21 Search Results for "Brihaye, Thomas"


Document
One-Clock Synthesis Problems

Authors: Sławomir Lasota, Mathieu Lehaut, Julie Parreaux, and Radosław Piórkowski

Published in: LIPIcs, Volume 364, 43rd International Symposium on Theoretical Aspects of Computer Science (STACS 2026)


Abstract
We study a generalisation of Büchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton, and one of the players can elapse time. We perform a systematic study of synthesis problems in all variants of timed games, depending on which player’s winning condition is specified, and which player’s strategy (or controller, a finite-memory strategy) is sought. As our main result we prove ubiquitous undecidability in all the variants, both for strategy and controller synthesis, already for winning conditions specified by one-clock automata. This strengthens and generalises previously known undecidability results. We also fully characterise those cases where finite memory is sufficient to win, namely existence of a strategy implies existence of a controller. All our results are stated in the timed setting, while analogous results hold in the data setting where one-clock automata are replaced by one-register ones.

Cite as

Sławomir Lasota, Mathieu Lehaut, Julie Parreaux, and Radosław Piórkowski. One-Clock Synthesis Problems. In 43rd International Symposium on Theoretical Aspects of Computer Science (STACS 2026). Leibniz International Proceedings in Informatics (LIPIcs), Volume 364, pp. 64:1-64:21, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2026)


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@InProceedings{lasota_et_al:LIPIcs.STACS.2026.64,
  author =	{Lasota, S{\l}awomir and Lehaut, Mathieu and Parreaux, Julie and Pi\'{o}rkowski, Rados{\l}aw},
  title =	{{One-Clock Synthesis Problems}},
  booktitle =	{43rd International Symposium on Theoretical Aspects of Computer Science (STACS 2026)},
  pages =	{64:1--64:21},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-412-3},
  ISSN =	{1868-8969},
  year =	{2026},
  volume =	{364},
  editor =	{Mahajan, Meena and Manea, Florin and McIver, Annabelle and Thắng, Nguy\~{ê}n Kim},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.STACS.2026.64},
  URN =		{urn:nbn:de:0030-drops-255533},
  doi =		{10.4230/LIPIcs.STACS.2026.64},
  annote =	{Keywords: timed automata, register automata, B\"{u}chi-Landweber games, Church synthesis problem, reactive synthesis problem}
}
Document
Deciding the Value of Two-Clock Almost Non-Zeno Weighted Timed Games

Authors: Isa Vialard

Published in: LIPIcs, Volume 363, 34th EACSL Annual Conference on Computer Science Logic (CSL 2026)


Abstract
The Value Problem for weighted timed games (wtgs) consists in determining, given a two-player weighted timed game with a reachability objective and a rational threshold, whether or not the value of the game exceeds the threshold. When restrained to wtgs with non-negative weight, this problem is known to be undecidable for weighted timed games with three or more clocks, and decidable for one-clock wtgs. The Value Problem for two-clock non-negative wtgs, which remained stubbornly open for a decade, was recently shown to be undecidable. In this paper, we show that the Value Problem is decidable when considering two-clock almost non-Zeno wtgs.

Cite as

Isa Vialard. Deciding the Value of Two-Clock Almost Non-Zeno Weighted Timed Games. In 34th EACSL Annual Conference on Computer Science Logic (CSL 2026). Leibniz International Proceedings in Informatics (LIPIcs), Volume 363, pp. 33:1-33:21, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2026)


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@InProceedings{vialard:LIPIcs.CSL.2026.33,
  author =	{Vialard, Isa},
  title =	{{Deciding the Value of Two-Clock Almost Non-Zeno Weighted Timed Games}},
  booktitle =	{34th EACSL Annual Conference on Computer Science Logic (CSL 2026)},
  pages =	{33:1--33:21},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-411-6},
  ISSN =	{1868-8969},
  year =	{2026},
  volume =	{363},
  editor =	{Guerrini, Stefano and K\"{o}nig, Barbara},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CSL.2026.33},
  URN =		{urn:nbn:de:0030-drops-254580},
  doi =		{10.4230/LIPIcs.CSL.2026.33},
  annote =	{Keywords: Weighted timed games, decidability, real-time systems}
}
Document
Memory Requirements in Non-Zero-Sum Games

Authors: Yoav Feinstein and Orna Kupferman

Published in: LIPIcs, Volume 363, 34th EACSL Annual Conference on Computer Science Logic (CSL 2026)


