<?xml version="1.0" encoding="UTF-8"?>
<OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/"
         xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
         xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd">
<ListRecords>
<oai_dc:dc xmlns="http://www.openarchives.org/OAI/2.0/oai_dc/"
           xmlns:oai_dc="http://www.openarchives.org/OAI/2.0/oai_dc/"
           xmlns:dc="http://purl.org/dc/elements/1.1/"
           xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
           xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/oai_dc/ http://www.openarchives.org/OAI/2.0/oai_dc.xsd">
   	<dc:title>Concurrent reachability games</dc:title>
   	<dc:creator>de Alfaro, Luca</dc:creator>
   	<dc:creator>Thomas Henzinger ; https://orcid.org/0000−0002−2985−7724</dc:creator>
   	<dc:creator>Kupferman, Orna</dc:creator>
   	<dc:description>We consider concurrent two-player games with reachability objectives. In such games, at each round, player 1 and player 2 independently and simultaneously choose moves, and the two choices determine the next state of the game. The objective of player 1 is to reach a set of target states; the objective of player 2 is to prevent this. These are zero-sum games, and the reachability objective is one of the most basic objectives: determining the set of states from which player 1 can win the game is a fundamental problem in control theory and system verification. There are three types of winning states, according to the degree of certainty with which player 1 can reach the target. From type-1 states, player 1 has a deterministic strategy to always reach the target. From type-2 states, player 1 has a randomized strategy to reach the target with probability 1. From type-3 states, player 1 has for every real ε&amp;gt;0 a randomized strategy to reach the target with probability greater than 1−ε. We show that for finite state spaces, all three sets of winning states can be computed in polynomial time: type-1 states in linear time, and type-2 and type-3 states in quadratic time. The algorithms to compute the three sets of winning states also enable the construction of the winning and spoiling strategies.</dc:description>
   	<dc:publisher>Elsevier</dc:publisher>
   	<dc:date>2007</dc:date>
   	<dc:type>info:eu-repo/semantics/article</dc:type>
   	<dc:type>doc-type:article</dc:type>
   	<dc:type>text</dc:type>
   	<dc:type>http://purl.org/coar/resource_type/c_2df8fbb1</dc:type>
   	<dc:identifier>https://research-explorer.ista.ac.at/record/4626</dc:identifier>
   	<dc:source>De Alfaro L, Henzinger TA, Kupferman O. Concurrent reachability games. &lt;i&gt;Theoretical Computer Science&lt;/i&gt;. 2007;386(3):188-217. doi:&lt;a href=&quot;https://doi.org/10.1016/j.tcs.2007.07.008&quot;&gt;10.1016/j.tcs.2007.07.008&lt;/a&gt;</dc:source>
   	<dc:relation>info:eu-repo/semantics/altIdentifier/doi/10.1016/j.tcs.2007.07.008</dc:relation>
   	<dc:rights>info:eu-repo/semantics/closedAccess</dc:rights>
</oai_dc:dc>
</ListRecords>
</OAI-PMH>
