EDBT 2026 Demo / reviewers in the wild / expert
Guy Avni
dblp:07/10110
· DBLP profile ↗
51ranked-venue papers
42as first author
19since 2021 · last 2026
0000-0001-5588-8287ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 37 · 31 first-author · 12 since 2021Software engineering, systems software and programming languages · 10 · 7 first-author · 3 since 2021Artificial intelligence and machine learning · 8 · 5 first-author · 6 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-author · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Decoupled Planning for Multiple Omega-Regular ObjectivesabstractAbstract We study the problem of generating paths on a graph that satisfy a collection of $$\omega $$ ω -regular objectives. We propose a decoupled framework in which each objective is assigned to an independent agent that selects a local policy, while a scheduler—oblivious to the graph and objective—dynamically composes these policies into a single path. We ask when such a composition satisfies all objectives, assuming their conjunction is realizable. The framework enables modular policy design but raises fundamental compositional challenges. We show that even extremely fair deterministic schedulers do not ensure correctness, and that stochastic schedulers, while necessary, are insufficient without coordination. For safety objectives, we demonstrate that fully decentralized implementations are impossible, and we introduce a protocol for synchronizing on maximal safe actions. For non-safety objectives, we introduce conventions —simple, a priori restrictions agreed upon before the graph or objectives are revealed—that guarantee satisfaction of all objectives when followed by all agents. We characterize minimally restrictive conventions for major subclasses of $$\omega $$ ω -regular objectives. In particular, Büchi objectives admit universal composition of finite-memory policies without scheduler communication; co-Büchi objectives require only knowledge of whether the agent was scheduled; and parity objectives additionally require knowledge of which agent was scheduled. Guy Avni, Thomas A. Henzinger, Kaushik Mallik, Suman Sadhukhan, K. S. Thejaswini |
CAV (1) | 1 |
| 2026 | Mean-Payoff and Energy Discrete-Bidding GamesabstractA \emph{bidding} game is played on a graph as follows. A token is placed on an initial vertex and both players are allocated budgets. In each turn, the players simultaneously submit bids that do not exceed their available budgets, the higher bidder moves the token, and pays the bid to the lower bidder. We focus on \emph{discrete}-bidding, which are motivated by practical applications and restrict the granularity of the players' bids, e.g, bids must be given in cents. We study, for the first time, discrete-bidding games with {\em mean-payoff} and {\em energy} objectives. In contrast, mean-payoff {\em continuous}-bidding games (i.e., no granularity restrictions) are understood and exhibit a rich mathematical structure. The {\em threshold} budget is a necessary and sufficient initial budget for winning an energy game or guaranteeing a target payoff in a mean-payoff game. We first establish existence of threshold budgets; a non-trivial property due to the concurrent moves of the players. Moreover, we identify the structure of the thresholds, which is key in obtaining compact strategies, and in turn, showing that finding threshold is in \NP~and \coNP even in succinctly-represented games. Guy Avni, Suman Sadhukhan |
CSL | 1 |
| 2025 | Robin Hood Reachability Bidding Games
Shaull Almagor, Guy Avni, Neta Dafni |
AAMAS | 2 |
| 2025 | Bidding Games on Markov Decision Processes with Quantitative Reachability Objectives
Guy Avni, Martin Kurecka, Kaushik Mallik, Petr Novotný 0001, Suman Sadhukhan |
AAMAS | 1 |
| 2025 | Composing Reinforcement Learning Policies, with Formal Guarantees
Florent Delgrange, Guy Avni, Anna Lukina, Christian Schilling 0001, Ann Nowé, Guillermo A. Pérez |
AAMAS | 2 |
| 2025 | A Game of PawnsabstractWe introduce and study pawn games, a class of two-player zero-sum turn-based graph games. A turn-based graph game proceeds by placing a token on an initial vertex, and whoever controls the vertex on which the token is located, chooses its next location. This leads to a path in the graph, which determines the winner. Traditionally, the control of vertices is predetermined and fixed. The novelty of pawn games is that control of vertices changes dynamically throughout the game as follows. Each vertex of a pawn game is owned by a pawn. In each turn, the pawns are partitioned between the two players, and the player who controls the pawn that owns the vertex on which the token is located, chooses the next location of the token. Control of pawns changes dynamically throughout the game according to a fixed mechanism. Specifically, we define several grabbing-based mechanisms in which control of at most one pawn transfers at the end of each turn. We study the complexity of solving pawn games, where we focus on reachability objectives and parameterize the problem by the mechanism that is being used and by restrictions on pawn ownership of vertices. On the positive side, even though pawn games are exponentially-succinct turn-based games, we identify several natural classes that can be solved in PTIME. On the negative side, we identify several EXPTIME-complete classes, where our hardness proofs are based on a new class of games called Lock & Key games, which may be of independent interest. Guy Avni, Pranav Ghorpade, Shibashis Guha |