Abstract
The interaction between a system and the components modeling its environment is traditionally modeled by a multi-player game played on a finite graph. In zero-sum games, the players have conflicting objectives, and it is clear that increasing the memory of the environment players can only make it harder for the system to win. In non-zero-sum games, the objectives of the players may overlap. There, typical questions concern the stability of the game and the equilibria the players may reach. In particular, in rational synthesis (RS), the goal is to find an equilibrium that satisfies the objective of the system. We study how the memory of the environment players may affect the existence of an RS solution. As we show, the picture is diverse, even when the objectives of all players are memoryless. On the one hand, when stability amounts to a Nash equilibrium (NE), then increasing the memory of the environment may only help the system to suggest an RS solution. On the other hand, when the notion of stability involves deviations by coalitions of environment players, for example in a strong Nash equilibrium (SNE), then increasing their memory may sometimes enable and sometimes prevent the existence of an RS solution. We study memory bounds for the players, showing that the memory required may be polynomial in an NE-RS solution and exponential in an SNE-RS solution. We also solve the SNE-RS problem, show that it is PSPACE-complete, and relate the differences between NE and SNE with the differences between cooperative and non-cooperative RS.

Cite as

Yoav Feinstein and Orna Kupferman. Memory Requirements in Non-Zero-Sum Games. In 34th EACSL Annual Conference on Computer Science Logic (CSL 2026). Leibniz International Proceedings in Informatics (LIPIcs), Volume 363, pp. 34:1-34:23, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2026)


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@InProceedings{feinstein_et_al:LIPIcs.CSL.2026.34,
  author =	{Feinstein, Yoav and Kupferman, Orna},
  title =	{{Memory Requirements in Non-Zero-Sum Games}},
  booktitle =	{34th EACSL Annual Conference on Computer Science Logic (CSL 2026)},
  pages =	{34:1--34:23},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-411-6},
  ISSN =	{1868-8969},
  year =	{2026},
  volume =	{363},
  editor =	{Guerrini, Stefano and K\"{o}nig, Barbara},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CSL.2026.34},
  URN =		{urn:nbn:de:0030-drops-254597},
  doi =		{10.4230/LIPIcs.CSL.2026.34},
  annote =	{Keywords: Non-Zero-Sum Games, Synthesis, Memory}
}
Document
A Zone-Based Algorithm for Timed Parity Games

Authors: Gilles Geeraerts, Frédéric Herbreteau, Jean-François Raskin, and Alexis Reynouard

Published in: LIPIcs, Volume 360, 45th IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2025)


Abstract
This paper revisits timed games by building upon the semantics introduced in "The Element of Surprise in Timed Games" [Luca de Alfaro et al., 2003]. We introduce some modifications to this semantics for two primary reasons: firstly, we recognize instances where the original semantics appears counterintuitive in the context of controller synthesis; secondly, we present methods to develop efficient zone-based algorithms. Our algorithm successfully addresses timed parity games, and we have implemented it using UPPAAL’s zone library. This prototype effectively demonstrates the feasibility of a zone-based algorithm for parity objectives and a rich semantics for timed interactions between the players.

Cite as

Gilles Geeraerts, Frédéric Herbreteau, Jean-François Raskin, and Alexis Reynouard. A Zone-Based Algorithm for Timed Parity Games. In 45th IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2025). Leibniz International Proceedings in Informatics (LIPIcs), Volume 360, pp. 33:1-33:18, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{geeraerts_et_al:LIPIcs.FSTTCS.2025.33,
  author =	{Geeraerts, Gilles and Herbreteau, Fr\'{e}d\'{e}ric and Raskin, Jean-Fran\c{c}ois and Reynouard, Alexis},
  title =	{{A Zone-Based Algorithm for Timed Parity Games}},
  booktitle =	{45th IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2025)},
  pages =	{33:1--33:18},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-406-2},
  ISSN =	{1868-8969},
  year =	{2025},
  volume =	{360},
  editor =	{Aiswarya, C. and Mehta, Ruta and Roy, Subhajit},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.FSTTCS.2025.33},
  URN =		{urn:nbn:de:0030-drops-251140},
  doi =		{10.4230/LIPIcs.FSTTCS.2025.33},
  annote =	{Keywords: Timed Parity Games, Realtime Controller Synthesis}
}
Document
Games with ω-Automatic Preference Relations

