<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>International Workshop on Adjustable Autonomy and Physical Embodied Intelligence, October</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Towards Strategy Repair for Adjustable Autonomy</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Pierre Gaillard</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fabio Patrizi</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Perelli</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>ENS Paris-Saclay, University Paris-Saclay</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Sapienza University of Rome</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>20</volume>
      <issue>2024</issue>
      <fpage>0009</fpage>
      <lpage>0009</lpage>
      <abstract>
        <p>Strategy Repair is the problem of finding a minimal amount of modifications to turn a strategy for a game on graphs from losing into winning. This allows for minimally changing the programmed behavior of an agent, in response to unexpected changes or additional requirements one might need to fulfill at execution time. In this paper, we report on an extension of previous work concerning Strategy Repair for Reachability Games, and discuss the usefulness of Strategy Repair in addressing some issues related to Adjustable Autonomy, i.e., the idea that agents, in order to be autonomous, might also need to stop execution and ask for external (typically human) intervention.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Strategic Reasoning</kwd>
        <kwd>Formal Games</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Strategy Repair is the problem of finding a minimal amount of modifications to turn a strategy for a
game from losing into winning. This problem has been recently studied [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] in the setting of Reachability
Games [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], i.e., finite-state games played by two players, where one, Player 0, aims at reaching a state
from a target set, no matter how the other, Player 1, behaves. To fulfill its purpose, Player 0 needs a
strategy, i.e., a function telling the player which move to perform next, in order to eventually achieve a
target state. Synthesizing a winning strategy (for Player 0) in reachability games is a very well-studied
problem in several areas, including Formal Synthesis [3, 4, 5, 6] and Fully Observable Nondeterministic
(FOND) Planning [7], with the decision version known to be P-complete wrt the game size [
        <xref ref-type="bibr" rid="ref2">2, 8, 9, 10</xref>
        ].
      </p>
      <p>Synthesized strategies may become invalid at runtime, as the result of, e.g., deviations from the model,
goal changes consequent to unexpected situations, or the detection of a critical situation, where, e.g.,
safety or ethical aspects are crucial, possibly calling for human assistance. In these situations, a new
strategy needs to be defined, which guarantees goal achievement, while possibly fulfilling a number of
additional (soft) requirements possibly emerged at execution time and not explicitly modeled, which
might require a significant efort to be satisfied, or not be automatically addressable at all.</p>
      <p>This relates to the notion of Adjustable Autonomy (see, e.g., [11]), i.e., the idea that autonomous agents
sometime need to be assisted, typically by humans, in carrying out their tasks. In other words, the
agent’s autonomy might need to be adjusted at execution time, in order to obtain the desired behavior,
according not only to the primary goal the agent was designed for, such as reaching a desired position,
but also to other requirements involving aspects that are dificult to model or guarantee, such as never
harm people, act fairly, etc.</p>
      <p>In general, the human might intervene directly by taking control of the agent at execution time or
indirectly, by revising the strategy under execution (in a way that the agent could not do) and then,
once done, let the agent execute it. However, in certain conditions, modifying a strategy (either at
synthesis or at execution time) to a large extent may negatively afect the quality of the delivered
solution, for a number of reasons. For instance, the agent might have been designed or optimized for
the original strategy (think, e.g., of when the agent is equipped with specific hardware tailored on the
actions prescribed by the original strategy), and deviating from it might require an additional overhead
at execution time in order to fulfill the objectives; or there might be communication ineficiencies due
to low bandwidth or noisy channel, which prevent eficient communication of the revised strategy from
the human to the agent. Obviously, many more situations exist where a strategy change may have a
negative impact on the actual solution.</p>
      <p>
        This work makes three contributions. Firstly, it presents a motivating scenario for Strategy Repair
in the context of Adjustable Autonomy, for an environment where communication is critical and the
amount of transmitted data should be minimized. Second, it reports a sound and complete solution
approach for Strategy Repair in Reachability Games, together with a greedy (polynomial) approach
which, while sub-optimal, returns solutions that much similar to the original strategy than those
obtained from scratch. This second contribution appeared in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Finally, we present preliminary results
concerning the extension of the problem to Büchi Games, i.e., a more general setting, where the agent’s
goal consists in guaranteeing that some states from a target set can be visited infinitely often.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Preliminaries</title>
      <p>A 2-player reachability game, or simply game is a tuple  = ⟨, 0, 1, E,  ⟩, where  is the set of
nodes, or vertices, with  = 0 ∪ 1 and 0 ∩ 1 = ∅, E ⊆  ×  is the set of edges, and  ⊆  is a
subset of nodes, sometimes called target. We say that 0 is the set of nodes controlled by player 0 (0),
whereas 1 is the set of nodes controlled by player 1 (1). A structure  = ⟨, 0, 1, E⟩ satisfying
these properties is called an arena.</p>
      <p>A path in the game is a sequence  = 0 · 1 · 2 . . . ∈   such that (, +1) ∈ E for each  ∈ N.
