International audienceWe address concurrent games with a qualitative notion of time with parity objectives. This setting allows to express how potential controllers interact with their environment and more specifically includes relevant features: transient states where the environment will eventually act, controller avoiding of an environment action either by an immediate controller action or by masking it, etc. In order to solve the controller synthesis in this framework, we design a linear-time building of a timeless turn-based game and show a close connection between strategies of the controller in the two games. Thus we reduce the synthesis problem to a standard problem of turn-based game with parity objectives establishing as a side ef...
In an expected reachability-time game (ERTG) two players, Min and Max, move a token along the transi...
We consider concurrent games played on graphs. At every round of a game, each player simul-taneously...
In timeline-based planning, domains are described as sets of independent, but interacting, component...
International audienceWe address concurrent games with a qualitative notion of time with parity obje...
Abstract. We consider two-player games played in real time on game structures with clocks where the ...
We consider two-player games played in real time on game structures withclocks where the objectives ...
This report deals with non-deterministic timed strategies, also called timed multi-strategies, for t...
We consider two-player games played in real time on game structures with clocks where the objectives...
Abstract. In this paper, we review some recent results on the efficient synthesis of controllers for...
AbstractWe consider concurrent games played on graphs. At every round of a game, each player simulta...
The construction of discrete abstractions is a crucial part of many methods for control synthesis of...
Parity games are infinite-duration two-player turn-based games that provide powerful formal-method t...
Abstract: Timed game automata are used for solving control problems on real-time systems. A timed re...
Parity games are infinite-duration two-player turn-based games that provide powerful formal-method t...
We consider two-player games played on a finite state space for an infinite number of rounds. The ga...
In an expected reachability-time game (ERTG) two players, Min and Max, move a token along the transi...
We consider concurrent games played on graphs. At every round of a game, each player simul-taneously...
In timeline-based planning, domains are described as sets of independent, but interacting, component...
International audienceWe address concurrent games with a qualitative notion of time with parity obje...
Abstract. We consider two-player games played in real time on game structures with clocks where the ...
We consider two-player games played in real time on game structures withclocks where the objectives ...
This report deals with non-deterministic timed strategies, also called timed multi-strategies, for t...
We consider two-player games played in real time on game structures with clocks where the objectives...
Abstract. In this paper, we review some recent results on the efficient synthesis of controllers for...
AbstractWe consider concurrent games played on graphs. At every round of a game, each player simulta...
The construction of discrete abstractions is a crucial part of many methods for control synthesis of...
Parity games are infinite-duration two-player turn-based games that provide powerful formal-method t...
Abstract: Timed game automata are used for solving control problems on real-time systems. A timed re...
Parity games are infinite-duration two-player turn-based games that provide powerful formal-method t...
We consider two-player games played on a finite state space for an infinite number of rounds. The ga...
In an expected reachability-time game (ERTG) two players, Min and Max, move a token along the transi...
We consider concurrent games played on graphs. At every round of a game, each player simul-taneously...
In timeline-based planning, domains are described as sets of independent, but interacting, component...