Authors: Véronique Bruyère, Christophe Grandmont, and Jean-François Raskin

Published in: LIPIcs, Volume 345, 50th International Symposium on Mathematical Foundations of Computer Science (MFCS 2025)


Abstract
This paper investigates Nash equilibria (NEs) in multi-player turn-based games on graphs, where player preferences are modeled as ω-automatic relations via deterministic parity automata. Unlike much of the existing literature, which focuses on specific reward functions, our results apply to any preference relation definable by an ω-automatic relation. We analyze the computational complexity of determining the existence of an NE (possibly under some constraints), verifying whether a given strategy profile forms an NE, and checking whether a specific outcome can be realized by an NE. When a (constrained) NE exists, we show that there always exists one with finite-memory strategies. Finally, we explore fundamental properties of ω-automatic relations and their implications in the existence of equilibria.

Cite as

Véronique Bruyère, Christophe Grandmont, and Jean-François Raskin. Games with ω-Automatic Preference Relations. In 50th International Symposium on Mathematical Foundations of Computer Science (MFCS 2025). Leibniz International Proceedings in Informatics (LIPIcs), Volume 345, pp. 31:1-31:19, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{bruyere_et_al:LIPIcs.MFCS.2025.31,
  author =	{Bruy\`{e}re, V\'{e}ronique and Grandmont, Christophe and Raskin, Jean-Fran\c{c}ois},
  title =	{{Games with \omega-Automatic Preference Relations}},
  booktitle =	{50th International Symposium on Mathematical Foundations of Computer Science (MFCS 2025)},
  pages =	{31:1--31:19},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-388-1},
  ISSN =	{1868-8969},
  year =	{2025},
  volume =	{345},
  editor =	{Gawrychowski, Pawe{\l} and Mazowiecki, Filip and Skrzypczak, Micha{\l}},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.MFCS.2025.31},
  URN =		{urn:nbn:de:0030-drops-241381},
  doi =		{10.4230/LIPIcs.MFCS.2025.31},
  annote =	{Keywords: Games played on graphs, Nash equilibrium, \omega-automatic relations, \omega-recognizable relations, constrained Nash equilibria existence problem}
}
Document
Time for Timed Monitorability

Authors: Thomas M. Grosen, Sean Kauffman, Kim G. Larsen, and Martin Zimmermann

Published in: LIPIcs, Volume 348, 36th International Conference on Concurrency Theory (CONCUR 2025)


Abstract
Monitoring is an important part of the verification toolbox, in particular in situations where exhaustive verification using, e.g., model-checking is infeasible. The goal of online monitoring is to determine the satisfaction or violation of a specification during runtime, i.e., based on finite execution prefixes. However, not every specification is amenable to monitoring, e.g., properties for which no finite execution can witness satisfaction or violation. Monitorability is the question of whether a given specification is amenable to monitoring, and has been extensively studied in discrete time. Here, we study the monitorability problem for real-time properties expressed as Timed Automata. For specifications given by deterministic Timed Muller Automata, we prove decidability while we show that the problem is undecidable for specifications given by nondeterministic Timed Büchi automata. Furthermore, we refine monitorability to also determine bounds on the number of events as well as the time that must pass before monitoring the property may yield an informative verdict. We prove that for deterministic Timed Muller automata, such bounds can be effectively computed. In contrast we show that for nondeterministic Timed Büchi automata such bounds are not computable.

Cite as

Thomas M. Grosen, Sean Kauffman, Kim G. Larsen, and Martin Zimmermann. Time for Timed Monitorability. In 36th International Conference on Concurrency Theory (CONCUR 2025). Leibniz International Proceedings in Informatics (LIPIcs), Volume 348, pp. 19:1-19:20, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{grosen_et_al:LIPIcs.CONCUR.2025.19,
  author =	{Grosen, Thomas M. and Kauffman, Sean and Larsen, Kim G. and Zimmermann, Martin},
  title =	{{Time for Timed Monitorability}},
  booktitle =	{36th International Conference on Concurrency Theory (CONCUR 2025)},
  pages =	{19:1--19:20},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-389-8},
  ISSN =	{1868-8969},
  year =	{2025},
  volume =	{348},
  editor =	{Bouyer, Patricia and van de Pol, Jaco},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CONCUR.2025.19},
  URN =		{urn:nbn:de:0030-drops-239690},
  doi =		{10.4230/LIPIcs.CONCUR.2025.19},
  annote =	{Keywords: Monitorability, Monitoring, Timed Automata, MITL}
}
Document
The Non-Cooperative Rational Synthesis Problem for SPEs and ω-Regular Objectives

