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change .sty
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bar169.tex
32
bar169.tex
@ -1,8 +1,28 @@
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\documentclass[aspectratio=169]{beamer}
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\input{pkgs.tex}
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\input{global.tex}
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\usetheme{Bar169}
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\usepackage[english]{babel}
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\usepackage{fancyhdr} % header footer
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\usepackage{graphicx} % figure
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\usepackage{booktabs}
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\usepackage{xcolor}
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\usepackage{bookmark}
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\usepackage{hyperref}
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\usepackage{graphicx} % Allows including images
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\usepackage{booktabs} % Allows the use of \toprule, \midrule and \bottomrule in tables
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\usepackage{tikz}
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\usepackage[ruled,linesnumbered]{algorithm2e}
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\usepackage{adjustbox}
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\begin{document}
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\input{content.tex}
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\end{document}
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\author{Yu Cong}
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\title{Reachability and Büchi games}
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\date{\today}
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% \AtBeginSection[]{
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% \frame{\frametitle{Outline}\tableofcontents[currentsection,
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% subsectionstyle=show/show/shaded]}
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% }
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\usetheme{Bar169}
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\begin{document}
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\input{content.tex}
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\end{document}
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@ -17,7 +17,7 @@
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% sidebar
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% on the right
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\useoutertheme[width=5\baselineskip,right]{sidebar}
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\useoutertheme[width=5\baselineskip,right,hideothersubsections]{sidebar}
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% delete title and author
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% \makeatletter
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\setbeamertemplate{sidebar right}{\insertverticalnavigation{\beamer@sidebarwidth}}
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@ -27,7 +27,7 @@
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\setbeamerfont{subsection in sidebar}{size=\scriptsize}
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% margin
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\setbeamersize{sidebar width right=3cm}
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\setbeamersize{sidebar width left=2cm}
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\setbeamersize{sidebar width left=0.5cm}
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@ -38,23 +38,27 @@
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% \makeatother
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\setbeamertemplate{footline}
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{
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\leavevmode%
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\hbox{%
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\begin{beamercolorbox}[wd=.4\paperwidth,ht=2.25ex,dp=1ex,center]{author in head/foot}%
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\usebeamerfont{author in head/foot}\insertshortauthor
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\leavevmode%
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\hbox{%
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\begin{beamercolorbox}[wd=.2\paperwidth,ht=2.25ex,dp=1ex,center]{author in head/foot}%
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\usebeamerfont{author in head/foot}\insertshortauthor
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\end{beamercolorbox}
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\begin{beamercolorbox}[wd=.6\paperwidth,ht=2.25ex,dp=1ex,center]{title in head/foot}%
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\usebeamerfont{title in head/foot}\insertshorttitle\hspace*{13em}
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\insertframenumber{} / \inserttotalframenumber\hspace*{0ex}
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\end{beamercolorbox}}
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\vskip0pt%
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\begin{beamercolorbox}[wd=.7\paperwidth,ht=2.25ex,dp=1ex,center]{title in head/foot}%
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\usebeamerfont{title in head/foot}\insertshorttitle
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\end{beamercolorbox}
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\begin{beamercolorbox}[wd=.1\paperwidth,ht=2.25ex,dp=1ex,center]{title in head/foot}%
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\usebeamerfont{title in head/foot}\insertframenumber{} / \inserttotalframenumber\hspace*{0ex}
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\end{beamercolorbox}
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}
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\vskip0pt%
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}
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% \makeatletter
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% footline color
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\setbeamercolor{author in head/foot}{fg=black, bg=mygrey!5!white}
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\setbeamercolor{title in head/foot}{fg=black, bg=mygrey!5!white}
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\setbeamercolor{author in head/foot}{fg=black, bg=mygrey!10!white}
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\setbeamercolor{title in head/foot}{fg=black, bg=mygrey!10!white}
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% item settings
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\setbeamertemplate{itemize item}{$\color{beamer@simple@color}\bullet$}
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@ -22,19 +22,59 @@
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% \makeatother
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\setbeamertemplate{footline}
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{
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\leavevmode%
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\hbox{%
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\begin{beamercolorbox}[wd=.4\paperwidth,ht=2.25ex,dp=1ex,center]{author in head/foot}%
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\usebeamerfont{author in head/foot}\insertshortauthor
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\leavevmode%
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\hbox{%
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\begin{beamercolorbox}[wd=.38\paperwidth,ht=2.25ex,dp=1ex,center]{author in head/foot}%
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\usebeamerfont{author in head/foot}\insertshortauthor
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\end{beamercolorbox}
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\begin{beamercolorbox}[wd=.6\paperwidth,ht=2.25ex,dp=1ex,center]{title in head/foot}%
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\usebeamerfont{title in head/foot}\insertshorttitle\hspace*{13em}
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\insertframenumber{} / \inserttotalframenumber\hspace*{0ex}
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\end{beamercolorbox}}
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\vskip0pt%
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\begin{beamercolorbox}[wd=.62\paperwidth,ht=2.25ex,dp=1ex,center]{title in head/foot}%
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\usebeamerfont{title in head/foot}\insertshorttitle
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\end{beamercolorbox}
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% \begin{beamercolorbox}[wd=.1\paperwidth,ht=2.25ex,dp=1ex,center]{title in head/foot}%
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% \usebeamerfont{title in head/foot}\insertframenumber{} / \inserttotalframenumber\hspace*{0ex}
