Games where you can play optimally without any memory
CONCUR 2005 - Concurrency Theory
Controller Synthesis with Budget Constraints
HSCC '08 Proceedings of the 11th international workshop on Hybrid Systems: Computation and Control
On Omega-Languages Defined by Mean-Payoff Conditions
FOSSACS '09 Proceedings of the 12th International Conference on Foundations of Software Science and Computational Structures: Held as Part of the Joint European Conferences on Theory and Practice of Software, ETAPS 2009
Measuring Permissivity in Finite Games
CONCUR 2009 Proceedings of the 20th International Conference on Concurrency Theory
Pure stationary optimal strategies in Markov decision processes
STACS'07 Proceedings of the 24th annual conference on Theoretical aspects of computer science
Computing game values for crash games
ATVA'07 Proceedings of the 5th international conference on Automated technology for verification and analysis
ICALP'10 Proceedings of the 37th international colloquium conference on Automata, languages and programming: Part II
CONCUR'10 Proceedings of the 21st international conference on Concurrency theory
Church synthesis problem for noisy input
FOSSACS'11/ETAPS'11 Proceedings of the 14th international conference on Foundations of software science and computational structures: part of the joint European conferences on theory and practice of software
Energy and mean-payoff parity markov decision processes
MFCS'11 Proceedings of the 36th international conference on Mathematical foundations of computer science
From boolean to quantitative synthesis
EMSOFT '11 Proceedings of the ninth ACM international conference on Embedded software
Minimum attention controller synthesis for omega-regular objectives
FORMATS'11 Proceedings of the 9th international conference on Formal modeling and analysis of timed systems
Measuring permissiveness in parity games: mean-payoff parity games revisited
ATVA'11 Proceedings of the 9th international conference on Automated technology for verification and analysis
Theoretical Computer Science
Measuring and synthesizing systems in probabilistic environments
CAV'10 Proceedings of the 22nd international conference on Computer Aided Verification
Games and markov decision processes with mean-payoff parity and energy parity objectives
MEMICS'11 Proceedings of the 7th international conference on Mathematical and Engineering Methods in Computer Science
Efficient Algorithms for Games Played on Trees with Back-edges
Fundamenta Informaticae
Theoretical Computer Science
Strategy synthesis for multi-dimensional quantitative objectives
CONCUR'12 Proceedings of the 23rd international conference on Concurrency Theory
Synthesis from LTL specifications with mean-payoff objectives
TACAS'13 Proceedings of the 19th international conference on Tools and Algorithms for the Construction and Analysis of Systems
Quantitative timed simulation functions and refinement metrics for real-time systems
Proceedings of the 16th international conference on Hybrid systems: computation and control
Supervisor synthesis for controller upgrades
Proceedings of the Conference on Design, Automation and Test in Europe
Solving infinite games on trees with back-edges
CATS '12 Proceedings of the Eighteenth Computing: The Australasian Theory Symposium - Volume 128
From model checking to model measuring
CONCUR'13 Proceedings of the 24th international conference on Concurrency Theory
Quantitative reactive modeling and verification
Computer Science - Research and Development
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Games played on graphs may have qualitative objectives, such as the satisfaction of an ?-regular property, or quantitative objectives, such as the optimization of a realvalued reward. When games are used to model reactive systems with both fairness assumptions and quantitative (e.g., resource) constraints, then the corresponding objective combines both a qualitative and a quantitative component. In a general case of interest, the qualitative component is a parity condition and the quantitative component is a mean-payoff reward. We study and solve such mean-payoff parity games. We also prove some interesting facts about mean-payoff parity games which distinguish them both from mean-payoff and from parity games. In particular, we show that optimal strategies exist in mean-payoff parity games, but they may require infinite memory.