Authors: Véronique Bruyère, Jean-François Raskin, Alexis Reynouard, and Marie Van Den Bogaard

Published in: LIPIcs, Volume 348, 36th International Conference on Concurrency Theory (CONCUR 2025)


Abstract
This paper studies the rational synthesis problem for multi-player games played on graphs when rational players are following subgame perfect equilibria. In these games, one player, the system, declares his strategy upfront, and the other players, composing the environment, then rationally respond by playing strategies forming a subgame perfect equilibrium. We study the complexity of the rational synthesis problem when the players have ω-regular objectives encoded as parity objectives. Our algorithm is based on an encoding into a three-player game with imperfect information, showing that the problem is in 2ExpTime. When the number of environment players is fixed, the problem is in ExpTime and is NP- and coNP-hard. Moreover, for a fixed number of players and reachability objectives, we get a polynomial algorithm.

Cite as

Véronique Bruyère, Jean-François Raskin, Alexis Reynouard, and Marie Van Den Bogaard. The Non-Cooperative Rational Synthesis Problem for SPEs and ω-Regular Objectives. In 36th International Conference on Concurrency Theory (CONCUR 2025). Leibniz International Proceedings in Informatics (LIPIcs), Volume 348, pp. 12:1-12:23, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{bruyere_et_al:LIPIcs.CONCUR.2025.12,
  author =	{Bruy\`{e}re, V\'{e}ronique and Raskin, Jean-Fran\c{c}ois and Reynouard, Alexis and Van Den Bogaard, Marie},
  title =	{{The Non-Cooperative Rational Synthesis Problem for SPEs and \omega-Regular Objectives}},
  booktitle =	{36th International Conference on Concurrency Theory (CONCUR 2025)},
  pages =	{12:1--12:23},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-389-8},
  ISSN =	{1868-8969},
  year =	{2025},
  volume =	{348},
  editor =	{Bouyer, Patricia and van de Pol, Jaco},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CONCUR.2025.12},
  URN =		{urn:nbn:de:0030-drops-239622},
  doi =		{10.4230/LIPIcs.CONCUR.2025.12},
  annote =	{Keywords: non-zero-sum games, subgame perfect equilibria, rational synthesis}
}
Document
Track B: Automata, Logic, Semantics, and Theory of Programming
Taming Infinity One Chunk at a Time: Concisely Represented Strategies in One-Counter MDPs

Authors: Michal Ajdarów, James C. A. Main, Petr Novotný, and Mickael Randour

Published in: LIPIcs, Volume 334, 52nd International Colloquium on Automata, Languages, and Programming (ICALP 2025)


Abstract
Markov decision processes (MDPs) are a canonical model to reason about decision making within a stochastic environment. We study a fundamental class of infinite MDPs: one-counter MDPs (OC-MDPs). They extend finite MDPs via an associated counter taking natural values, thus inducing an infinite MDP over the set of configurations (current state and counter value). We consider two characteristic objectives: reaching a target state (state-reachability), and reaching a target state with counter value zero (selective termination). The synthesis problem for the latter is not known to be decidable and connected to major open problems in number theory. Furthermore, even seemingly simple strategies (e.g., memoryless ones) in OC-MDPs might be impossible to build in practice (due to the underlying infinite configuration space): we need finite, and preferably small, representations. To overcome these obstacles, we introduce two natural classes of concisely represented strategies based on a (possibly infinite) partition of counter values in intervals. For both classes, and both objectives, we study the verification problem (does a given strategy ensure a high enough probability for the objective?), and two synthesis problems (does there exist such a strategy?): one where the interval partition is fixed as input, and one where it is only parameterized. We develop a generic approach based on a compression of the induced infinite MDP that yields decidability in all cases, with all complexities within PSPACE.

