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Dive into the research topics where Nathanaël Fijalkow is active.

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Featured researches published by Nathanaël Fijalkow.


logic in computer science | 2012

Deciding the Value 1 Problem for Probabilistic Leaktight Automata

Nathanaël Fijalkow; Hugo Gimbert; Youssouf Oualhadj

The value 1 problem is a decision problem for probabilistic automata over finite words: given a probabilistic automaton, are there words accepted with probability arbitrarily close to 1? This problem was proved undecidable recently. We sharpen this result, showing that the undecidability holds even if the probabilistic automata have only one probabilistic transition. Our main contribution is to introduce a new class of probabilistic automata, called leaktight automata, for which the value 1 problem is shown decidable (and PSPACE-complete). We construct an algorithm based on the computation of a monoid abstracting the behaviors of the automaton, and rely on algebraic techniques developed by Simon for the correctness proof. The class of leaktight automata is decidable in PSPACE, subsumes all subclasses of probabilistic automata whose value 1 problem is known to be decidable (in particular deterministic automata), and is closed under two natural composition operators.


Logical Methods in Computer Science | 2014

Parity and Streett Games with Costs

Nathanaël Fijalkow; Martin Zimmermann

We consider two-player games played on finite graphs equipped with costs on edges and introduce two winning conditions, cost-parity and cost-Streett, which require bounds on the cost between requests and their responses. Both conditions generalize the corresponding classical omega-regular conditions and the corresponding finitary conditions. For parity games with costs we show that the first player has positional winning strategies and that determining the winner lies in NP and coNP. For Streett games with costs we show that the first player has finite-state winning strategies and that determining the winner is EXPTIME-complete. The second player might need infinite memory in both games. Both types of games with costs can be solved by solving linearly many instances of their classical variants.


foundations of software technology and theoretical computer science | 2012

Cost-Parity and Cost-Streett Games

Nathanaël Fijalkow; Martin Zimmermann

We consider two-player games played on finite graphs equipped with costs on edges and introduce two winning conditions, cost-parity and cost-Streett, which require bounds on the cost between requests and their responses. Both conditions generalize the corresponding classical omega-regular conditions as well as the corresponding finitary conditions. For cost-parity games we show that the first player has positional winning strategies and that determining the winner lies in NP intersection Co-NP. For cost-Streett games we show that the first player has finite-state winning strategies and that determining the winner is EXPTIME-complete. This unifies the complexity results for the classical and finitary variants of these games. Both types of cost games can be solved by solving linearly many instances of their classical variants.


computer science logic | 2013

Infinite-state games with finitary conditions

Krishnendu Chatterjee; Nathanaël Fijalkow

We study two-player zero-sum games over infinite-state graphs equipped with omega-B and finitary conditions. Our first contribution is about the strategy complexity, i.e the memory required for winning strategies: we prove that over general infinite-state graphs, memoryless strategies are sufficient for finitary Buchi, and finite-memory suffices for finitary parity games. We then study pushdown games with boundedness conditions, with two contributions. First we prove a collapse result for pushdown games with omega-B-conditions, implying the decidability of solving these games. Second we consider pushdown games with finitary parity along with stack boundedness conditions, and show that solving these games is EXPTIME-complete.


foundations of software technology and theoretical computer science | 2013

Emptiness Of Alternating Tree Automata Using Games With Imperfect Information

Nathanaël Fijalkow; Sophie Pinchinat; Olivier Serre

We consider the emptiness problem for alternating tree automata, with two acceptance semantics: classical (all branches are accepted) and qualitative (almost all branches are accepted). For the classical semantics, the usual technique to tackle this problem relies on a Simulation Theorem which constructs an equivalent non-deterministic automaton from the original alternating one, and then checks emptiness by a reduction to a two-player perfect information game. However, for the qualitative semantics, no simulation of alternation by means of non-determinism is known. We give an alternative technique to decide the emptiness problem of alternating tree automata, that does not rely on a Simulation Theorem. Indeed, we directly reduce the emptiness problem to solving an imperfect information two-player parity game. Our new approach can successfully be applied to both semantics, and yields decidability results with optimal complexity; for the qualitative semantics, the key ingredient in the proof is a positionality result for stochastic games played over infinite graphs.


