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        <identifier>oai:drops-oai.dagstuhl.de:7800</identifier>
        <datestamp>2024-03-06T10:41:07Z</datestamp>
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          <dc:title>Controlling a Population</dc:title>
          <dc:creator>Bertrand, Nathalie</dc:creator>
          <dc:creator>Dewaskar, Miheer</dc:creator>
          <dc:creator>Genest, Blaise</dc:creator>
          <dc:creator>Gimbert, Hugo</dc:creator>
          <dc:subject>Model-checking</dc:subject>
          <dc:subject>control</dc:subject>
          <dc:subject>parametric systems</dc:subject>
          <dc:description>We introduce a new setting where a population of agents, each modelled by a finite-state system, are controlled uniformly: the controller applies the same action to every agent. The framework is largely inspired by the control of a biological system, namely a population of yeasts, where the controller may only change the environment common to all cells. We study a synchronisation problem for such populations: no matter how individual agents react to the actions of the controller, the controller aims at driving all agents synchronously to a target state. The agents are naturally represented by a non-deterministic finite state automaton (NFA), the same for every agent, and the whole system is encoded as a 2-player game. The first player chooses actions, and the second player resolves non-determinism for each agent. The game with m agents is called the m-population game. This gives rise to a parameterized control problem (where control refers to 2 player games), namely the population control problem: can playerone control the m-population game for all m in N whatever playertwo does?&#13;
In this paper, we prove that the population control problem is decidable, and it is a EXPTIME-complete problem.  As far as we know, this is one of the first results on parameterized control.  Our algorithm, not based on cut-off techniques, produces winning strategies which are symbolic, that i they do not need to count precisely how the population is spread between states. We also show that if the is no winning strategy, then there is a population size cutoff such that playerone wins the m-population game if and only if m&lt; \cutoff.  Surprisingly, \cutoff can be doubly exponential in the number of states of the NFA, with tight upper and lower bounds.</dc:description>
          <dc:publisher>Schloss Dagstuhl – Leibniz-Zentrum für Informatik</dc:publisher>
          <dc:contributor>Nathalie Bertrand and Miheer Dewaskar and Blaise Genest and Hugo Gimbert</dc:contributor>
          <dc:date>2017</dc:date>
          <dc:relation>Is Part Of LIPIcs, Volume 85, 28th International Conference on Concurrency Theory (CONCUR 2017)</dc:relation>
          <dc:type>InProceedings</dc:type>
          <dc:type>Text</dc:type>
          <dc:type>doc-type:ResearchArticle</dc:type>
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          <dc:identifier>doi:10.4230/LIPIcs.CONCUR.2017.12</dc:identifier>
          <dc:identifier>urn:nbn:de:0030-drops-78000</dc:identifier>
          <dc:identifier>https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CONCUR.2017.12</dc:identifier>
          <dc:language>eng</dc:language>
          <dc:rights>https://creativecommons.org/licenses/by/3.0/legalcode</dc:rights>
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