Supervisory control of a class of discrete event processes
SIAM Journal on Control and Optimization
On the synthesis of a reactive module
POPL '89 Proceedings of the 16th ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Journal of the ACM (JACM)
Supervisory control of communicating processes
Proceedings of the IFIP WG6.1 Tenth International Symposium on Protocol Specification, Testing and Verification X
Synthesizing Distributed Systems
LICS '01 Proceedings of the 16th Annual IEEE Symposium on Logic in Computer Science
Undecidable problems of decentralized observation and control on regular languages
Information Processing Letters
A Landscape with Games in the Background
LICS '04 Proceedings of the 19th Annual IEEE Symposium on Logic in Computer Science
Games in system design and verification
TARK '05 Proceedings of the 10th conference on Theoretical aspects of rationality and knowledge
SFCS '79 Proceedings of the 20th Annual Symposium on Foundations of Computer Science
Distributed synthesis for well-connected architectures
Formal Methods in System Design
LOFT'08 Proceedings of the 8th international conference on Logic and the foundations of game and decision theory
Algorithms for omega-regular games with imperfect information
CSL'06 Proceedings of the 20th international conference on Computer Science Logic
A communication based model for games of imperfect information
CONCUR'10 Proceedings of the 21st international conference on Concurrency theory
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When seeking to coordinate in a game with imperfect information, it is often relevant for a player to know what other players know. Keeping track of the information acquired in a play of infinite duration may, however, lead to infinite hierarchies of higher-order knowledge. We present a construction that makes explicit which higher-order knowledge is relevant in a game and allows us to describe a class of games that admit coordinated winning strategies with finite memory.