2021
DOI: 10.48550/arxiv.2105.02611
|View full text |Cite
Preprint
|
Sign up to set email alerts
|

A Bit of Nondeterminism Makes Pushdown Automata Expressive and Succinct

Abstract: We study the expressiveness and succinctness of good-for-games pushdown automata (GFG-PDA) over finite words, that is, pushdown automata whose nondeterminism can be resolved based on the run constructed so far, but independently of the remainder of the input word. We prove that GFG-PDA recognise more languages than deterministic PDA (DPDA) but not all context-free languages (CFL). This class is orthogonal to unambiguous CFL. We further show that GFG-PDA can be exponentially more succinct than DPDA, while PDA c… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

0
2
0

Year Published

2021
2021
2023
2023

Publication Types

Select...
2
1

Relationship

3
0

Authors

Journals

citations
Cited by 3 publications
(2 citation statements)
references
References 31 publications
(59 reference statements)
0
2
0
Order By: Relevance
“…The local best value (or t-threshold) synthesis problem of a function given by deterministic (or even history-deterministic nondeterministic) automata and the problem of whether a nondeterministic automaton is (t-threshold) history deterministic reduce to each other. The relationship between good-enough synthesis [1] and history determinism was noted for visibly pushdown automata in [13]; a similar reduction in [12] reduces the approximative local bestvalue synthesis of deterministic quantitative automata over finite words by finite transducers to the notion of r-regret determinisability, that is, whether a nondeterministic automaton is close enough to a deterministic automaton obtained by pruning its product with a finite memory. Our reductions are in the same spirit, but relate the synthesis problem to history determinism rather than determinisability, and obtain a two-way correspondence for all history-deterministic nondeterministic quantitative automata.…”
Section: :16 History Determinism Vs Good For Gamenessmentioning
confidence: 93%
“…The local best value (or t-threshold) synthesis problem of a function given by deterministic (or even history-deterministic nondeterministic) automata and the problem of whether a nondeterministic automaton is (t-threshold) history deterministic reduce to each other. The relationship between good-enough synthesis [1] and history determinism was noted for visibly pushdown automata in [13]; a similar reduction in [12] reduces the approximative local bestvalue synthesis of deterministic quantitative automata over finite words by finite transducers to the notion of r-regret determinisability, that is, whether a nondeterministic automaton is close enough to a deterministic automaton obtained by pruning its product with a finite memory. Our reductions are in the same spirit, but relate the synthesis problem to history determinism rather than determinisability, and obtain a two-way correspondence for all history-deterministic nondeterministic quantitative automata.…”
Section: :16 History Determinism Vs Good For Gamenessmentioning
confidence: 93%
“…History determinism lies in between determinism and nondeterminism, enjoying in some aspects the best of both worlds: HD automata are, like deterministic ones, useful for solving games and reactive synthesis [16,11,17,18,19,12,15,7], while they can sometimes be more expressive and/or succinct. For example, HD coBüchi and LimInf automata can be exponentially more succinct than deterministic ones [20], and HD pushdown automata are both more expressive and at least exponentially more succinct than deterministic pushdown automata [21,15]. Notice that in the (ω-)regular setting, history determinism coincides with good for gameness [6], while in the quantitative setting it is stronger than good-for-gameness [7].…”
Section: Introductionmentioning
confidence: 99%