Log. Methods Comput. Sci. | 1 |
| 2024 | Bidding Games with ChargingabstractGraph games lie at the algorithmic core of many automated design problems in computer science. These are games usually played between two players on a given graph, where the players keep moving a token along the edges according to pre-determined rules, and the winner is decided based on the infinite path traversed by the token from a given initial position. In bidding games, the players initially get some monetary budgets which they need to use to bid for the privilege of moving the token at each step. Each round of bidding affects the players' available budgets, which is the only form of update that the budgets experience. We introduce bidding games with charging where the players can additionally improve their budgets during the game by collecting vertex-dependent charges. Unlike traditional bidding games (where all charges are zero), bidding games with charging allow non-trivial recurrent behaviors. We show that the central property of traditional bidding games generalizes to bidding games with charging: For each vertex there exists a threshold ratio, which is the necessary and sufficient fraction of the total budget for winning the game from that vertex. While the thresholds of traditional bidding games correspond to unique fixed points of linear systems of equations, in games with charging, these fixed points are no longer unique. This significantly complicates the proof of existence and the algorithmic computation of thresholds for infinite-duration objectives. We also provide the lower complexity bounds for computing thresholds for Rabin and Streett objectives, which are the first known lower bounds in any form of bidding games (with or without charging), and we solve the following repair problem for safety and reachability games that have unsatisfiable objectives: Can we distribute a given amount of charge to the players in a way such that the objective can be satisfied? Guy Avni, Ehsan Kafshdar Goharshady, Thomas A. Henzinger, Kaushik Mallik |
CONCUR | 1 |
| 2024 | Dimension-Minimality and Primality of Counter NetsabstractAbstract A k-Counter Net (k-CN) is a finite-state automaton equipped with k integer counters that are not allowed to become negative, but do not have explicit zero tests. This language-recognition model can be thought of as labelled vector addition systems with states, some of which are accepting. Certain decision problems for k-CNs become easier, or indeed decidable, when the dimension k is small. Yet, little is known about the effect that the dimension k has on the class of languages recognised by k-CNs. Specifically, it would be useful if we could simplify algorithmic reasoning by reducing the dimension of a given CN. To this end, we introduce the notion of dimension-primality for k-CN, whereby a k-CN is prime if it recognises a language that cannot be decomposed into a finite intersection of languages recognised by d-CNs, for some $$d d < k . We show that primality is undecidable. We also study two related notions: dimension-minimality (where we seek a single language-equivalent d-CN of lower dimension) and language regularity. Additionally, we explore the trade-offs in expressiveness between dimension and non-determinism for CN. Shaull Almagor, Guy Avni, Henry Sinclair-Banks, Asaf Yeshurun |
FoSSaCS (2) | 2 |
| 2024 | Auction-Based SchedulingabstractAbstract Sequential decision-making tasks often require satisfaction of multiple, partially-contradictory objectives. Existing approaches are monolithic, where a singlepolicyfulfills all objectives. We presentauction-based scheduling, adecentralizedframework for multi-objective sequential decision making. Each objective is fulfilled using a separate and independent policy. Composition of policies is performed at runtime, where at each step, the policies simultaneously bid from pre-allocated budgets for the privilege of choosing the next action. The framework allows policies to be independently created, modified, and replaced. We study path planning problems on finite graphs with two temporal objectives and present algorithms to synthesize policies together with bidding policies in a decentralized manner. We consider three categories of decentralized synthesis problems, parameterized by the assumptions that the policies make on each other. We identify a class of assumptions calledassume-admissiblefor which synthesis is always possible for graphs whose every vertex has at most two outgoing edges. Guy Avni, Kaushik Mallik, Suman Sadhukhan |
