Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Recursive state machines are a ll-accepted formalism for modelling the control ow of systems with potentially recursive proce- dure calls. In the open systems setting, i.e., systems where an execution depends on the interaction of the system with the environment, the nat- ural counterpart is two-player recursive game graphs which essentially are recursive state machines where vertices are split into two sets each controlled by one of the players.  focus on solving games played on such graphs with respect to winning conditions expressed by a formula of the temporal logic CaRet and such that the protagonist can only use modular strategies (modular CaRet games). In a modular strategy, the protagonist may use as memory only the portion of the play which is local to the current activation of the current module. Therefore, every time a module is entered, the memory used by the protagonist gets reset. The main motivation for considering modular strategies is related to the synthesis of system controllers. In fact, a modular strategy would correspond to a modular controller for the considered system. Modular strategies have been already studied with winning conditions expressed as reachability, safety, Buchi automata or LTL formulas.   extend these results to non-regular winning conditions by considering specications expressed in CaRet. In particular,  show that deciding whether the protagonist has a winning modular strategy in a CaRet game is 2ExpTime-complete, that matches the complexity of deciding modular LTL games.
['Ilaria De Crescenzo', 'Salvatore La Torre']
I am writing a research paper on a idea Winning CaRet Games with Modular Strategies
[{"from": "human", "value": "I am writing a research paper on a idea Winning CaRet Games with Modular Strategies"}, {"from": "gpt", "value": "Thats a unique idea.You should consider the following idea to enhance your idea so that it would impact uniquely: Recursive state machines are a ll-accepted formalism for modelling the control ow of systems with potentially recursive proce- dure calls. In the open systems setting, i.e., systems where an execution depends on the interaction of the system with the environment, the nat- ural counterpart is two-player recursive game graphs which essentially are recursive state machines where vertices are split into two sets each controlled by one of the players.  focus on solving games played on such graphs with respect to winning conditions expressed by a formula of the temporal logic CaRet and such that the protagonist can only use modular strategies (modular CaRet games). In a modular strategy, the protagonist may use as memory only the portion of the play which is local to the current activation of the current module. Therefore, every time a module is entered, the memory used by the protagonist gets reset. The main motivation for considering modular strategies is related to the synthesis of system controllers. In fact, a modular strategy would correspond to a modular controller for the considered system. Modular strategies have been already studied with winning conditions expressed as reachability, safety, Buchi automata or LTL formulas.   extend these results to non-regular winning conditions by considering specications expressed in CaRet. In particular,  show that deciding whether the protagonist has a winning modular strategy in a CaRet game is 2ExpTime-complete, that matches the complexity of deciding modular LTL games."}]