ﻻ يوجد ملخص باللغة العربية
We study the expressiveness and succinctness of good-for-games pushdown automata (GFG-PDA) over finite words, that is, pushdown automata whose nondeterminism can be resolved based on the run constructed so far, but independently of the remainder of the input word. We prove that GFG-PDA recognise more languages than deterministic PDA (DPDA) but not all context-free languages (CFL). This class is orthogonal to unambiguous CFL. We further show that GFG-PDA can be exponentially more succinct than DPDA, while PDA can be double-exponentially more succinct than GFG-PDA. We also study GFGness in visibly pushdown automata (VPA), which enjoy better closure properties than PDA, and for which we show GFGness to be EXPTIME-complete. GFG-VPA can be exponentially more succinct than deterministic VPA, while VPA can be exponentially more succinct than GFG-VPA. Both of these lower bounds are tight. Finally, we study the complexity of resolving nondeterminism in GFG-PDA. Every GFG-PDA has a positional resolver, a function that resolves nondeterminism and that is only dependant on the current configuration. Pushdown transducers are sufficient to implement the resolvers of GFG-VPA, but not those of GFG-PDA. GFG-PDA with finite-state resolvers are determinisable.
We propose an efficient algorithm for determinising counting automata (CAs), i.e., finite automata extended with bounded counters. The algorithm avoids unfolding counters into control states, unlike the naive approach, and thus produces much smaller
We present an underapproximation for context-free languages by filtering out runs of the underlying pushdown automaton depending on how the stack height evolves over time. In particular, we assign to each run a number quantifying the oscillating beha
We introduce the notion of adaptive synchronisation for pushdown automata, in which there is an external observer who has no knowledge about the current state of the pushdown automaton, but can observe the contents of the stack. The observer would th
This paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections from colla
We present a survey of the saturation method for model-checking pushdown systems.