TACAS (3) | 1 |
| 2024 | ASQ-IT: Interactive explanations for reinforcement-learning agents
Yotam Amitai, Ofra Amir, Guy Avni |
Artif. Intell. | 3 |
| 2023 | Bidding Graph Games with Partially-Observable BudgetsabstractTwo-player zero-sum "graph games" are central in logic, verification, and multi-agent systems. The game proceeds by placing a token on a vertex of a graph, and allowing the players to move it to produce an infinite path, which determines the winner or payoff of the game. Traditionally, the players alternate turns in moving the token. In "bidding games", however, the players have budgets and in each turn, an auction (bidding) determines which player moves the token. So far, bidding games have only been studied as full-information games. In this work we initiate the study of partial-information bidding games: we study bidding games in which a player's initial budget is drawn from a known probability distribution. We show that while for some bidding mechanisms and objectives, it is straightforward to adapt the results from the full-information setting to the partial-information setting, for others, the analysis is significantly more challenging, requires new techniques, and gives rise to interesting results. Specifically, we study games with "mean-payoff" objectives in combination with "poorman" bidding. We construct optimal strategies for a partially-informed player who plays against a fully-informed adversary. We show that, somewhat surprisingly, the "value" under pure strategies does not necessarily exist in such games. Guy Avni, Ismaël Jecker, Dorde Zikelic |
AAAI | 1 |
| 2023 | A Game of Pawns
Guy Avni, Pranav Ghorpade, Shibashis Guha |
CONCUR | 1 |
| 2023 | Reachability Poorman Discrete-Bidding GamesabstractWe consider bidding games, a class of two-player zero-sum graph games. The game proceeds as follows. Both players have bounded budgets. A token is placed on a vertex of a graph, in each turn the players simultaneously submit bids, and the higher bidder moves the token, where we break bidding ties in favor of Player 1. Player 1 wins the game iff the token visits a designated target vertex. We consider, for the first time, poorman discrete-bidding in which the granularity of the bids is restricted and the higher bid is paid to the bank. Previous work either did not impose granularity restrictions or considered Richman bidding (bids are paid to the opponent). While the latter mechanisms are technically more accessible, the former is more appealing from a practical standpoint. Our study focuses on threshold budgets, which is the necessary and sufficient initial budget required for Player 1 to ensure winning against a given Player 2 budget. We first show existence of thresholds. In DAGs, we show that threshold budgets can be approximated with error bounds by thresholds under continuous-bidding and that they exhibit a periodic behavior. We identify closed-form solutions in special cases. We implement and experiment with an algorithm to find threshold budgets. Guy Avni, Tobias Meggendorfer, Suman Sadhukhan, Josef Tkadlec, Dorde Zikelic |
ECAI | 1 |
| 2023 | Timed network games
Guy Avni, Shibashis Guha, Orna Kupferman |
Inf. Comput. | 1 |
| 2022 | Computing Threshold Budgets in Discrete-Bidding GamesabstractIn a two-player zero-sum graph game, the players move a token throughout the graph to produce an infinite play, which determines the winner of the game. Bidding games are graph games in which in each turn, an auction (bidding) determines which player moves the token: the players have budgets, and in each turn, both players simultaneously submit bids that do not exceed their available budgets, the higher bidder moves the token, and pays the bid to the lower bidder. We distinguish between continuous- and discrete-bidding games. In the latter, the granularity of the players' bids is restricted, e.g., bids must be given in cents. Continuous-bidding games are well understood, however, from a practical standpoint, discrete-bidding games are more appealing. In this paper we focus on discrete-bidding games. We study the problem of finding threshold budgets; namely, a necessary and sufficient initial budget for winning the game. Previously, the properties of threshold budgets were only studied for reachability games. For parity discrete-bidding games, thresholds were known to exist, but their structure was not understood. We describe two algorithms for finding threshold budgets in parity discrete-bidding games. The first algorithm is a fixed-point algorithm, and it reveals the structure of the threshold budgets in these games. Second, we show that the problem of finding threshold budgets is in NP and coNP for parity discrete-bidding games. Previously, only exponential-time algorithms where known for reachability and parity objectives. A corollary of this proof is a construction of strategies that use polynomial-size memory. Guy Avni, Suman Sadhukhan |
