Searcharxiv⌕ Search

arXiv subjects

Emmanuel Filiot

Publications and source records attributed to Emmanuel Filiot.

42 records · Page 3Linked to original sources

Expressiveness of Visibly Pushdown Transducers

Visibly pushdown transducers (VPTs) are visibly pushdown automata extended with outputs. They have been introduced to model transformations of nested words, i.e. words with a call/return structure. As trees and more generally hedges can be linearized into (well) nested words, VPTs are a natural formalism to express tree transformations evaluated in streaming. This paper aims at characterizing precisely the expressive power of VPTs with respect to other tree transducer models.

cs.FL↗

Doomsday Equilibria for Omega-Regular Games

Two-player games on graphs provide the theoretical frame- work for many important problems such as reactive synthesis. While the traditional study of two-player zero-sum games has been extended to multi-player games with several notions of equilibria, they are decidable only for perfect-information games, whereas several applications require imperfect-information games. In this paper we propose a new notion of equilibria, called doomsday equilibria, which is a strategy profile such that all players satisfy their own objective, and if any coalition of players deviates and violates even one of the players objective, then the objective of every player is violated. We present algorithms and complexity results for deciding the existence of doomsday equilibria for various classes of omega-regular objectives, both for imperfect-information games, and for perfect-information games. We provide optimal complexity bounds for imperfect-information games, and in most cases for perfect-information games.

cs.GT↗

From Two-Way to One-Way Finite State Transducers

Any two-way finite state automaton is equivalent to some one-way finite state automaton. This well-known result, shown by Rabin and Scott and independently by Shepherdson, states that two-way finite state automata (even non-deterministic) characterize the class of regular languages. It is also known that this result does not extend to finite string transductions: (deterministic) two-way finite state transducers strictly extend the expressive power of (functional) one-way transducers. In particular deterministic two-way transducers capture exactly the class of MSO-transductions of finite strings. In this paper, we address the following definability problem: given a function defined by a two-way finite state transducer, is it definable by a one-way finite state transducer? By extending Rabin and Scott's proof to transductions, we show that this problem is decidable. Our procedure builds a one-way transducer, which is equivalent to the two-way transducer, whenever one exists.

cs.FL↗

Synthesis from LTL Specifications with Mean-Payoff Objectives

The classical LTL synthesis problem is purely qualitative: the given LTL specification is realized or not by a reactive system. LTL is not expressive enough to formalize the correctness of reactive systems with respect to some quantitative aspects. This paper extends the qualitative LTL synthesis setting to a quantitative setting. The alphabet of actions is extended with a weight function ranging over the rational numbers. The value of an infinite word is the mean-payoff of the weights of its letters. The synthesis problem then amounts to automatically construct (if possible) a reactive system whose executions all satisfy a given LTL formula and have mean-payoff values greater than or equal to some given threshold. The latter problem is called LTLMP synthesis and the LTLMP realizability problem asks to check whether such a system exists. We first show that LTLMP realizability is not more difficult than LTL realizability: it is 2ExpTime-Complete. This is done by reduction to two-player mean-payoff parity games. While infinite memory strategies are required to realize LTLMP specifications in general, we show that epsilon-optimality can be obtained with finite memory strategies, for any epsilon > 0. To obtain an efficient algorithm in practice, we define a Safraless procedure to decide whether there exists a finite-memory strategy that realizes a given specification for some given threshold. This procedure is based on a reduction to two-player energy safety games which are in turn reduced to safety games. Finally, we show that those safety games can be solved efficiently by exploiting the structure of their state spaces and by using antichains as a symbolic data-structure. All our results extend to multi-dimensional weights. We have implemented an antichain-based procedure and we report on some promising experimental results.

cs.LO↗

Iterated Regret Minimization in Game Graphs

Iterated regret minimization has been introduced recently by J.Y. Halpern and R. Pass in classical strategic games. For many games of interest, this new solution concept provides solutions that are judged more reasonable than solutions offered by traditional game concepts -- such as Nash equilibrium --. Although computing iterated regret on explicit matrix game is conceptually and computationally easy, nothing is known about computing the iterated regret on games whose matrices are defined implicitly using game tree, game DAG or, more generally game graphs. In this paper, we investigate iterated regret minimization for infinite duration two-player quantitative non-zero sum games played on graphs. We consider reachability objectives that are not necessarily antagonist. Edges are weighted by integers -- one for each player --, and the payoffs are defined by the sum of the weights along the paths. Depending on the class of graphs, we give either polynomial or pseudo-polynomial time algorithms to compute a strategy that minimizes the regret for a fixed player. We finally give algorithms to compute the strategies of the two players that minimize the iterated regret for trees, and for graphs with strictly positive weights only.

cs.GT↗

On Functionality of Visibly Pushdown Transducers

Visibly pushdown transducers form a subclass of pushdown transducers that (strictly) extends finite state transducers with a stack. Like visibly pushdown automata, the input symbols determine the stack operations. In this paper, we prove that functionality is decidable in PSpace for visibly pushdown transducers. The proof is done via a pumping argument: if a word with two outputs has a sufficiently large nesting depth, there exists a nested word with two outputs whose nesting depth is strictly smaller. The proof uses technics of word combinatorics. As a consequence of decidability of functionality, we also show that equivalence of functional visibly pushdown transducers is Exptime-Complete.

cs.FL↗