and win the game. When the game is played between teams, rather than single players, the amount of intra-team communication determines the ability of the team members to coordinate their moves and win the game. We consider games with quantitative bounds on inter-team and intra-team information flow, and we provide algorithms and complexity bounds for their solution.