scispace - formally typeset
Open AccessJournal ArticleDOI

Algorithms for Omega-Regular Games with Imperfect Information

TLDR
An algorithm for computing the set of states from which a player can win with probability 1 with a randomized observation-based strategy for a Buechi objective is given and it is shown that these algorithms are optimal by proving matching lower bounds.
Abstract
We study observation-based strategies for two-player turn-based games on graphs with omega-regular objectives. An observation-based strategy relies on imperfect information about the history of a play, namely, on the past sequence of observations. Such games occur in the synthesis of a controller that does not see the private state of the plant. Our main results are twofold. First, we give a fixed-point algorithm for computing the set of states from which a player can win with a deterministic observation-based strategy for any omega-regular objective. The fixed point is computed in the lattice of antichains of state sets. This algorithm has the advantages of being directed by the objective and of avoiding an explicit subset construction on the game graph. Second, we give an algorithm for computing the set of states from which a player can win with probability 1 with a randomized observation-based strategy for a Buechi objective. This set is of interest because in the absence of perfect information, randomized strategies are more powerful than deterministic ones. We show that our algorithms are optimal by proving matching lower bounds.

read more

Citations
More filters
Journal ArticleDOI

Probabilistic ω-automata

TL;DR: This paper addresses closure properties under the Boolean operators union, intersection and complementation and algorithmic aspects, such as checking emptiness or language containment, and provides a comparison of probabilistic ω-automata concerning expressiveness and efficiency.
Journal ArticleDOI

Strategy logic

TL;DR: This work introduces strategy logic, a logic that treats strategies in two-player games as explicit first-order objects, and shows that strategy logic is decidable, by constructing tree automata that recognize sets of strategies.
Journal ArticleDOI

A survey of stochastic ω-regular games

TL;DR: In this paper, the authors summarize classical and recent results about two-player games played on graphs with @w-regular objectives, and cluster known results and open problems according to these classifications.
Book ChapterDOI

An Antichain Algorithm for LTL Realizability

TL;DR: This paper shows how to reduce the LTL realizability problem to a game with an observer that checks that the game visits a bounded number of times accepting states of a universal co-Buchi word automaton and shows that this observer can be made deterministic.
Journal ArticleDOI

Synthesis of Maximally Permissive Supervisors for Partially-Observed Discrete-Event Systems

TL;DR: A synthesis algorithm is provided, based on the Non-blocking All Inclusive Controller, that constructs a supervisor that is safe, non-blocking and maximally permissive, if one exists, which is the first algorithm with such properties.
References
More filters
Journal ArticleDOI

Supervisory control of a class of discrete event processes

TL;DR: In this paper, the control of a class of discrete event processes, i.e., processes that are discrete, asynchronous and possibly non-deterministic, is studied. And the existence problem for a supervisor is reduced to finding the largest controllable language contained in a given legal language, where the control process is described as the generator of a formal language, while the supervisor is constructed from the grammar of a specified target language that incorporates the desired closed-loop system behavior.
Book

Classical descriptive set theory

TL;DR: In this article, the authors present a largely balanced approach, which combines many elements of the different traditions of the subject, and includes a wide variety of examples, exercises, and applications, in order to illustrate the general concepts and results of the theory.
Journal ArticleDOI

Alternating-time temporal logic

TL;DR: This work introduces a third, more general variety of temporal logic: alternating-time temporal logic, which offers selective quantification over those paths that are possible outcomes of games, such as the game in which the system and the environment alternate moves.
Proceedings ArticleDOI

Interface automata

TL;DR: This work presents a light-weight formalism that captures the temporal aspects of software component interfaces through an automata-based language that supports automatic compatability checks between interface models, and thus constitutes a type system for component interaction.
Book ChapterDOI

Languages, automata, and logic

TL;DR: The subject of this chapter is the study of formal languages (mostly languages recognizable by finite automata) in the framework of mathematical logic.