FSTTCS | 1 |
| 2022 | An Updated Survey of Bidding Games on Graphs (Invited Talk)
Guy Avni, Thomas A. Henzinger |
MFCS | 1 |
| 2021 | Infinite-Duration All-Pay Bidding GamesabstractIn a two-player zero-sum graph game the players move a token throughout a graph to produce an infinite path, which determines the winner or payoff of the game. Traditionally, the players alternate turns in moving the token. In bidding games, however, the players have budgets, and in each turn, we hold an “auction” (bidding) to determine which player moves the token: both players simultaneously submit bids and the higher bidder moves the token. The bidding mechanisms differ in their payment schemes. Bidding games were largely studied with variants of first-price bidding in which only the higher bidder pays his bid. We focus on all-pay bidding, where both players pay their bids. Finite-duration all-pay bidding games were studied and shown to be technically more challenging than their first-price counterparts. We study for the first time, infinite-duration all-pay bidding games. Our most interesting results are for mean-payoff objectives: we portray a complete picture for games played on strongly-connected graphs. We study both pure (deterministic) and mixed (probabilistic) strategies and completely characterize the optimal and almost-sure (with probability 1) payoffs the players can respectively guarantee. We show that mean-payoff games under all-pay bidding exhibit the intriguing mathematical properties of their first-price counterparts; namely, an equivalence with random-turn games in which in each turn, the player who moves is selected according to a (biased) coin toss. The equivalences for all-pay bidding are more intricate and unexpected than for first-price bidding. Guy Avni, Ismaël Jecker, Dorde Zikelic |
SODA | 1 |
| 2021 | Bidding mechanisms in graph gamesabstractA graph game proceeds as follows: two players move a token through a graph to produce a finite or infinite path, which determines the payoff of the game. We study bidding games in which in each turn, an auction determines which player moves the token. Bidding games were largely studied in combination with two variants of first-price auctions called “Richman” and “poorman” bidding. We study taxman bidding, which span the spectrum between the two. The game is parameterized by a constant τ ∈ [ 0 , 1 ] : portion τ of the winning bid is paid to the other player, and portion 1 − τ to the bank. While finite-duration (reachability) taxman games have been studied before, we present, for the first time, results on infinite-duration taxman games: we unify, generalize, and simplify previous equivalences between bidding games and a class of stochastic games called random-turn games . Guy Avni, Thomas A. Henzinger, Dorde Zikelic |
J. Comput. Syst. Sci. | 1 |
| 2021 | Determinacy in Discrete-Bidding Infinite-Duration Games
Milad Aghajohari, Guy Avni, Thomas A. Henzinger |
Log. Methods Comput. Sci. | 2 |
| 2020 | All-Pay Bidding Games on GraphsabstractIn this paper we introduce and study all-pay bidding games, a class of two player, zero-sum games on graphs. The game proceeds as follows. We place a token on some vertex in the graph and assign budgets to the two players. Each turn, each player submits a sealed legal bid (non-negative and below their remaining budget), which is deducted from their budget and the highest bidder moves the token onto an adjacent vertex. The game ends once a sink is reached, and Player 1 pays Player 2 the outcome that is associated with the sink. The players attempt to maximize their expected outcome. Our games model settings where effort (of no inherent value) needs to be invested in an ongoing and stateful manner. On the negative side, we show that even in simple games on DAGs, optimal strategies may require a distribution over bids with infinite support. A central quantity in bidding games is the ratio of the players budgets. On the positive side, we show a simple FPTAS for DAGs, that, for each budget ratio, outputs an approximation for the optimal strategy for that ratio. We also implement it, show that it performs well, and suggests interesting properties of these games. Then, given an outcome c, we show an algorithm for finding the necessary and sufficient initial ratio for guaranteeing outcome c with probability 1 and a strategy ensuring such. Finally, while the general case has not previously been studied, solving the specific game in which Player 1 wins iff he wins the first two auctions, has been long stated as an open question, which we solve. Guy Avni, Rasmus Ibsen-Jensen, Josef Tkadlec |
AAAI | 1 |
