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
The complexity of mean payoff games on graphs
Theoretical Computer Science
Languages, automata, and logic
Handbook of formal languages, vol. 3
Information and Computation
Alternating-time temporal logic
Journal of the ACM (JACM)
Interface Theories for Component-Based Design
EMSOFT '01 Proceedings of the First International Workshop on Embedded Software
Automatic verification of probabilistic concurrent finite state programs
SFCS '85 Proceedings of the 26th Annual Symposium on Foundations of Computer Science
Qualitative Concurrent Stochastic Games with Imperfect Information
ICALP '09 Proceedings of the 36th Internatilonal Collogquium on Automata, Languages and Programming: Part II
Qualitative Determinacy and Decidability of Stochastic Games with Signals
LICS '09 Proceedings of the 2009 24th Annual IEEE Symposium on Logic In Computer Science
On decision problems for probabilistic Büchi automata
FOSSACS'08/ETAPS'08 Proceedings of the Theory and practice of software, 11th international conference on Foundations of software science and computational structures
Qualitative analysis of partially-observable Markov decision processes
MFCS'10 Proceedings of the 35th international conference on Mathematical foundations of computer science
The complexity of partial-observation parity games
LPAR'10 Proceedings of the 17th international conference on Logic for programming, artificial intelligence, and reasoning
Quantitative synthesis for concurrent programs
CAV'11 Proceedings of the 23rd international conference on Computer aided verification
Partial-Observation Stochastic Games: How to Win When Belief Fails
LICS '12 Proceedings of the 2012 27th Annual IEEE/ACM Symposium on Logic in Computer Science
A survey of partial-observation stochastic parity games
Formal Methods in System Design
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We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (players interact simultaneously); and (b) turn-based (players interact in turn). The two sources of randomness in these games are randomness in transition function and randomness in strategies. In general, randomized strategies are more powerful than deterministic strategies, and randomness in transitions gives more general classes of games. We present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function (probabilistic transition can be simulated by deterministic transition); and (b) strategies (pure strategies are as powerful as randomized strategies). As consequence of our characterization we obtain new undecidability results for these games.