Cite as

Michal Ajdarów, James C. A. Main, Petr Novotný, and Mickael Randour. Taming Infinity One Chunk at a Time: Concisely Represented Strategies in One-Counter MDPs. In 52nd International Colloquium on Automata, Languages, and Programming (ICALP 2025). Leibniz International Proceedings in Informatics (LIPIcs), Volume 334, pp. 138:1-138:19, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{ajdarow_et_al:LIPIcs.ICALP.2025.138,
  author =	{Ajdar\'{o}w, Michal and Main, James C. A. and Novotn\'{y}, Petr and Randour, Mickael},
  title =	{{Taming Infinity One Chunk at a Time: Concisely Represented Strategies in One-Counter MDPs}},
  booktitle =	{52nd International Colloquium on Automata, Languages, and Programming (ICALP 2025)},
  pages =	{138:1--138:19},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-372-0},
  ISSN =	{1868-8969},
  year =	{2025},
  volume =	{334},
  editor =	{Censor-Hillel, Keren and Grandoni, Fabrizio and Ouaknine, Jo\"{e}l and Puppis, Gabriele},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.ICALP.2025.138},
  URN =		{urn:nbn:de:0030-drops-235157},
  doi =		{10.4230/LIPIcs.ICALP.2025.138},
  annote =	{Keywords: one-counter Markov decision processes, randomised strategies, termination, reachability}
}
Document
Permissive Equilibria in Multiplayer Reachability Games

Authors: Aline Goeminne and Benjamin Monmege

Published in: LIPIcs, Volume 326, 33rd EACSL Annual Conference on Computer Science Logic (CSL 2025)


Abstract
We study multi-strategies in multiplayer reachability games played on finite graphs. A multi-strategy prescribes a set of possible actions, instead of a single action as usual strategies: it represents a set of all strategies that are consistent with it. We aim for profiles of multi-strategies (a multi-strategy per player), where each profile of consistent strategies is a Nash equilibrium, or a subgame perfect equilibrium. The permissiveness of two multi-strategies can be compared with penalties, as already used in the two-player zero-sum setting by Bouyer, Duflot, Markey and Renault [Patricia Bouyer et al., 2009]. We show that we can decide the existence of a multi-strategy profile that is a Nash equilibrium or a subgame perfect equilibrium, while satisfying some upper-bound constraints on the penalties in PSPACE, if the upper-bound penalties are given in unary. The same holds when we search for multi-strategies where certain players are asked to win in at least one play or in all plays.

Cite as

Aline Goeminne and Benjamin Monmege. Permissive Equilibria in Multiplayer Reachability Games. In 33rd EACSL Annual Conference on Computer Science Logic (CSL 2025). Leibniz International Proceedings in Informatics (LIPIcs), Volume 326, pp. 23:1-23:17, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2025)


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@InProceedings{goeminne_et_al:LIPIcs.CSL.2025.23,
  author =	{Goeminne, Aline and Monmege, Benjamin},
  title =	{{Permissive Equilibria in Multiplayer Reachability Games}},
  booktitle =	{33rd EACSL Annual Conference on Computer Science Logic (CSL 2025)},
  pages =	{23:1--23:17},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-362-1},
  ISSN =	{1868-8969},
  year =	{2025},
  volume =	{326},
  editor =	{Endrullis, J\"{o}rg and Schmitz, Sylvain},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CSL.2025.23},
  URN =		{urn:nbn:de:0030-drops-227801},
  doi =		{10.4230/LIPIcs.CSL.2025.23},
  annote =	{Keywords: multiplayer reachability games, penalties, permissive equilibria}
}
Document
Arena-Independent Memory Bounds for Nash Equilibria in Reachability Games

Authors: James C. A. Main

Published in: LIPIcs, Volume 289, 41st International Symposium on Theoretical Aspects of Computer Science (STACS 2024)


Abstract
We study the memory requirements of Nash equilibria in turn-based multiplayer games on possibly infinite graphs with reachability, shortest path and Büchi objectives. We present constructions for finite-memory Nash equilibria in these games that apply to arbitrary game graphs, bypassing the finite-arena requirement that is central in existing approaches. We show that, for these three types of games, from any Nash equilibrium, we can derive another Nash equilibrium where all strategies are finite-memory such that the same players accomplish their objective, without increasing their cost for shortest path games. Furthermore, we provide memory bounds that are independent of the size of the game graph for reachability and shortest path games. These bounds depend only on the number of players. To the best of our knowledge, we provide the first results pertaining to finite-memory constrained Nash equilibria in infinite arenas and the first arena-independent memory bounds for Nash equilibria.

