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
Tree automata, Mu-Calculus and determinacy
SFCS '91 Proceedings of the 32nd annual symposium on Foundations of computer science
Languages, automata, and logic
Handbook of formal languages, vol. 3
Quantitative solution of omega-regular games380872
STOC '01 Proceedings of the thirty-third annual ACM symposium on Theory of computing
Information and Computation
Alternating-time temporal logic
Journal of the ACM (JACM)
Small Progress Measures for Solving Parity Games
STACS '00 Proceedings of the 17th Annual Symposium on Theoretical Aspects of Computer Science
Interface Theories for Component-Based Design
EMSOFT '01 Proceedings of the First International Workshop on Embedded Software
A Discrete Strategy Improvement Algorithm for Solving Parity Games
CAV '00 Proceedings of the 12th International Conference on Computer Aided Verification
Concurrent Omega-Regular Games
LICS '00 Proceedings of the 15th Annual IEEE Symposium on Logic in Computer Science
FOCS '98 Proceedings of the 39th Annual Symposium on Foundations of Computer Science
Universal games of incomplete information
STOC '79 Proceedings of the eleventh annual ACM symposium on Theory of computing
The complexity of quantitative concurrent parity games
SODA '06 Proceedings of the seventeenth annual ACM-SIAM symposium on Discrete algorithm
The complexity of tree automata and logics of programs
SFCS '88 Proceedings of the 29th Annual Symposium on Foundations of Computer Science
On the Controller Synthesis for Finite-State Markov Decision Processes
Fundamenta Informaticae
Qualitative Concurrent Stochastic Games with Imperfect Information
ICALP '09 Proceedings of the 36th Internatilonal Collogquium on Automata, Languages and Programming: Part II
RP '09 Proceedings of the 3rd International Workshop on Reachability Problems
TACAS'07 Proceedings of the 13th international conference on Tools and algorithms for the construction and analysis of systems
Information and Computation
Qualitative concurrent parity games
ACM Transactions on Computational Logic (TOCL)
A survey of stochastic ω-regular games
Journal of Computer and System Sciences
Algorithms for omega-regular games with imperfect information
CSL'06 Proceedings of the 20th international conference on Computer Science Logic
Game quantification on automatic structures and hierarchical model checking games
CSL'06 Proceedings of the 20th international conference on Computer Science Logic
On the Controller Synthesis for Finite-State Markov Decision Processes
Fundamenta Informaticae
Pushdown module checking with imperfect information
CONCUR'07 Proceedings of the 18th international conference on Concurrency Theory
Pushdown module checking with imperfect information
Information and Computation
Solving Partial-Information Stochastic Parity Games
LICS '13 Proceedings of the 2013 28th Annual ACM/IEEE Symposium on Logic in Computer Science
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Much recent research has focused on the applications of games with ω-regular objectives in the control and verification of reactive systems. However, many of the game-based models are ill-suited for these applications, because they assume that each player has complete information about the state of the system (they are “perfect-information” games). This is because in many situations, a controller does not see the private state of the plant. Such scenarios are naturally modeled by “partial-information” games. On the other hand, these games are intractable; for example, partial-information games with simple reachability objectives are 2EXPTIME-complete. We study the intermediate case of “semiperfect-information” games, where one player has complete knowledge of the state, while the other player has only partial knowledge. This model is appropriate in control situations where a controller must cope with plant behavior that is as adversarial as possible, i.e., the controller has partial information while the plant has perfect information. As is customary, we assume that the controller and plant take turns to make moves. We show that these semiperfect-information turn-based games are equivalent to perfect-information concurrent games, where the two players choose their moves simultaneously and independently. Since the perfect-information concurrent games are well-understood, we obtain several results of how semiperfect-information turn-based games differ from perfect-information turn-based games on one hand, and from partial-information turn-based games on the other hand. In particular, semiperfect-information turn-based games can benefit from randomized strategies while the perfect-information variety cannot, and semiperfect-information turn-based games are in NP ∩ coNP for all parity objectives.