<?xml version="1.0" encoding="UTF-8"?>
<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#"
         xmlns:dc="http://purl.org/dc/terms/"
         xmlns:foaf="http://xmlns.com/foaf/0.1/"
         xmlns:bibo="http://purl.org/ontology/bibo/"
         xmlns:fabio="http://purl.org/spar/fabio/"
         xmlns:owl="http://www.w3.org/2002/07/owl#"
         xmlns:event="http://purl.org/NET/c4dm/event.owl#"
         xmlns:ore="http://www.openarchives.org/ore/terms/">

    <rdf:Description rdf:about="https://research-explorer.ista.ac.at/record/2212">
        <ore:isDescribedBy rdf:resource="https://research-explorer.ista.ac.at/record/2212"/>
        <dc:title>Perfect-information stochastic mean-payoff parity games</dc:title>
        <bibo:authorList rdf:parseType="Collection">
            <foaf:Person>
                <foaf:name></foaf:name>
                <foaf:surname></foaf:surname>
                <foaf:givenname></foaf:givenname>
            </foaf:Person>
            <foaf:Person>
                <foaf:name></foaf:name>
                <foaf:surname></foaf:surname>
                <foaf:givenname></foaf:givenname>
            </foaf:Person>
            <foaf:Person>
                <foaf:name></foaf:name>
                <foaf:surname></foaf:surname>
                <foaf:givenname></foaf:givenname>
            </foaf:Person>
            <foaf:Person>
                <foaf:name></foaf:name>
                <foaf:surname></foaf:surname>
                <foaf:givenname></foaf:givenname>
            </foaf:Person>
        </bibo:authorList>
        <bibo:abstract>The theory of graph games is the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic processes, we use 2 1/2-player games where some transitions of the game graph are controlled by two adversarial players, the System and the Environment, and the other transitions are determined probabilistically. We consider 2 1/2-player games where the objective of the System is the conjunction of a qualitative objective (specified as a parity condition) and a quantitative objective (specified as a mean-payoff condition). We establish that the problem of deciding whether the System can ensure that the probability to satisfy the mean-payoff parity objective is at least a given threshold is in NP ∩ coNP, matching the best known bound in the special case of 2-player games (where all transitions are deterministic). We present an algorithm running in time O(d·n2d·MeanGame) to compute the set of almost-sure winning states from which the objective can be ensured with probability 1, where n is the number of states of the game, d the number of priorities of the parity objective, and MeanGame is the complexity to compute the set of almost-sure winning states in 2 1/2-player mean-payoff games. Our results are useful in the synthesis of stochastic reactive systems with both functional requirement (given as a qualitative objective) and performance requirement (given as a quantitative objective). </bibo:abstract>
        <bibo:volume>8412</bibo:volume>
        <bibo:startPage>210 - 225</bibo:startPage>
        <bibo:endPage>210 - 225</bibo:endPage>
        <dc:publisher>Springer</dc:publisher>
        <bibo:doi rdf:resource="10.1007/978-3-642-54830-7_14" />
        <ore:similarTo rdf:resource="info:doi/10.1007/978-3-642-54830-7_14"/>
    </rdf:Description>
</rdf:RDF>
