{"title":"具有通信的有限状态自动机团队游戏的可决性特征","authors":"Michael J. Coulombe, J. Lynch","doi":"10.4204/EPTCS.370.14","DOIUrl":null,"url":null,"abstract":"In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have bounded state, remain undecidable when players have a rate of communication which is less than the rate at which they make moves in the game. We also show that meeting this communication threshold causes these games to be decidable.","PeriodicalId":104855,"journal":{"name":"International Symposium on Games, Automata, Logics and Formal Verification","volume":"32 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-09-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Characterizing the Decidability of Finite State Automata Team Games with Communication\",\"authors\":\"Michael J. Coulombe, J. Lynch\",\"doi\":\"10.4204/EPTCS.370.14\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have bounded state, remain undecidable when players have a rate of communication which is less than the rate at which they make moves in the game. We also show that meeting this communication threshold causes these games to be decidable.\",\"PeriodicalId\":104855,\"journal\":{\"name\":\"International Symposium on Games, Automata, Logics and Formal Verification\",\"volume\":\"32 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2022-09-20\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"International Symposium on Games, Automata, Logics and Formal Verification\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.4204/EPTCS.370.14\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Symposium on Games, Automata, Logics and Formal Verification","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.4204/EPTCS.370.14","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Characterizing the Decidability of Finite State Automata Team Games with Communication
In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have bounded state, remain undecidable when players have a rate of communication which is less than the rate at which they make moves in the game. We also show that meeting this communication threshold causes these games to be decidable.