| 2020 | A Survey of Bidding Games on Graphs (Invited Paper)abstractA graph game is a two-player zero-sum game in which the players move a token throughout a graph to produce an infinite path, which determines the winner or payoff of the game. In bidding games, both players have budgets, and in each turn, we hold an "auction" (bidding) to determine which player moves the token. In this survey, we consider several bidding mechanisms and study their effect on the properties of the game. Specifically, bidding games, and in particular bidding games of infinite duration, have an intriguing equivalence with random-turn games in which in each turn, the player who moves is chosen randomly. We show how minor changes in the bidding mechanism lead to unexpected differences in the equivalence with random-turn games. Guy Avni, Thomas A. Henzinger |
CONCUR | 1 |
| 2020 | Formal Methods with a Touch of MagicabstractMachine learning and formal methods have complimentary benefits and drawbacks. In this work, we address the controller-design problem with a combination of techniques from both fields. The use of black-box neural networks in deep reinforcement learning (deep RL) poses a challenge for such a combination. Instead of reasoning formally about the output of deep RL, which we call the wizard, we extract from it a decision-tree based model, which we refer to as the magic book. Using the extracted model as an intermediary, we are able to handle problems that are infeasible for either deep RL or formal methods by themselves. First, we suggest, for the first time, a synthesis procedure that is based on a magic book. We synthesize a stand-alone correct-by-design controller that enjoys the favorable performance of RL. Second, we incorporate a magic book in a bounded model checking (BMC) procedure. BMC allows us to find numerous traces of the plant under the control of the wizard, which a user can use to increase the trustworthiness of the wizard and direct further training. Parand A. Alamdari, Guy Avni, Thomas A. Henzinger, Anna Lukina |
FMCAD | 2 |
| 2020 | Dynamic resource allocation games
Guy Avni, Thomas A. Henzinger, Orna Kupferman |
Theor. Comput. Sci. | 1 |
| 2019 | Run-Time Optimization for Learned Controllers Through Quantitative GamesabstractA controller is a device that interacts with a plant. At each time point, it reads the plant’s state and issues commands with the goal that the plant operates optimally. Constructing optimal controllers is a fundamental and challenging problem. Machine learning techniques have recently been successfully applied to train controllers, yet they have limitations. Learned controllers are monolithic and hard to reason about. In particular, it is difficult to add features without retraining, to guarantee any level of performance, and to achieve acceptable performance when encountering untrained scenarios. These limitations can be addressed by deploying quantitative run-time shields that serve as a proxy for the controller. At each time point, the shield reads the command issued by the controller and may choose to alter it before passing it on to the plant. We show how optimal shields that interfere as little as possible while guaranteeing a desired level of controller performance, can be generated systematically and automatically using reactive synthesis. First, we abstract the plant by building a stochastic model. Second, we consider the learned controller to be a black box. Third, we measure controller performance and shield interference by two quantitative run-time measures that are formally defined using weighted automata. Then, the problem of constructing a shield that guarantees maximal performance with minimal interference is the problem of finding an optimal strategy in a stochastic 2-player game “controller versus shield” played on the abstract state space of the plant with a quantitative objective obtained from combining the performance and interference measures. We illustrate the effectiveness of our approach by automatically constructing lightweight shields for learned traffic-light controllers in various road networks. The shields we generate avoid liveness bugs, improve controller performance in untrained and changing traffic situations, and add features to learned controllers, such as giving priority to emergency vehicles . Guy Avni, Roderick Bloem, Krishnendu Chatterjee, Thomas A. Henzinger, Bettina Könighofer, Stefan Pranger |
CAV (1) | 1 |
| 2019 | Determinacy in Discrete-Bidding Infinite-Duration Games
Milad Aghajohari, Guy Avni, Thomas A. Henzinger |
CONCUR | 2 |
| 2019 | Bidding Mechanisms in Graph Games
Guy Avni, Thomas A. Henzinger, Dorde Zikelic |
MFCS | 1 |