As usual, by  , we denote the -th node occurring in the sequence  , whereas by  ≤  we denote the
prefix of  up to node  , also called partial path. We say that a path  is winning for player 0 if
  ∈  for some  ∈ N, otherwise it is winning for player 1. A strategy for player 0 is a function
 0 :  * · 0 → E mapping partial paths to edges, such that  0(0 . . . ) is an edge outgoing from ,
for each partial path in  * · 0. A strategy  1 for player 1 is defined accordingly. A path  is compatible
with strategy  0 if  0( ≤ ) = ( ,  +1) for each   ∈ 0. Analogously, it is compatible with strategy
 1 if  1( ≤ ) = ( ,  +1) for each   ∈ 1.</p>
      <p>
        We say that a strategy  0 is winning for player 0 from , if every path  starting from  and compatible
with  0 is winning. We say that a node  is winning for player 0 if there exists a strategy  0 winning
from . We denote by Win0() and Win1() the sets of nodes in  that are winning for player 0 and
1, respectively. Finally, a strategy is said to be simply winning if it is winning from every vertex in
Win0(). It is well known that reachability games are memoryless determined [12], that is, every node
 is either winning for player 0 or winning for player 1 and that there always exists a memoryless
winning strategy. Therefore, from now on we restrict our attention to only memoryless strategies,
that are defined as  0 : 0 → E mapping each node belonging to an agent to an outgoing edge. Such
restriction allows us to define a very natural distance between two player 0 strategies  0 and  0′ over
the same game, that is dist( 0,  0′) = |{ ∈ 0 |  0() ̸=  0′()}|. Intuitively, the distance between two
strategies counts the number of nodes on which they map to a diferent outgoing edge [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
      <p>We conclude this section by introducing some useful notation. For a given subset E′ ⊆ E of edges, by
E′ we denote the game where we remove every edge (1′, 2′) incompatible with E′, that is, such that
1′ = 1 and 2′ ̸= 2, for some (1, 2) ∈ E′. Notice that a (memoryless) strategy  0 can be regarded as
a subset of edges, one for each node in 0, therefore  0 denotes the game induced from  by removing
every edge (, ′) incompatible with  0, that is, such that  ∈ 0 and (, ′) ̸=  0(). Note that every
vertex of 0 has only one successor in  0 , which means that player 0 has only strategy  0 available in
the game.</p>
    </sec>
    <sec id="sec-3">
      <title>3. The Strategy Repair Problem</title>
      <p>We now introduce the strategy repair problem for reachability games. First, for a given reachability game
 and a player 0 strategy  0, define Win0(,  0) to be the set of nodes from which  0 is winning. It is
not hard to show that Win0(,  0) = Win0( 0 ), that is, the nodes that are winning for player 0 when
it is using strategy  0 can be obtained by considering the game  0 where the choices incompatible
with  0 have already been ruled out. Observe that it always holds that Win0(,  0) ⊆ Win0(), with
Win0(,  0) = Win0() if, and only if,  0 is winning for player 0. We define the strategy repair
problem as follows.</p>
      <p>Definition 1 (Strategy repair problem). For a given reachability game  and a strategy  0, find a
winning strategy  0′ such that dist( 0,  0′) ≤ dist( 0,  0′′) for each winning strategy  0′′.</p>
      <p>
        The problem introduced requires to minimize the number of modifications that are required to turn a
strategy  0 into a strategy  0′ winning for a given reachability game . The corresponding decision
problem, instead, consists in fixing a given threshold  ∈ N and checking whether some winning
strategy  0′ exists with dist( 0,  0′) ≤ . In [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] we prove that the strategy repair problem for reachability
games is NP-complete via a reduction from vertex cover [10].
