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The Element of Surprise in Timed Games

  • Luca de Alfaro
  • Marco Faella
  • Thomas A. Henzinger
  • Rupak Majumdar
  • Mariëlle Stoelinga
Part of the Lecture Notes in Computer Science book series (LNCS, volume 2761)

Abstract

We consider concurrent two-person games played in real time, in which the players decide both which action to play, and when to play it. Such timed games differ from untimed games in two essential ways. First, players can take each other by surprise, because actions are played with delays that cannot be anticipated by the opponent. Second, a player should not be able to win the game by preventing time from diverging. We present a model of timed games that preserves the element of surprise and accounts for time divergence in a way that treats both players symmetrically and applies to all ω-regular winning conditions. We prove that the ability to take each other by surprise adds extra power to the players. For the case that the games are specified in the style of timed automata, we provide symbolic algorithms for their solution with respect to all ω-regular winning conditions. We also show that for these timed games, memory strategies are more powerful than memoryless strategies already in the case of reachability objectives.

Keywords

Location Goal Winning Strategy Game Structure Clock Condition Winning Condition 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2003

Authors and Affiliations

  • Luca de Alfaro
    • 1
  • Marco Faella
    • 1
    • 2
  • Thomas A. Henzinger
    • 3
  • Rupak Majumdar
    • 3
  • Mariëlle Stoelinga
    • 1
  1. 1.Department of Computer EngineeringUCSanta CruzUSA
  2. 2.Dipartimento di Informatica ed ApplicazioniUniversità di SalernoItaly
  3. 3.Department of Electrical Engineering and Computer SciencesUCBerkeleyUSA

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