Cite as

James C. A. Main. Arena-Independent Memory Bounds for Nash Equilibria in Reachability Games. In 41st International Symposium on Theoretical Aspects of Computer Science (STACS 2024). Leibniz International Proceedings in Informatics (LIPIcs), Volume 289, pp. 50:1-50:18, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2024)


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@InProceedings{main:LIPIcs.STACS.2024.50,
  author =	{Main, James C. A.},
  title =	{{Arena-Independent Memory Bounds for Nash Equilibria in Reachability Games}},
  booktitle =	{41st International Symposium on Theoretical Aspects of Computer Science (STACS 2024)},
  pages =	{50:1--50:18},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-311-9},
  ISSN =	{1868-8969},
  year =	{2024},
  volume =	{289},
  editor =	{Beyersdorff, Olaf and Kant\'{e}, Mamadou Moustapha and Kupferman, Orna and Lokshtanov, Daniel},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.STACS.2024.50},
  URN =		{urn:nbn:de:0030-drops-197603},
  doi =		{10.4230/LIPIcs.STACS.2024.50},
  annote =	{Keywords: multiplayer games on graphs, Nash equilibrium, finite-memory strategies}
}
Document
Invited Talk
Reachability Games and Friends: A Journey Through the Lens of Memory and Complexity (Invited Talk)

Authors: Thomas Brihaye, Aline Goeminne, James C. A. Main, and Mickael Randour

Published in: LIPIcs, Volume 284, 43rd IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2023)


Abstract
Reachability objectives are arguably the most basic ones in the theory of games on graphs (and beyond). But far from being bland, they constitute the cornerstone of this field. Reachability is everywhere, as are the tools we use to reason about it. In this invited contribution, we take the reader on a journey through a zoo of models that have reachability objectives at their core. Our goal is to illustrate how model complexity impacts the complexity of strategies needed to play optimally in the corresponding games and computational complexity.

Cite as

Thomas Brihaye, Aline Goeminne, James C. A. Main, and Mickael Randour. Reachability Games and Friends: A Journey Through the Lens of Memory and Complexity (Invited Talk). In 43rd IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2023). Leibniz International Proceedings in Informatics (LIPIcs), Volume 284, pp. 1:1-1:26, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2023)


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@InProceedings{brihaye_et_al:LIPIcs.FSTTCS.2023.1,
  author =	{Brihaye, Thomas and Goeminne, Aline and Main, James C. A. and Randour, Mickael},
  title =	{{Reachability Games and Friends: A Journey Through the Lens of Memory and Complexity}},
  booktitle =	{43rd IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2023)},
  pages =	{1:1--1:26},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-304-1},
  ISSN =	{1868-8969},
  year =	{2023},
  volume =	{284},
  editor =	{Bouyer, Patricia and Srinivasan, Srikanth},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.FSTTCS.2023.1},
  URN =		{urn:nbn:de:0030-drops-193747},
  doi =		{10.4230/LIPIcs.FSTTCS.2023.1},
  annote =	{Keywords: Games on graphs, reachability, finite-memory strategies, complexity}
}
Document
Time Flies When Looking out of the Window: Timed Games with Window Parity Objectives

Authors: James C. A. Main, Mickael Randour, and Jeremy Sproston

Published in: LIPIcs, Volume 203, 32nd International Conference on Concurrency Theory (CONCUR 2021)


Abstract
The window mechanism was introduced by Chatterjee et al. to reinforce mean-payoff and total-payoff objectives with time bounds in two-player turn-based games on graphs [Krishnendu Chatterjee et al., 2015]. It has since proved useful in a variety of settings, including parity objectives in games [Véronique Bruyère et al., 2016] and both mean-payoff and parity objectives in Markov decision processes [Thomas Brihaye et al., 2020]. We study window parity objectives in timed automata and timed games: given a bound on the window size, a path satisfies such an objective if, in all states along the path, we see a sufficiently small window in which the smallest priority is even. We show that checking that all time-divergent paths of a timed automaton satisfy such a window parity objective can be done in polynomial space, and that the corresponding timed games can be solved in exponential time. This matches the complexity class of timed parity games, while adding the ability to reason about time bounds. We also consider multi-dimensional objectives and show that the complexity class does not increase. To the best of our knowledge, this is the first study of the window mechanism in a real-time setting.