      </p>
      <p>
        Theorem 1. The strategy repair problem for reachability games is NP-complete [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
      </p>
    </sec>
    <sec id="sec-4">
      <title>4. Motivating Scenario</title>
      <p>Consider a robot operating in a vast and distant environment with the objective of rescuing humans
or finding a precious resource. The robot is autonomous but constantly connected to a control center
which supervises the operations, collects data, and makes decisions at any time. Unfortunately, due
to the nature of the environment the robot operates in, the communication channel is very noisy and
requires a huge number of re-transmissions before data is actually received at the other end. As a result,
in order to guarantee communication efectiveness and reliability, the amount of data to be transmitted,
in both directions, must be minimized. The robot needs thus to be as much autonomous as possible.</p>
      <p>The precise location of the objective
(human or resource) is unknown, but the control Search area Area 1
center has identified a candidate search area Area 2
and devised a respective search strategy that gy Objective
whahsebneaetnthloeacdoendtroonltcoetnhteerr,obbeofotrfeorsteaxreticnugtitohne, Communication of changes modiifedstrate Area 3
operation. Control center</p>
      <p>To the robot, the environment features initial strategy
many sources of uncertainty. For instance,
some actions, such as move forward, might be Figure 1: Robot Rescue
imprecise and make the robot deviate from its nominal path, the robot might encounter obstacles along
its path, and so on. The scenario can be modelled as a two-player Reachability Game where the target
set corresponds to the search area and the opponent resolves the uncertainty about robot’s moves. That
is, the opponent controls the occurrence of the events over which the robot has uncertainty, such as,
when moving forward yields drifting, or when an obstacle is present along the path.</p>
      <p>Assume that the strategy guaranteeing reaching the search area, loaded onto the robot in the control
center, is currently under execution and the robot is on the field. While the search progresses, data is
sent to the control center, which collects and analyzes it, possibly revising the current target areas. For
instance, after a while, the control center might realize that the initial area should be abandoned in
favor of another, or that the robot is close to a human to rescue and thus particular care should be put in
interacting with the person. In both these cases, the strategy followed by the robot needs to be adjusted.
In theory, the control center could re-compute the new strategy and communicate it to the robot. Yet,
the communication channel might prevent an entire strategy from being transmitted due to noise and
losses. It becomes, thus, of crucial importance, reducing the amount of information to be sent to the
robot, which can be done by computing a new strategy which achieves the (new) desired objective,
while remaining as similar as possible to the current one. In this case, indeed, only the diferences wrt
current strategy need to be communicated.</p>
      <p>Figure 1 depicts this situation, where the robot initially follows the original strategy, which leads
to area 3. However, when the control center realizes that the objective is located in a diferent place,
it must adapt the strategy to reach the new area consisting of areas 1 and 2. To this aim, in order to
minimize communication, the control center can repair the strategy, and then send only the adjustments
to the robot. If time-eficiency is required, instead of computing an optimal solution, the control center
might compute a sub-optimal with a greedy algorithm, as discussed later on in the work.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Algorithmic Solutions</title>
      <p>We now present two algorithms for Strategy Repair, which we called Opt and Greedy, respectively. The
former returns the optimal solution to the problem, but runs in exponential time. The latter, instead,
returns a sub-optimal solution but runs in polynomial time. It is important to remark that they both
produce correct winning strategies for the game. However, the algorithm Greedy does not provide the
most optimal one in terms of distance from the original strategy.</p>
      <p>We now proceed with the description of Algo- Algorithm 1: Opt.
