{"author":[{"last_name":"De Alfaro","first_name":"Luca","full_name":"de Alfaro, Luca"},{"last_name":"Henzinger","first_name":"Thomas A","full_name":"Thomas Henzinger","id":"40876CD8-F248-11E8-B48F-1D18A9856A87","orcid":"0000−0002−2985−7724"},{"full_name":"Kupferman, Orna","last_name":"Kupferman","first_name":"Orna"}],"publication":"Theoretical Computer Science","day":"01","page":"188 - 217","doi":"10.1016/j.tcs.2007.07.008","type":"journal_article","date_updated":"2021-01-12T08:00:37Z","month":"11","issue":"3","date_published":"2007-11-01T00:00:00Z","publication_status":"published","citation":{"short":"L. De Alfaro, T.A. Henzinger, O. Kupferman, Theoretical Computer Science 386 (2007) 188–217.","apa":"De Alfaro, L., Henzinger, T. A., & Kupferman, O. (2007). Concurrent reachability games. Theoretical Computer Science. Elsevier. https://doi.org/10.1016/j.tcs.2007.07.008","ista":"De Alfaro L, Henzinger TA, Kupferman O. 2007. Concurrent reachability games. Theoretical Computer Science. 386(3), 188–217.","chicago":"De Alfaro, Luca, Thomas A Henzinger, and Orna Kupferman. “Concurrent Reachability Games.” Theoretical Computer Science. Elsevier, 2007. https://doi.org/10.1016/j.tcs.2007.07.008.","ama":"De Alfaro L, Henzinger TA, Kupferman O. Concurrent reachability games. Theoretical Computer Science. 2007;386(3):188-217. doi:10.1016/j.tcs.2007.07.008","ieee":"L. De Alfaro, T. A. Henzinger, and O. Kupferman, “Concurrent reachability games,” Theoretical Computer Science, vol. 386, no. 3. Elsevier, pp. 188–217, 2007.","mla":"De Alfaro, Luca, et al. “Concurrent Reachability Games.” Theoretical Computer Science, vol. 386, no. 3, Elsevier, 2007, pp. 188–217, doi:10.1016/j.tcs.2007.07.008."},"extern":1,"abstract":[{"lang":"eng","text":"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>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."}],"_id":"4626","volume":386,"date_created":"2018-12-11T12:09:49Z","publist_id":"81","intvolume":" 386","year":"2007","publisher":"Elsevier","status":"public","title":"Concurrent reachability games","quality_controlled":0}