Cite as

James C. A. Main, Mickael Randour, and Jeremy Sproston. Time Flies When Looking out of the Window: Timed Games with Window Parity Objectives. In 32nd International Conference on Concurrency Theory (CONCUR 2021). Leibniz International Proceedings in Informatics (LIPIcs), Volume 203, pp. 25:1-25:16, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2021)


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@InProceedings{main_et_al:LIPIcs.CONCUR.2021.25,
  author =	{Main, James C. A. and Randour, Mickael and Sproston, Jeremy},
  title =	{{Time Flies When Looking out of the Window: Timed Games with Window Parity Objectives}},
  booktitle =	{32nd International Conference on Concurrency Theory (CONCUR 2021)},
  pages =	{25:1--25:16},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-203-7},
  ISSN =	{1868-8969},
  year =	{2021},
  volume =	{203},
  editor =	{Haddad, Serge and Varacca, Daniele},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CONCUR.2021.25},
  URN =		{urn:nbn:de:0030-drops-144021},
  doi =		{10.4230/LIPIcs.CONCUR.2021.25},
  annote =	{Keywords: Window objectives, timed automata, timed games, parity games}
}
Document
Dynamics on Games: Simulation-Based Techniques and Applications to Routing

Authors: Thomas Brihaye, Gilles Geeraerts, Marion Hallet, Benjamin Monmege, and Bruno Quoitin

Published in: LIPIcs, Volume 150, 39th IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2019)


Abstract
We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly update their respective strategies (for instance, to improve the outcome w.r.t. the current strategy profile). This generates a dynamics in the game which may eventually stabilise to an equilibrium. The objective of the present paper is twofold. First, we aim at drawing a general framework to reason about the termination of such dynamics. In particular, we identify preorders on games (inspired from the classical notion of simulation between transitions systems, and from the notion of graph minor) which preserve termination of dynamics. Second, we show the applicability of the previously developed framework to interdomain routing problems.

Cite as

Thomas Brihaye, Gilles Geeraerts, Marion Hallet, Benjamin Monmege, and Bruno Quoitin. Dynamics on Games: Simulation-Based Techniques and Applications to Routing. In 39th IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2019). Leibniz International Proceedings in Informatics (LIPIcs), Volume 150, pp. 35:1-35:14, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2019)


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@InProceedings{brihaye_et_al:LIPIcs.FSTTCS.2019.35,
  author =	{Brihaye, Thomas and Geeraerts, Gilles and Hallet, Marion and Monmege, Benjamin and Quoitin, Bruno},
  title =	{{Dynamics on Games: Simulation-Based Techniques and Applications to Routing}},
  booktitle =	{39th IARCS Annual Conference on Foundations of Software Technology and Theoretical Computer Science (FSTTCS 2019)},
  pages =	{35:1--35:14},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-131-3},
  ISSN =	{1868-8969},
  year =	{2019},
  volume =	{150},
  editor =	{Chattopadhyay, Arkadev and Gastin, Paul},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.FSTTCS.2019.35},
  URN =		{urn:nbn:de:0030-drops-115978},
  doi =		{10.4230/LIPIcs.FSTTCS.2019.35},
  annote =	{Keywords: games on graphs, dynamics, simulation, network}
}
Document
Life Is Random, Time Is Not: Markov Decision Processes with Window Objectives

Authors: Thomas Brihaye, Florent Delgrange, Youssouf Oualhadj, and Mickael Randour

Published in: LIPIcs, Volume 140, 30th International Conference on Concurrency Theory (CONCUR 2019)


Abstract
The window mechanism was introduced by Chatterjee et al. [Krishnendu Chatterjee et al., 2015] to strengthen classical game objectives with time bounds. It permits to synthesize system controllers that exhibit acceptable behaviors within a configurable time frame, all along their infinite execution, in contrast to the traditional objectives that only require correctness of behaviors in the limit. The window concept has proved its interest in a variety of two-player zero-sum games, thanks to the ability to reason about such time bounds in system specifications, but also the increased tractability that it usually yields. In this work, we extend the window framework to stochastic environments by considering the fundamental threshold probability problem in Markov decision processes for window objectives. That is, given such an objective, we want to synthesize strategies that guarantee satisfying runs with a given probability. We solve this problem for the usual variants of window objectives, where either the time frame is set as a parameter, or we ask if such a time frame exists. We develop a generic approach for window-based objectives and instantiate it for the classical mean-payoff and parity objectives, already considered in games. Our work paves the way to a wide use of the window mechanism in stochastic models.

