2007
DOI: 10.2168/lmcs-3(3:4)2007
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Algorithms for Omega-Regular Games with Imperfect Information

Abstract: Abstract. We study observation-based strategies for two-player turn-based games on graphs with omega-regular objectives. An observation-based strategy relies on imperfect information about the history of a play, namely, on the past sequence of observations. Such games occur in the synthesis of a controller that does not see the private state of the plant. Our main results are twofold. First, we give a fixed-point algorithm for computing the set of states from which a player can win with a deterministic observa… Show more

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Cited by 76 publications
(28 citation statements)
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References 24 publications
(38 reference statements)
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“…Second, we identify structural properties in the underlying automata constructions that allow us to define an antichain algorithm for solving the LTL realizability problem. This is in line with our previous works in [6,7,25,8] that use subsumption to obtain efficient implementations of several variants of subset constructions. Third, we study compositional algorithms to solve safety games, and we show how they can be used to develop compositional algorithms for solving the realizability and synthesis problems of large and structured LTL specifications.…”
Section: Contributionssupporting
confidence: 89%
“…Second, we identify structural properties in the underlying automata constructions that allow us to define an antichain algorithm for solving the LTL realizability problem. This is in line with our previous works in [6,7,25,8] that use subsumption to obtain efficient implementations of several variants of subset constructions. Third, we study compositional algorithms to solve safety games, and we show how they can be used to develop compositional algorithms for solving the realizability and synthesis problems of large and structured LTL specifications.…”
Section: Contributionssupporting
confidence: 89%
“…Raskin et al proposed an algorithm to check the existence of observation-based strategies for twoplayer turn-based games on graphs with ω-regular objectives [23]. They are interested in the existence of winning observation-based strategies, that is, strategies with imperfect information and perfect recall.…”
Section: Resultsmentioning
confidence: 99%
“…We aim to provide an event-based controller synthesis technique that allows for domain models where the environment behaves nondeterministically. We believe that this issue could be tackled by adapting strategy construction algorithms for two-player games with imperfect information [20]. The model proposed by such games is appropriate to be applied in event-based controller synthesis where the controller must deal with a domain model that is considered an enemy but its full state is unknown to the controller.…”
Section: Dealing With Incomplete Informationmentioning
confidence: 99%