Pete Austin

dblp:359/3152 · DBLP profile ↗
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2ranked-venue papers
2as first author
2since 2021 · last 2025
0000-0003-0238-8662ORCID · reported

Domains — the database's venue-derived domains; a paper can count in several

Theory of computation · 2 · 2 first-author · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 first-author · 1 since 2021
YearPublicationVenuePosition
2025 Temporal Explorability Games
abstract
Temporal graphs extend ordinary graphs with discrete time that affects the availability of edges. We consider solving games played on temporal graphs where one player aims to explore the graph, i.e., visit all vertices. The complexity depends majorly on two factors: the presence of an adversary and how edge availability is specified. We demonstrate that on static graphs, where edges are always available, solving explorability games is just as hard as solving reachability games. In contrast, on temporal graphs, the complexity of explorability coincides with generalized reachability (NP-complete for one-player and PSPACE-complete for two player games). We show that if temporal graphs are given symbolically, even one-player reachability (and thus explorability and generalized reachability) games are PSPACE-hard. For one player, all these are also solvable in PSPACE and for two players, they are in PSPACE, EXP and EXP, respectively.
Pete Austin, Sougata Bose, Nicolas Mazzocchi, Patrick Totzke
CONCUR1
2024 Parity Games on Temporal Graphs
abstract
Abstract Temporal graphs are a popular modelling mechanism for dynamic complex systems that extend ordinary graphs with discrete time. Simply put, time progresses one unit per step and the availability of edges can change with time. We consider the complexity of solving $$\omega $$ ω -regular games played on temporal graphs where the edge availability is ultimately periodic and fixed a priori. We show that solving parity games on temporal graphs is decidable in $$\textsf{PSPACE}$$ PSPACE , only assuming the edge predicate itself is in $$\textsf{PSPACE}$$ PSPACE . A matching lower bound already holds for what we call punctual reachability games on static graphs, where one player wants to reach the target at a given, binary encoded, point in time. We further study syntactic restrictions that imply more efficient procedures. In particular, if the edge predicate is in and is monotonically increasing for one player and decreasing for the other, then the complexity of solving games is only polynomially increased compared to static graphs.
Pete Austin, Sougata Bose, Patrick Totzke
FoSSaCS (1)1