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Half-Positional Objectives Recognized by Deterministic B\"uchi Automata


In two-player games on graphs, the simplest possible strategies are those that can be implemented without any memory. These are called positional strategies. In this paper, we characterize objectives recognizable by deterministic B\"uchi automata (a subclass of omega-regular objectives) that are half-positional, that is, for which the protagonist can always play optimally using positional strategies (both over finite and infinite graphs). Our characterization consists of three natural conditions linked to the language-theoretic notion of right congruence. Furthermore, this characterization yields a polynomial-time algorithm to decide half-positionality of an objective recognized by a given deterministic B\"uchi automaton.


Published on August 29, 2024
Zeta Functions and the (Linear) Logic of Markov Processes
Authors: Thomas Seiller.


The author introduced models of linear logic known as ''Interaction Graphs'' which generalise Girard's various geometry of interaction constructions. In this work, we establish how these models essentially rely on a deep connection between zeta functions and the execution of programs, expressed as a cocycle. This is first shown in the simple case of graphs, before begin lifted to dynamical systems. Focussing on probabilistic models, we then explain how the notion of graphings used in Interaction Graphs captures a natural class of sub-Markov processes. We then extend the realisability constructions and the notion of zeta function to provide a realisability model of second-order linear logic over the set of all (discrete-time) sub-Markov processes.


Published on August 29, 2024
Controller Synthesis for Timeline-based Games


In the timeline-based approach to planning, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning with execution by handling temporal uncertainty. In order to handle general nondeterminism as well, the concept of timeline-based games has been recently introduced. It has been proved that finding whether a winning strategy exists for such games is 2EXPTIME-complete. However, a concrete approach to synthesize controllers implementing such strategies is missing. This paper fills this gap, by providing an effective and computationally optimal approach to controller synthesis for timeline-based games.


Published on August 27, 2024
On two-variable guarded fragment logic with expressive local Presburger constraints
Authors: Chia-Hsuan Lu ; Tony Tan.


We consider the extension of the two-variable guarded fragment logic with local Presburger quantifiers. These are quantifiers that can express properties such as "the number of incoming blue edges plus twice the number of outgoing red edges is at most three times the number of incoming green edges" and captures various description logics with counting, but without constant symbols. We show that the satisfiability problem for this logic is EXP-complete. While the lower bound already holds for the standard two-variable guarded fragment logic, the upper bound is established by a novel, yet simple deterministic graph-based algorithm.


Published on August 27, 2024
Deterministic pushdown automata can compress some normal sequences


In this paper, we give a deterministic pushdown transducer and a normal sequence of digits compressed by it. This solves positively a question left open in a previous paper by V. Becher, P. A. Heiber and the first author.


Published on August 12, 2024

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Stefan Milius
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Brigitte Pientka
Fabio Zanasi
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eISSN: 1860-5974


Logical Methods in Computer Science is an open-access journal, covered by SCOPUS, DBLPWeb of Science, Mathematical Reviews and Zentralblatt. The journal is a member of the Free Journal Network. All journal content is licensed under a Creative Commons license.