| 2019 | Infinite-duration Bidding Gamesabstract<?tight?>Two-player games on graphs are widely studied in formal methods, as they model the interaction between a system and its environment. The game is played by moving a token throughout a graph to produce an infinite path. There are several common modes to determine how the players move the token through the graph; e.g., in turn-based games the players alternate turns in moving the token. We study the bidding mode of moving the token, which, to the best of our knowledge, has never been studied in infinite-duration games. The following bidding rule was previously defined and called Richman bidding. Both players have separate budgets , which sum up to 1. In each turn, a bidding takes place: Both players submit bids simultaneously, where a bid is legal if it does not exceed the available budget, and the higher bidder pays his bid to the other player and moves the token. The central question studied in bidding games is a necessary and sufficient initial budget for winning the game: a threshold budget in a vertex is a value t ∈ [0, 1] such that if Player 1’s budget exceeds t , he can win the game; and if Player 2’s budget exceeds 1 − t , he can win the game. Threshold budgets were previously shown to exist in every vertex of a reachability game, which have an interesting connection with random-turn games—a sub-class of simple stochastic games in which the player who moves is chosen randomly. We show the existence of threshold budgets for a qualitative class of infinite-duration games, namely parity games, and a quantitative class, namely mean-payoff games. The key component of the proof is a quantitative solution to strongly connected mean-payoff bidding games in which we extend the connection with random-turn games to these games, and construct explicit optimal strategies for both players. Guy Avni, Thomas A. Henzinger, Ventsislav Chonev |
J. ACM | 1 |
| 2018 | Timed Network Games with ClocksabstractNetwork games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertices. The cost of traversing an edge depends on the {\em load}; namely, number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in determining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in a production system, actual sharing and congestion of resources crucially depends on time. In \cite{AGK17}, we introduced {\em timed network games}, which add a time component to network games. Each vertex $v$ in the network is associated with a cost function, mapping the load on $v$ to the price that a player pays for staying in $v$ for one time unit with this load. Each edge in the network is guarded by the time intervals in which it can be traversed, which forces the players to spend time in the vertices. In this work we significantly extend the way time can be referred to in timed network games. In the model we study, the network is equipped with {\em clocks}, and, as in timed automata, edges are guarded by constraints on the values of the clocks, and their traversal may involve a reset of some clocks. We argue that the stronger model captures many realistic networks. The addition of clocks breaks the techniques we developed in \cite{AGK17} and we develop new techniques in order to show that positive results on classic network games carry over to the stronger timed setting. Guy Avni, Shibashis Guha, Orna Kupferman |
MFCS | 1 |
| 2018 | Infinite-Duration Poorman-Bidding Games
Guy Avni, Thomas A. Henzinger, Rasmus Ibsen-Jensen |
WINE | 1 |
| 2018 | Synthesis from component libraries with costs
Guy Avni, Orna Kupferman |
Theor. Comput. Sci. | 1 |
| 2017 | Infinite-Duration Bidding Games
Guy Avni, Thomas A. Henzinger, Ventsislav Chonev |
CONCUR | 1 |
| 2017 | An Abstraction-Refinement Methodology for Reasoning about Network GamesabstractNetwork games (NGs) are played on directed graphs and are extensively used in network design and analysis. Search problems for NGs include finding special strategy profiles such as a Nash equilibrium and a globally optimal solution. The networks modeled by NGs may be huge. In formal verification, abstraction has proven to be an extremely effective technique for reasoning about systems with big and even infinite state spaces. We describe an abstraction-refinement methodology for reasoning about NGs. Our methodology is based on an abstraction function that maps the state space of an NG to a much smaller state space. We search for a global optimum and a Nash equilibrium by reasoning on an under- and an over-approximation defined on top of this smaller state space. When the approximations are too coarse to find such profiles, we refine the abstraction function. Our experimental results demonstrate the efficiency of the methodology. Guy Avni, Shibashis Guha, Orna Kupferman |
IJCAI | 1 |