Cite as

Thomas Brihaye, Florent Delgrange, Youssouf Oualhadj, and Mickael Randour. Life Is Random, Time Is Not: Markov Decision Processes with Window Objectives. In 30th International Conference on Concurrency Theory (CONCUR 2019). Leibniz International Proceedings in Informatics (LIPIcs), Volume 140, pp. 8:1-8:18, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2019)


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@InProceedings{brihaye_et_al:LIPIcs.CONCUR.2019.8,
  author =	{Brihaye, Thomas and Delgrange, Florent and Oualhadj, Youssouf and Randour, Mickael},
  title =	{{Life Is Random, Time Is Not: Markov Decision Processes with Window Objectives}},
  booktitle =	{30th International Conference on Concurrency Theory (CONCUR 2019)},
  pages =	{8:1--8:18},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-121-4},
  ISSN =	{1868-8969},
  year =	{2019},
  volume =	{140},
  editor =	{Fokkink, Wan and van Glabbeek, Rob},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CONCUR.2019.8},
  URN =		{urn:nbn:de:0030-drops-109103},
  doi =		{10.4230/LIPIcs.CONCUR.2019.8},
  annote =	{Keywords: Markov decision processes, window mean-payoff, window parity}
}
Document
The Complexity of Subgame Perfect Equilibria in Quantitative Reachability Games

Authors: Thomas Brihaye, Véronique Bruyère, Aline Goeminne, Jean-François Raskin, and Marie van den Bogaard

Published in: LIPIcs, Volume 140, 30th International Conference on Concurrency Theory (CONCUR 2019)


Abstract
We study multiplayer quantitative reachability games played on a finite directed graph, where the objective of each player is to reach his target set of vertices as quickly as possible. Instead of the well-known notion of Nash equilibrium (NE), we focus on the notion of subgame perfect equilibrium (SPE), a refinement of NE well-suited in the framework of games played on graphs. It is known that there always exists an SPE in quantitative reachability games and that the constrained existence problem is decidable. We here prove that this problem is PSPACE-complete. To obtain this result, we propose a new algorithm that iteratively builds a set of constraints characterizing the set of SPE outcomes in quantitative reachability games. This set of constraints is obtained by iterating an operator that reinforces the constraints up to obtaining a fixpoint. With this fixpoint, the set of SPE outcomes can be represented by a finite graph of size at most exponential. A careful inspection of the computation allows us to establish PSPACE membership.

Cite as

Thomas Brihaye, Véronique Bruyère, Aline Goeminne, Jean-François Raskin, and Marie van den Bogaard. The Complexity of Subgame Perfect Equilibria in Quantitative Reachability Games. In 30th International Conference on Concurrency Theory (CONCUR 2019). Leibniz International Proceedings in Informatics (LIPIcs), Volume 140, pp. 13:1-13:16, Schloss Dagstuhl – Leibniz-Zentrum für Informatik (2019)


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@InProceedings{brihaye_et_al:LIPIcs.CONCUR.2019.13,
  author =	{Brihaye, Thomas and Bruy\`{e}re, V\'{e}ronique and Goeminne, Aline and Raskin, Jean-Fran\c{c}ois and van den Bogaard, Marie},
  title =	{{The Complexity of Subgame Perfect Equilibria in Quantitative Reachability Games}},
  booktitle =	{30th International Conference on Concurrency Theory (CONCUR 2019)},
  pages =	{13:1--13:16},
  series =	{Leibniz International Proceedings in Informatics (LIPIcs)},
  ISBN =	{978-3-95977-121-4},
  ISSN =	{1868-8969},
  year =	{2019},
  volume =	{140},
  editor =	{Fokkink, Wan and van Glabbeek, Rob},
  publisher =	{Schloss Dagstuhl -- Leibniz-Zentrum f{\"u}r Informatik},
  address =	{Dagstuhl, Germany},
  URL =		{https://drops.dagstuhl.de/entities/document/10.4230/LIPIcs.CONCUR.2019.13},
  URN =		{urn:nbn:de:0030-drops-109153},
  doi =		{10.4230/LIPIcs.CONCUR.2019.13},
  annote =	{Keywords: multiplayer non-zero-sum games played on graphs, quantitative reachability objectives, subgame perfect equilibria, constrained existence problem}
}
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