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.
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.
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.
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.
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.
Stefan Milius
Editor-in-Chief
Brigitte Pientka
Fabio Zanasi
Executive Editors
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