Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy.We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP ∩ coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements. Work partially supported by European project CASSTING (FP7-ICT-601148) and ERC project EQualIS (StG-308087). Mickael Randour is an F.R.S.-FNRS Postdoctoral Researcher.
A protocol for the hydrocarboxylation of disubstituted alkenes and terminal alkynes providing access to different secondary carboxylic acids and malonic acid derivatives has been developed. This methodology relies on an initial hydroboration using 9-BBN followed by carboxylation with carbon dioxide in the presence of a copper catalyst and the additive, cesium fluoride. Different cyclohexene, styrene, and stilbene derivatives could be utilized, and alkynes could be transformed into their corresponding dicarboxylic acids in good yields. Finally, six different terpenoids were carboxylated using the developed procedure.
Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy.We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP ∩ coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.
A protocol for the Au-promoted anti-Markovnikov hydrothiolation of olefins using ex situ generated methanethiol is reported. The use of S-methylisothiourea hemisulfate salt as a solid precursor for methanethiol generation ensures a safe and reliable deliverance of a stoichiometric amount of this thiol. The procedure was shown to work for a broad range of olefins providing the corresponding hydrothiolated adduct in good to excellent yields. Mechanistic evaluations suggest that thiyl radicals are generated and that gold acts as an efficient but stable radical initiator.
Energy games are infinite two-player games played in weighted arenas with quantitative objectives that restrict the consumption of a resource modeled by the weights, e.g., a battery that is charged and drained. Typically, upper and/or lower bounds on the battery capacity are part of the problem description. Here, we consider the problem of determining upper bounds on the average accumulated energy or on the capacity while satisfying a given lower bound, i.e., we do not determine whether a given bound is sufficient to meet the specification, but if there exists a sufficient bound to meet it. In the classical setting with positive and negative weights, we show that the problem of determining the existence of a sufficient bound on the long-run average accumulated energy can be solved in doubly-exponential time. Then, we consider recharge games: here, all weights are negative, but there are recharge edges that recharge the energy to some fixed capacity. We show that bounding the long-run average energy in such games is complete for exponential time. Then, we consider the existential version of the problem, which turns out to be solvable in polynomial time: here, we ask whether there is a recharge capacity that allows the system player to win the game. We conclude by studying tradeoffs between the memory needed to implement strategies and the bounds they realize. We give an example showing that memory can be traded for bounds and vice versa. Also, we show that increasing the capacity allows to lower the average accumulated energy.Comment: In Proceedings QAPL'16, arXiv:1610.0769
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