rithm Opt. In order to do so, we first introduce
some useful definition. For a given game  and a Input: straatreegaychfaobripliltayygearm0 e,  0 a
set  ⊆  of nodes, the Frontier of , denoted Output: Winning strategy minimizing
Frontier0() = ((0 ∖ ) × ) ∩ E, is the set of the distance from  0
edges that are outgoing from a Player 0 node and Fix(,  0) :
incoming to a node in . Intuitively, the edges in if′← ′ =WWini0n(0(,)0t)hen
Frontier0 can be used by Player 0 to enter in a single return ( 0, 0)
step the region . Consider a game  and a strategy else
 0, and let  = Win0(,  0) be the set of nodes select (, ′) from Frontier( ′)
that are winning for strategy  0. Observe that for an (′0′←, ′) ← 0(F)ix(,  0[ ↦→ (, ′)])
edge (, ′) ∈ Frontier0(), it holds that  0() ̸= if  ∈ Win0(′) then
(, ′), otherwise  would have been winning for ( 0′′,  ′′) ← Fix(′,  0)
 0 in the first place. Moreover, it is trivial to show if  r′′e&lt;turn′ +( 10′′,th′e′)n
that the strategy  0′ =  0[ ↦→ (, ′)] is such that end
Win0(,  0) ⊊ Win0(,  0′), with the inclusion be- end
ing proper because  ∈ Win0(,  0′) ∖ Win0(,  0). return ( 0′,  ′ + 1)</p>
      <p>We are now ready to present the algorithm Opt, end
which is reported in Algorithm 1. The algorithm
works as follow. First, it computes the winning region following  0  ′ = Win0(,  0) and compares it
with the winning region of the game Win0(). If the two sets are equal, it means that  0 is already
winning, so it returns the optimal solution ( 0, 0), with the second component denoting the cost of
ifxing. If that is not the case, the algorithm proceeds by first computing the frontier of Win0(,  0), in
order to select an edge (, ′) from it, then it compares two possible solutions. The first is obtained
by solving the problem where the initial strategy is  0[ ↦→ (, ′)], obtained from  0 by diverting the
choice on  with the frontier edge (, ′). The second is obtained by solving the problem when Player
0 is forced to select edge  0() in . This is obtained by considering the game ′ =  0(), where all
other outgoing edges from  are removed. Both solutions are computed with their relative costs  ′ and
 ′′, which are then compared to select the best between the two. Note that the latter solution might
not exist, as the choice of  0 in  might lead, for instance, out of the winning region. The algorithm
then first checks whether such solution is viable before making a useless recursive call on (′,  0).
Observe that in the first case the total modification cost  ′ must be increased by 1, as the initial strategy
 0[ ↦→ (, ′)] is at distance 1 from  0 itself. We have the following.</p>
      <p>Theorem 2. The algorithm Opt returns the optimal solution to the Strategy Repair problem.</p>
      <p>The algorithm Opt presented in the previous section is of exponential complexity, as it requires two
recursive calls at each iteration to compare the distances between the initial strategy and two candidate
best solutions. Also, notice that the recursive call that makes use of the selected edge in the frontier
always computes a correct solution, although it might not be the optimal one. Therefore, a suboptimal
but polynomially computable solution could be found by just selecting the one obtained from such call,
disregarding the other. This is how the algorithm Greedy is conceived.</p>
      <p>However, in order to improve the quality of Algorithm 2: Greedy.
the solution, i.e., the accuracy w.r.t. the
optimum, we employ a selection criterion for the Input: straatreegaychfaobripliltayygearm0 e,  0 a
edge in the frontier set. Indeed, consider an in- Fix(,  0) :
stance (,  0) of Strategy Repair, and an edge  ′ ← Win0(,  0)
(, ′) ∈ Frontier0(Win0(,  0)). First, note that if  ′ = Win0() then
 0() ̸= (, ′), otherwise, the node  would be endreturn ( 0, 0)
winning for  0 and (, ′) would not be in the fron-  ← Frontier0( ′)
tier. Therefore, consider the set Repair 0 (, ′) = (, ′) ← argmax{|Repair 0(, ′)|;
Win0(,  0[ ↦→ (, ′)])∖Win0(,  0), that is, the (, ′) ∈  }
set of nodes that are indirectly repaired by using the (r e0′tu, rn′) (← 0′F, ix′(+, 1)0[ ↦→ (, ′)])
frontier edge (, ′) in the solution. When selecting
the frontier edge, one might decide to greedily maximize the number of nodes that are indirectly
repaired by such a selection. This is how the algorithm Greedy works, as it is presented in Algorithm 2.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Strategy Repair for Büchi Games</title>
