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
Languages, automata, and logic
Handbook of formal languages, vol. 3
Infinite games on finitely coloured graphs with applications to automata on infinite trees
Theoretical Computer Science
Modal and temporal properties of processes
Modal and temporal properties of processes
How much memory is needed to win infinite games?
LICS '97 Proceedings of the 12th Annual IEEE Symposium on Logic in Computer Science
Synthesis of Open Reactive Systems from Scenario-Based Specifications
Fundamenta Informaticae - Application of Concurrency to System Design (ACSD'03)
The complexity of tree automata and logics of programs
SFCS '88 Proceedings of the 29th Annual Symposium on Foundations of Computer Science
The complexity of Nash equilibria in infinite multiplayer games
FOSSACS'08/ETAPS'08 Proceedings of the Theory and practice of software, 11th international conference on Foundations of software science and computational structures
Hi-index | 0.00 |
Graph games of infinite length provide a natural model for open reactive systems: one player (Eve) represents the controller and the other player (Adam) represents the environment. The evolution of the system depends on the decisions of both players. The specification for the system is usually given as an ω-regular language L over paths and Eve's goal is to ensure that the play belongs to L irrespective of Adam's behaviour. The classical notion of winning strategies fails to capture several interesting scenarios. For example, strong fairness (Streett) conditions are specified by a number of request-grant pairs and require every pair that is requested infinitely often to be granted infinitely often: Eve might win just by preventing Adam from making any new request, but a "better" strategy would allow Adam to make as many requests as possible and still ensure fairness. To address such questions, we introduce the notion of obliging games, where Eve has to ensure a strong condition Φ, while always allowing Adam to satisfy a weak condition Ψ. We present a linear time reduction of obliging games with two Muller conditions Φ and Ψ to classical Muller games. We consider obliging Streett games and show they are co-NP complete, and show a natural quantitative optimisation problem for obliging Streett games is in FNP. We also show how obliging games can provide new and interesting semantics for multiplayer games.