| 2017 | Timed Network GamesabstractNetwork games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertex. The cost of traversing an edge depends on the number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in defining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in a production system, the traversal of the network involves an inherent delay, and so sharing and congestion of resources crucially depends on time. We study timed network games, which add a time component to network games. Each vertex v in the network is associated with a cost function, mapping the load on v to the price that a player pays for staying in v for one time unit with this load. In addition, each edge has a guard, describing time intervals in which the edge can be traversed, forcing the players to spend time on vertices. Unlike earlier work that add a time component to network games, the time in our model is continuous and cannot be discretized. In particular, players have uncountably many strategies, and a game may have uncountably many pure Nash equilibria. We study properties of timed network games with cost-sharing or congestion cost functions: their stability, equilibrium inefficiency, and complexity. In particular, we show that the answer to the question whether we can restrict attention to boundary strategies, namely ones in which edges are traversed only at the boundaries of guards, is mixed. Guy Avni, Shibashis Guha, Orna Kupferman |
MFCS | 1 |
| 2017 | Computing Scores of Forwarding Schemes in Switched Networks with Probabilistic Faults
Guy Avni, Shubham Goel 0001, Thomas A. Henzinger, Guillermo Rodríguez-Navas |
TACAS (2) | 1 |
| 2016 | Synthesizing time-triggered schedules for switched networks with faulty linksabstractTime-triggered (TT) switched networks are a deterministic communication infrastructure used by real-time distributed embedded systems. These networks rely on the notion of globally discretized time (i.e. time slots) and a static TT schedule that prescribes which message is sent through which link at every time slot, such that all messages reach their destination before a global timeout. These schedules are generated offline, assuming a static network with fault-free links, and entrusting all error-handling functions to the end user. Assuming the network is static is an over-optimistic view, and indeed links tend to fail in practice. We study synthesis of TT schedules on a network in which links fail over time and we assume the switches run a very simple error-recovery protocol once they detect a crashed link. We address the problem of finding a (κ, ℓ)-resistant schedule; namely, one that, assuming the switches run a fixed error-recovery protocol, guarantees that the number of messages that arrive at their destination by the timeout is at least ℓ, no matter what sequence of at most κ links fail. Thus, we maintain the simplicity of the switches while giving a guarantee on the number of messages that meet the timeout. We show how a (κ, ℓ)-resistant schedule can be obtained using a CEGAR-like approach: find a schedule, decide whether it is (κ, ℓ)-resistant, and if it is not, use the witnessing fault sequence to generate a constraint that is added to the program. The newly added constraint disallows the schedule to be regenerated in a future iteration while also eliminating several other schedules that are not (κ, ℓ)-resistant. We illustrate the applicability of our approach using an SMT-based implementation. Guy Avni, Shibashis Guha, Guillermo Rodríguez-Navas |
EMSOFT | 1 |
| 2016 | Dynamic Resource Allocation Games
Guy Avni, Thomas A. Henzinger, Orna Kupferman |
SAGT | 1 |
| 2016 | Network-formation games with regular objectives
Guy Avni, Orna Kupferman, Tami Tamir |
Inf. Comput. | 1 |
| 2016 | Cost-sharing scheduling games on restricted unrelated machines
Guy Avni, Tami Tamir |
Theor. Comput. Sci. | 1 |
| 2015 | Repairing Multi-Player GamesabstractSynthesis is the automated construction of systems from their specifications. Modern systems often consist of interacting components, each having its own objective. The interaction among the components is modeled by a multi-player game. Strategies of the components induce a trace in the game, and the objective of each component is to force the game into a trace that satisfies its specification. This is modeled by augmenting the game with omega-regular winning conditions. Unlike traditional synthesis games, which are zero-sum, here the objectives of the components do not necessarily contradict each other. Accordingly, typical questions about these games concern their stability - whether the players reach an equilibrium, and their social welfare - maximizing the set of (possibly weighted) specifications that are satisfied. We introduce and study repair of multi-player games. Given a game, we study the possibility of modifying the objectives of the players in order to obtain stability or to improve the social welfare. Specifically, we solve the problem of modifying the winning conditions in a given concurrent multi-player game in a way that guarantees the existence of a Nash equilibrium. Each modification has a value, reflecting both the cost of strengthening or weakening the underlying specifications, as well as the benefit of satisfying specifications in the obtained equilibrium. We seek optimal modifications, and we study the problem for various omega-regular objectives and various cost and benefit functions. We analyze the complexity of the problem in the general setting as well as in one with a fixed number of players. We also study two additional types of repair, namely redirection of transitions and control of a subset of the players. Shaull Almagor, Guy Avni, Orna Kupferman |
