On the synthesis of a reactive module
POPL '89 Proceedings of the 16th ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Trace theory for automatic hierarchical verification of speed-independent circuits
Trace theory for automatic hierarchical verification of speed-independent circuits
Markov decision processes and regular events
Proceedings of the seventeenth international colloquium on Automata, languages and programming
Handbook of theoretical computer science (vol. B)
Tree automata, Mu-Calculus and determinacy
SFCS '91 Proceedings of the 32nd annual symposium on Foundations of computer science
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
Model Checking of Probabalistic and Nondeterministic Systems
Proceedings of the 15th Conference on Foundations of Software Technology and Theoretical Computer Science
On Polynomial-Size Programs Winning Finite-State Games
Proceedings of the 7th International Conference on Computer Aided Verification
The Rabin Index and Chain Automata, with Applications to Automatas and Games
Proceedings of the 7th International Conference on Computer Aided Verification
CAV '96 Proceedings of the 8th International Conference on Computer Aided Verification
Alternating-time Temporal Logic
FOCS '97 Proceedings of the 38th Annual Symposium on Foundations of Computer Science
FOCS '98 Proceedings of the 39th Annual Symposium on Foundations of Computer Science
STOC '82 Proceedings of the fourteenth annual ACM symposium on Theory of computing
Automatic verification of probabilistic concurrent finite state programs
SFCS '85 Proceedings of the 26th Annual Symposium on Foundations of Computer Science
Quantitative solution of omega-regular games380872
STOC '01 Proceedings of the thirty-third annual ACM symposium on Theory of computing
Distributed Controller Synthesis for Local Specifications
ICALP '01 Proceedings of the 28th International Colloquium on Automata, Languages and Programming,
Trading Probability for Fairness
CSL '02 Proceedings of the 16th International Workshop and 11th Annual Conference of the EACSL on Computer Science Logic
Automata logics, and infinite games
Quantitative solution of omega-regular games
Journal of Computer and System Sciences - STOC 2001
Two-player nonzero-sum ω-regular games
CONCUR 2005 - Concurrency Theory
The complexity of quantitative concurrent parity games
SODA '06 Proceedings of the seventeenth annual ACM-SIAM symposium on Discrete algorithm
Information Processing Letters
Theoretical Computer Science
Concurrent games with tail objectives
Theoretical Computer Science
Games, Time, and Probability: Graph Models for System Design and Analysis
SOFSEM '07 Proceedings of the 33rd conference on Current Trends in Theory and Practice of Computer Science
Termination criteria for solving concurrent safety and reachability games
SODA '09 Proceedings of the twentieth Annual ACM-SIAM Symposium on Discrete Algorithms
Qualitative Concurrent Stochastic Games with Imperfect Information
ICALP '09 Proceedings of the 36th Internatilonal Collogquium on Automata, Languages and Programming: Part II
The Complexity of Nash Equilibria in Simple Stochastic Multiplayer Games
ICALP '09 Proceedings of the 36th Internatilonal Collogquium on Automata, Languages and Programming: Part II
Monitoring Interfaces for Faults
Electronic Notes in Theoretical Computer Science (ENTCS)
Information flow in concurrent games
ICALP'03 Proceedings of the 30th international conference on Automata, languages and programming
Alternating-time stream logic for multi-agent systems
COORDINATION'08 Proceedings of the 10th international conference on Coordination models and languages
Stochastic games with lossy channels
FOSSACS'08/ETAPS'08 Proceedings of the Theory and practice of software, 11th international conference on Foundations of software science and computational structures
Decision problems for Nash equilibria in stochastic games
CSL'09/EACSL'09 Proceedings of the 23rd CSL international conference and 18th EACSL Annual conference on Computer science logic
Solving simple stochastic tail games
SODA '10 Proceedings of the twenty-first annual ACM-SIAM symposium on Discrete Algorithms
Qualitative concurrent parity games
ACM Transactions on Computational Logic (TOCL)
Concurrent logic games on partial orders
WoLLIC'11 Proceedings of the 18th international conference on Logic, language, information and computation
A survey of stochastic ω-regular games
Journal of Computer and System Sciences
Concurrent games with tail objectives
CSL'06 Proceedings of the 20th international conference on Computer Science Logic
FSTTCS '05 Proceedings of the 25th international conference on Foundations of Software Technology and Theoretical Computer Science
Robustness of structurally equivalent concurrent parity games
FOSSACS'12 Proceedings of the 15th international conference on Foundations of Software Science and Computational Structures
What do epistemic logic and cognitive science have to do with each other?
Cognitive Systems Research
The Winning Ways of Concurrent Games
LICS '12 Proceedings of the 2012 27th Annual IEEE/ACM Symposium on Logic in Computer Science
Strategy improvement for concurrent reachability and turn-based stochastic safety games
Journal of Computer and System Sciences
Stochastic parity games on lossy channel systems
QEST'13 Proceedings of the 10th international conference on Quantitative Evaluation of Systems
On Concurrent Games with Payoff
Electronic Notes in Theoretical Computer Science (ENTCS)
Hi-index | 0.00 |
We consider two-player games, which are played on a finite state space for an infinite number of rounds. The games are concurrent, that is, in each round, the two players choose their moves independently and simultaneously; the current state and the two moves determine a successor state. We consider omega-regular winning conditions on the resulting infinite state sequence. To model the independent choice of moves, both players are allowed to use randomization for selecting their moves. This gives rise to the following qualitative modes of winning, which can be studied without numerical considerations concerning probabilities: sure-win (player 1 can ensure winning with certainty), almost-sure-win (player 1 can ensure winning with probability 1), limit-win (player 1 can ensure winning with probability arbitrarily close to 1), bounded-win (player 1 can ensure winning with probability bounded away from 0), positive-win (player 1 can ensure winning with positive probability), and exist-win (player 1 can ensure that at least one possible outcome of the game satisfies the winning condition).We provide algorithms for computing the sets of winning states for each of these winning modes. In particular, we solve concurrent Rabin-chain games in n0 (m) time, where n is the size of the game structure and m is the number of pairs in the Rabin-chain condition. While this complexity is in line with traditional turn-based games, where in each state only one of the two players has a choice of moves, our algorithms are considerably more involved than those for turn-based games are. This is because concurrent games violate two of the most fundamental properties of turn-based games. First, concurrent games are not determined, but rather exhibit a more general duality property, which involves multiple modes of winning. Second, winning strategies for concurrent games may require infinite memory.