      <p>We now study the strategy repair problem on Büchi games. A Büchi game is defined by  = ⟨,  ⟩
where  = ⟨, 0, 1, E⟩ is an arena and  ⊆  is a target set. In a Büchi game, a path  is winning
for 0 when for all , there exists  ⩾  such that   ∈  , i.e. when the target is reached infinitely many
times.</p>
      <p>The notion of winning strategy and winning region can be defined similarly as for the reachability
games but with the Büchi winning condition. From the complexity analysis of RG, it immediately follows
that the lower-bound for strategy repair in Büchi games is NP. In addition, notice that a guess-and-check
approach for solving strategy repair with Büchi objectives still works. This is because also Büchi games
can be solved in polynomial time. This provides us with the following result.</p>
      <p>Theorem 3. The strategy repair problem for Büchi games is NP-complete.</p>
      <p>Now, we turn to solving the problem in practice. To do so, we introduce the operator Pre0 defined by
Pre0() = { ∈ 0 | ∃(, ) ∈ E,  ∈ } ∪ { ∈ 1 | ∀(, ) ∈ E,  ∈ } for a given set of vertices
 ⊆  , which corresponds to the set of vertices from which 0 can ensure to reach  at the next step.</p>
      <p>The algorithm for strategy repair will use the following key lemma inspired from [13] :
Lemma 1. Let  = ⟨,  ⟩ be a Büchi game and  be its winning region. Then,  is equal to the
winning region of the reachability game⟨,  ′⟩ where  ′ =  ∩ Pre0( ).</p>
      <p>Intuitively, to reach  infinitely many times from  , 0 must ensure to reach the part of the target
from which it is possible to remain in  at the next step.</p>
      <p>As a consequence, if  ′ stands for  ∩ Pre0( ), note that any strategy ensuring player 0 to reach
 ′ from  ∖  ′ and going to  from  ′ (which is possible since  ′ ⊆ Pre0( )) is winning since any
induced play would be of the form (( ∖  ′)* . ′) with  ′ ⊆  , and computing such strategies is
equivalent to solving a reachability game where the target is  ∩ Pre0( ). This induces the algorithm
3, which uses the algorithm of strategy repair for reachability games.</p>
      <p>Algorithm 3: Algorithm solving the strategy repair problem for Büchi games
Input:  a Büchi game,  0 a strategy for player 0
Output: Winning strategy for  minimizing the distance from  0
Fix_Buchi(,  0) :
if  0 winning in  then</p>
      <p>return  0
else
 ← Win0()
 ′ ←  ∩  0( )
 0′ ← Fix_Reachability(⟨,  ′⟩,  0)
for  ∈ 0 ∩  ′ do
if  0() ∈/  then
ifnd (0, ′) ∈  such that ′ ∈ 
 0′() ← (, ′)
end
end
return  0′
end
// minimal modifications to reach  ′
// fixing the strategy in  ′</p>
      <p>Note that both algorithms Opt and Greedy can be used for finding the minimal modifications to
reach  ′, producing an exact solution in exponential time, or a suboptimal solution in polynomial time.
As before with reachability games, note that in the second case, the strategy obtained is winning even
if it does not minimize the distance.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Future Work</title>
      <p>This work is an initial investigation into the problem of Strategy Repair and leaves at least two interesting
questions open. Firstly, while the polynomial algorithm exhibits outstanding experimental performance,
no approximation guarantee was obtained. For future work, we aim to study such a property. Secondly, it
is interesting to go beyond simple reachability and Büchi to apply the repair approach to other problems.
In particular, one immediate extension would be to investigate the applicability and efectiveness of the
approach for strong cyclic [7] solutions.</p>
      <p>Acknowledgments
The authors are supported by the PNRR MUR project PE0000013-FAIR, the Italian Ministry of University
and Research (MUR) under PRIN grant B87G22000450001 (PINPOINT) and by Sapienza University
of Rome under the Progetti Grandi di Ateneo programme, grant RG123188B3F7414A (ASGARD
Autonomous and Self-Governing Agent-Based Rule Design) and the Sapienza project MARLeN
(Multilayer Abstraction for Reinforcement Learning with Non-Markovian Rewards).</p>
    </sec>
    <sec id="sec-8">
      <title>Declaration on Generative AI</title>
      <p>The author(s) have not employed any Generative AI tools.
[3] G. De Giacomo, M. Vardi, Synthesis for LTL and LDL on finite traces, in: Q. Yang, M. J. Wooldridge
(Eds.), Proceedings of the Twenty-Fourth International Joint Conference on Artificial Intelligence,
IJCAI 2015, Buenos Aires, Argentina, July 25-31, 2015, AAAI Press, 2015, pp. 1558–1564. URL:
http://ijcai.org/Abstract/15/223.
