On the synthesis of a reactive module
POPL '89 Proceedings of the 16th ACM SIGPLAN-SIGACT symposium on Principles of programming languages
Handbook of theoretical computer science (vol. B)
An analysis of stochastic shortest path problems
Mathematics of Operations Research
Tree automata, Mu-Calculus and determinacy
SFCS '91 Proceedings of the 32nd annual symposium on Foundations of computer science
Symbolic model checking: 1020 states and beyond
Information and Computation - Special issue: Selections from 1990 IEEE symposium on logic in computer science
The complexity of stochastic games
Information and Computation
The complexity of mean payoff games on graphs
Theoretical Computer Science
Competitive Markov decision processes
Competitive Markov decision processes
Stationary strategies for recursive games
Mathematics of Operations Research
On the menbership problem for functional and multivalued dependencies in relational databases
ACM Transactions on Database Systems (TODS)
Termination of Probabilistic Concurrent Program
ACM Transactions on Programming Languages and Systems (TOPLAS)
Dynamic Programming and Optimal Control
Dynamic Programming and Optimal Control
Finite State Markovian Decision Processes
Finite State Markovian Decision Processes
Alternating-time temporal logic
Journal of the ACM (JACM)
A Discrete Strategy Improvement Algorithm for Solving Parity Games
CAV '00 Proceedings of the 12th International Conference on Computer Aided Verification
A Linear-Time Model-Checking Algorithm for the Alternation-Free Modal Mu-Calculus
CAV '91 Proceedings of the 3rd International Workshop on Computer Aided Verification
Trading Probability for Fairness
CSL '02 Proceedings of the 16th International Workshop and 11th Annual Conference of the EACSL on Computer Science Logic
Concurrent Omega-Regular Games
LICS '00 Proceedings of the 15th Annual IEEE Symposium on Logic in Computer Science
Quantitative stochastic parity games
SODA '04 Proceedings of the fifteenth annual ACM-SIAM symposium on Discrete algorithms
Quantitative solution of omega-regular games
Journal of Computer and System Sciences - STOC 2001
A deterministic subexponential algorithm for solving parity games
SODA '06 Proceedings of the seventeenth annual ACM-SIAM symposium on Discrete algorithm
The complexity of quantitative concurrent parity games
SODA '06 Proceedings of the seventeenth annual ACM-SIAM symposium on Discrete algorithm
Strategy Improvement for Concurrent Reachability Games
QEST '06 Proceedings of the 3rd international conference on the Quantitative Evaluation of Systems
Space-bounded reducibility among combinatorial problems
Journal of Computer and System Sciences
Recursive concurrent stochastic games
ICALP'06 Proceedings of the 33rd international conference on Automata, Languages and Programming - Volume Part II
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
A game-based abstraction-refinement framework for Markov decision processes
Formal Methods in System Design
Reachability games on automatic graphs
CIAA'10 Proceedings of the 15th international conference on Implementation and application of automata
Qualitative concurrent parity games
ACM Transactions on Computational Logic (TOCL)
GAVS+: an open platform for the research of algorithmic game solving
TACAS'11/ETAPS'11 Proceedings of the 17th international conference on Tools and algorithms for the construction and analysis of systems: part of the joint European conferences on theory and practice of software
Exact algorithms for solving stochastic games: extended abstract
Proceedings of the forty-third annual ACM symposium on Theory of computing
Concurrent logic games on partial orders
WoLLIC'11 Proceedings of the 18th international conference on Logic, language, information and computation
The complexity of solving reachability games using value and strategy iteration
CSR'11 Proceedings of the 6th international conference on Computer science: theory and applications
The complexity of nash equilibria in limit-average games
CONCUR'11 Proceedings of the 22nd international conference on Concurrency theory
Repeated zero-sum games with budget
Proceedings of the 11th International Conference on Autonomous Agents and Multiagent Systems - Volume 2
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
The Winning Ways of Concurrent Games
LICS '12 Proceedings of the 2012 27th Annual IEEE/ACM Symposium on Logic in Computer Science
Equivalence of games with probabilistic uncertainty and partial-observation games
ATVA'12 Proceedings of the 10th international conference on Automated Technology for Verification and Analysis
Strategy improvement for concurrent reachability and turn-based stochastic safety games
Journal of Computer and System Sciences
Hi-index | 5.23 |
We consider concurrent two-player games with reachability objectives. In such games, at each round, player 1 and player 2 independently and simultaneously choose moves, and the two choices determine the next state of the game. The objective of player 1 is to reach a set of target states; the objective of player 2 is to prevent this. These are zero-sum games, and the reachability objective is one of the most basic objectives: determining the set of states from which player 1 can win the game is a fundamental problem in control theory and system verification. There are three types of winning states, according to the degree of certainty with which player 1 can reach the target. From type-1 states, player 1 has a deterministic strategy to always reach the target. From type-2 states, player 1 has a randomized strategy to reach the target with probability 1. From type-3 states, player 1 has for every real @e0 a randomized strategy to reach the target with probability greater than 1-@e. We show that for finite state spaces, all three sets of winning states can be computed in polynomial time: type-1 states in linear time, and type-2 and type-3 states in quadratic time. The algorithms to compute the three sets of winning states also enable the construction of the winning and spoiling strategies.