CONCUR | 2 |
| 2015 | Congestion Games with Multisets of Resources and Applications in SynthesisabstractIn classical congestion games, players' strategies are subsets of resources. We introduce and study multiset congestion games, where players' strategies are multisets of resources. Thus, in each strategy a player may need to use each resource a different number of times, and his cost for using the resource depends on the load that he and the other players generate on the resource. Beyond the theoretical interest in examining the effect of a repeated use of resources, our study enables better understanding of non-cooperative systems and environments whose behavior is not covered by previously studied models. Indeed, congestion games with multiset-strategies arise, for example, in production planing and network formation with tasks that are more involved than reachability. We study in detail the application of synthesis from component libraries: different users synthesize systems by gluing together components from a component library. A component may be used in several systems and may be used several times in a system. The performance of a component and hence the system's quality depends on the load on it. Our results reveal how the richer setting of multisets congestion games affects the stability and equilibrium efficiency compared to standard congestion games. In particular, while we present very simple instances with no pure Nash equilibrium and prove tighter and simpler lower bounds for equilibrium inefficiency, we are also able to show that some of the positive results known for affine and weighted congestion games apply to the richer setting of multisets. Guy Avni, Orna Kupferman, Tami Tamir |
FSTTCS | 1 |
| 2015 | Stochastization of Weighted Automata
Guy Avni, Orna Kupferman |
MFCS (1) | 1 |
| 2015 | Cost-Sharing Scheduling Games on Restricted Unrelated Machines
Guy Avni, Tami Tamir |
SAGT | 1 |
| 2014 | Synthesis from Component Libraries with Costs
Guy Avni, Orna Kupferman |
CONCUR | 1 |
| 2014 | Network-Formation Games with Regular Objectives
Guy Avni, Orna Kupferman, Tami Tamir |
FoSSaCS | 1 |
| 2014 | An abstraction-refinement framework for trigger querying
Guy Avni, Orna Kupferman |
Formal Methods Syst. Des. | 1 |
| 2014 | Parameterized Weighted ContainmentabstractPartially specified systems and specifications are used in formal methods such as stepwise design and query checking. Existing methods consider a setting in which systems and their correctness are Boolean. In recent years, there has been growing interest and need for quantitative formal methods, where systems may be weighted and specifications may be multivalued. Weighted automata, which map input words to a numerical value, play a key role in quantitative reasoning. Technically, every transition in a weighted automaton A has a cost, and the value A assigns to a finite word w is the sum of the costs on the transitions traversed along the most expensive accepting run of A on w . We study parameterized weighted containment : given three weighted automata A , B , and C , with B being partial, the goal is to find an assignment to the missing costs in B so that we end up with B ′ for which B ′≤ C , where ≤ is the weighted counterpart of containment. We also consider a one-sided version of the problem, where only A or only C is given in addition to B , and the goal is to find a minimal assignment with which A ≤ B ′ or, respectively, a maximal one with which B ′ ≤ C . We argue that both problems are useful in stepwise design of weighted systems as well as approximated minimization of weighted automata. We show that when the automata are deterministic, we can solve the problems in polynomial time. Our solution is based on the observation that the set of legal assignments to k missing costs forms a k -dimensional polytope. The technical challenge is to find an assignment in polynomial time even though the polytope is defined by means of exponentially many inequalities. We do so by developing a divide-and-conquer algorithm based on a separation oracle for polytopes. For nondeterministic automata, the weighted setting is much more complex, and in fact even nonparameterized containment is undecidable. We are able to show positive results for variants of the problems, where containment is replaced by simulation. Guy Avni, Orna Kupferman |
ACM Trans. Comput. Log. | 1 |
| 2013 | Automatic Generation of Quality Specifications
Shaull Almagor, Guy Avni, Orna Kupferman |
CAV | 2 |
| 2013 | Parameterized Weighted Containment
Guy Avni, Orna Kupferman |
FoSSaCS | 1 |
| 2013 | When does abstraction help?
Guy Avni, Orna Kupferman |
Inf. Process. Lett. | 1 |
| 2012 | Making Weighted Containment Feasible: A Heuristic Based on Simulation and Abstraction
Guy Avni, Orna Kupferman |
CONCUR | 1 |
| 2011 | An Abstraction-Refinement Framework for Trigger Querying
Guy Avni, Orna Kupferman |
SAS | 1 |