[4] A. Camacho, C. Muise, J. Baier, S. McIlraith, LTL realizability via safety and reachability games,
in: J. Lang (Ed.), Proceedings of the Twenty-Seventh International Joint Conference on Artificial
Intelligence, IJCAI 2018, July 13-19, 2018, Stockholm, Sweden, ijcai.org, 2018, pp. 4683–4691. URL:
https://doi.org/10.24963/ijcai.2018/651. doi:10.24963/ijcai.2018/651.
[5] A. Camacho, J. Baier, C. Muise, S. A. McIlraith, Finite LTL synthesis as planning, in: M. de Weerdt,
S. Koenig, G. Röger, M. T. J. Spaan (Eds.), Proceedings of the Twenty-Eighth International
Conference on Automated Planning and Scheduling, ICAPS 2018, Delft, The Netherlands, June 24-29,
2018, AAAI Press, 2018, pp. 29–38. URL: https://aaai.org/ocs/index.php/ICAPS/ICAPS18/paper/
view/17790.
[6] G. De Giacomo, M. Favorito, J. Li, M. Vardi, S. Xiao, S. Zhu, Ltlf synthesis as AND-OR graph search:
Knowledge compilation at work, in: L. D. Raedt (Ed.), Proceedings of the Thirty-First International
Joint Conference on Artificial Intelligence, IJCAI 2022, Vienna, Austria, 23-29 July 2022, ijcai.org,
2022, pp. 2591–2598. URL: https://doi.org/10.24963/ijcai.2022/359. doi:10.24963/ijcai.2022/
359.
[7] M. Daniele, P. Traverso, M. Y. Vardi, Strong cyclic planning revisited, in: S. Biundo, M. Fox (Eds.),
Recent Advances in AI Planning, 5th European Conference on Planning, ECP’99, Durham, UK,
September 8-10, 1999, Proceedings, volume 1809 of Lecture Notes in Computer Science, Springer,
1999, pp. 35–48. URL: https://doi.org/10.1007/10720246_3. doi:10.1007/10720246\_3.
[8] C. H. Papadimitriou, Computational complexity, Academic Internet Publ., 2007.
[9] S. Dasgupta, C. H. Papadimitriou, U. V. Vazirani, Algorithms, McGraw-Hill, 2008.
[10] T. H. Cormen, C. E. Leiserson, R. L. Rivest, C. Stein, Introduction to Algorithms, 3rd Edition, MIT</p>
      <p>Press, 2009. URL: http://mitpress.mit.edu/books/introduction-algorithms.
[11] Proc. of the the AAAI Spring Symposium on Agents with Adjustable Autonomy, AAAI, 1999. URL:
https://aaai.org/proceeding/spring-1999-06/.
[12] D. Perrin, J. Pin, Infinite words - automata, semigroups, logic and games, volume 141 of Pure and
applied mathematics series, Elsevier Morgan Kaufmann, 2004.
[13] F. Horn, N. Fijalkow, Büchi games, in: N. Fijalkow (Ed.), Games on Graphs, Online, 2023.</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <given-names>P.</given-names>
            <surname>Gaillard</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            <surname>Patrizi</surname>
          </string-name>
          , G. Perelli, Strategy Repair in Reachability Games., in: K.
          <string-name>
            <surname>Gal</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          <string-name>
            <surname>Nowé</surname>
            ,
            <given-names>G. J.</given-names>
          </string-name>
          <string-name>
            <surname>Nalepa</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          <string-name>
            <surname>Fairstein</surname>
          </string-name>
          , R. Radulescu (Eds.),
          <source>ECAI'23</source>
          , volume
          <volume>372</volume>
          <source>of Frontiers in Artificial Intelligence and Applications</source>
          , IOS Press,
          <year>2023</year>
          , pp.
          <fpage>780</fpage>
          -
          <lpage>787</lpage>
          . URL: https://doi.org/10.3233/FAIA230344. doi:
          <volume>10</volume>
          . 3233/FAIA230344.
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <given-names>E.</given-names>
            <surname>Grädel</surname>
          </string-name>
          , W. Thomas, T. Wilke (Eds.), Automata, Logics, and
          <article-title>Infinite Games: A Guide to Current Research [outcome of a Dagstuhl seminar</article-title>
          ,
          <year>February 2001</year>
          ], volume
          <volume>2500</volume>
          of Lecture Notes in Computer Science, Springer,
          <year>2002</year>
          . URL: https://doi.org/10.1007/3-540-36387-4. doi:
          <volume>10</volume>
          .1007/ 3-540-36387-4.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>