arXiv: Computer Science and Game Theory | 2011

A Reduction from Parity Games to Simple Stochastic Games

Krishnendu Chatterjee; Nathanaël Fijalkow

Games on graphs provide a natural model for reactive non-terminating systems. In such games, the interaction of two players on an arena results in an infinite path that describes a run of the system. Different settings are used to model various open systems in computer science, as for instance turn-based or concurrent moves, and deterministic or stochastic transitions. In this paper, we are interested in turn-based games, and specifically in deterministic parity games and stochastic reachability games (also known as simple stochastic games). We present a simple, direct and efficient reduction from deterministic parity games to simple stochastic games: it yields an arena whose size is linear up to a logarithmic factor in size of the original arena.Games on graphs provide a natural model for reactive non-terminating systems. In such games, the interaction of two players on an arena results in an infinite path that describes a run of the system. Different settings are used to model various open systems in computer science, as for instance turn-based or concurrent moves, and deterministic or stochastic transitions. In this paper, we are interested in turn-based games, and specifically in deterministic parity games and stochastic reachability games (also known as simple stochastic games). We present a simple, direct and efficient reduction from deterministic parity games to simple stochastic games: it yields an arena whose size is linear up to a logarithmic factor in size of the original arena.


international colloquium on automata languages and programming | 2017

Expressiveness of Probabilistic Modal Logics, Revisited

Nathanaël Fijalkow; Bartek Klin; Prakash Panangaden

Labelled Markov processes are probabilistic versions of labelled transition systems. In general, the state space of a labelled Markov process may be a continuum. Logical characterizations of probabilistic bisimulation and simulation were given by Desharnais et al. These results hold for systems defined on analytic state spaces and assume that there are countably many labels in the case of bisimulation and finitely many labels in the case of simulation. In this paper, we first revisit these results by giving simpler and more streamlined proofs. In particular, our proof for simulation has the same structure as the one for bisimulation, relying on a new result of a topological nature. This departs from the known proof for this result, which uses domain theory techniques and falls out of a theory of approximation of Labelled Markov processes. Both our proofs assume the presence of countably many labels. We investigate the necessity of this assumption, and show that the logical characterization of bisimulation may fail when there are uncountably many labels. However, with a stronger assumption on the transition functions (continuity instead of just measurability), we can regain the logical characterization result, for arbitrarily many labels. These new results arose from a new game-theoretic way of understanding probabilistic simulation and bisimulation.


ACM SIGLOG News | 2017

Undecidability results for probabilistic automata

Nathanaël Fijalkow

The model of probabilistic automata was introduced by Rabin in 1963. Ever since, undecidability results were obtained for this model, showing that although simple, it is very expressive. This paper provides streamlined constructions implying the most important negative results, including the celebrated inapproximability result of Condon and Lipton.


foundations of computer science | 2016

The Online Space Complexity of Probabilistic Languages

Nathanaël Fijalkow

In this paper, we define the online space complexity of languages, as the size of the smallest abstract machine processing words sequentially and able to determine at every point whether the word read so far belongs to the language or not. The first part of this paper motivates this model and provides examples and preliminary results.


mathematical foundations of computer science | 2014

Monadic Second-Order Logic with Arbitrary Monadic Predicates

Nathanaël Fijalkow; Charles Paperman

We study Monadic Second-Order Logic (MSO) over finite words, extended with (non-uniform arbitrary) monadic predicates. We show that it defines a class of languages that has algebraic, automata-theoretic and machine-independent characterizations. We consider the regularity question: given a language in this class, when is it regular? To answer this, we show a substitution property and the existence of a syntactical predicate.

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Krishnendu Chatterjee

Institute of Science and Technology Austria

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Denis Kuperberg

École normale supérieure de Lyon

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