The temporal logic of reactive and concurrent systems
The temporal logic of reactive and concurrent systems
Infinite games on finitely coloured graphs with applications to automata on infinite trees
Theoretical Computer Science
Alternating-time temporal logic
Journal of the ACM (JACM)
Complexity of weak acceptance conditions in tree automata
Information Processing Letters
Strategy Construction in Infinite Ganes with Streett and Rabin Chain Winning Conditions
TACAs '96 Proceedings of the Second International Workshop on Tools and Algorithms for Construction and Analysis of Systems
A Discrete Strategy Improvement Algorithm for Solving Parity Games
CAV '00 Proceedings of the 12th International Conference on Computer Aided Verification
How much memory is needed to win infinite games?
LICS '97 Proceedings of the 12th Annual IEEE Symposium on Logic in Computer Science
LICS '06 Proceedings of the 21st Annual IEEE Symposium on Logic in Computer Science
Symbolic synthesis of finite-state controllers for request-response specifications
CIAA'03 Proceedings of the 8th international conference on Implementation and application of automata
Finitary winning in ω-regular games
TACAS'06 Proceedings of the 12th international conference on Tools and Algorithms for the Construction and Analysis of Systems
Optimal Strategy Synthesis in Request-Response Games
ATVA '08 Proceedings of the 6th International Symposium on Automated Technology for Verification and Analysis
Formal Methods in System Design
Finitary winning in ω-regular games
ACM Transactions on Computational Logic (TOCL)
Promptness in w-regular automata
ATVA'10 Proceedings of the 8th international conference on Automated technology for verification and analysis
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The theory of games is a prominent tool in the controller synthesis problem. The class of ω-regular games, in particular, offers a clear and robust model of specifications, and present an alternative vision of several logic-related problems. Each ω-regular condition can be expressed by a combination of safety and liveness conditions. An issue with the classical definition of liveness specifications is that there is no control over the time spent between two successive occurrences of the desired events. Finitary logics were defined to handle this problem, and recently, Chatterjee and Henzinger introduced games based on a finitary notion of liveness. They defined and studied finitary parity and Streett winning conditions. We present here faster algorithms for these games, as well as an improved upper bound on the memory needed by Eve in the Streett case.