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% \end{beamercolorbox}
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}
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\vskip0pt%
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}
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\useoutertheme{tree}
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\makeatletter
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\setbeamertemplate{headline}
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{%
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\begin{beamercolorbox}[wd=\paperwidth,colsep=1.5pt]{upper separation line head}
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\end{beamercolorbox}
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\begin{beamercolorbox}[wd=\paperwidth,ht=2.5ex,dp=1.125ex,%
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leftskip=.3cm,rightskip=.3cm plus1fil]{title in head/foot}
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\usebeamerfont{title in head/foot}\insertshorttitle
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\usebeamerfont{section in head/foot}%
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\ifbeamer@tree@showhooks
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\setbox\beamer@tempbox=\hbox{\insertsectionhead}%
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\ifdim\wd\beamer@tempbox>1pt%
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\hskip2pt\raise1.9pt\hbox{\vrule width 5pt height0.4pt}%
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\hskip1pt%
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\fi%
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\else%
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\hskip6pt%
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\fi%
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\insertsectionhead
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\usebeamerfont{subsection in head/foot}%
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\ifbeamer@tree@showhooks
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\setbox\beamer@tempbox=\hbox{\insertsubsectionhead}%
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\ifdim\wd\beamer@tempbox>1pt%
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\hskip2pt\raise1.9pt\hbox{\vrule width 5pt height0.4pt}%
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\hskip1pt%
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\fi%
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\else%
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\hskip12pt%
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\fi%
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\insertsubsectionhead\hfill\insertframenumber/\inserttotalframenumber\hspace{0.5em}
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\end{beamercolorbox}
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\begin{beamercolorbox}[wd=\paperwidth,colsep=1.5pt]{lower separation line head}
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\end{beamercolorbox}
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}
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\makeatother
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% \makeatletter
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% footline color
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\setbeamercolor{author in head/foot}{fg=black, bg=mygrey!5!white}
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|
686
content.tex
686
content.tex
@ -1,236 +1,488 @@
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\frame[plain]{\titlepage}
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\frame{\frametitle{Outline}\tableofcontents}
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\definecolor{lightblue}{rgb}{0.67,0.87,0.9}
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\section{Introduction}
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\begin{frame}[plain]
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% Print the title page as the first slide
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\titlepage
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\end{frame}
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\begin{frame}
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\frametitle{Latex and Beamer}
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LaTeX is a high-quality typesetting system;
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it includes features designed for the production of
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technical and scientific documentation.
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\vspace{0.4cm}
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\pause
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Beamer is a LaTeX class to create powerful,
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flexible and nice-looking presentations and slides.
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The beamer class is focussed on producing (on-screen) presentations,
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along with support material such as handouts and speaker notes.
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\begin{frame}{Overview}
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% Throughout your presentation, if you choose to use \section{} and \subsection{} commands, these will automatically be printed on this slide as an overview of your presentation
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\tableofcontents
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\end{frame}
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%------------------------------------------------
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\section{Motivation \& References}
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%------------------------------------------------
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\begin{frame}{Motivation \& References}
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Motivation: Reachability and Büchi games are important in system verification and testing. Computing the winning set of Büchi games is a central problem in computer aided verification with a large number of applications.\\~
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References: \\~
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\footnotesize{
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\begin{thebibliography}{99}
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\bibitem[Smith, 2012]{p1} John Smith (2012)
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\newblock Title of the publication
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\newblock \emph{Journal Name} 12(3), 45 -- 678.
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\end{thebibliography}
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}
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\end{frame}
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\section{Beamer Basic}
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\subsection{Hightlight}
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\begin{frame}
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\frametitle{Block and Alert}
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\begin{block}{Pythagorean theorem}
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\vspace*{-\baselineskip}\setlength\belowdisplayshortskip{0.6pt}
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$$a^2 + b^2 = c^2$$
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% \vspace*{-\baselineskip}\setlength\belowdisplayshortskip{0.1pt}
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where c represents the length of the hypotenuse and
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a and b the lengths of the triangle's other two sides.
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\end{block}
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\begin{alertblock}{Remark}
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\begin{itemize}
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\item the environment above is \alert{block}
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\item the environment here is \alert{alertblock}
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\end{itemize}
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\end{alertblock}
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\section{Reachability Game}
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\begin{frame}{Reachability Game}
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A reachability game is a 2-player (namely P0 and P1) game on a directed finite graph.\\~
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Game graph: directed graph $G(\{V_0\cup V_1\},E)$.($\{V_0,V_1\}$is a partition of $V$) \\~
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Target set: target set is $T\subseteq \{V_0\cup V_1\}$.\\~
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A play $P$ is a (finite or infinite) path in the game graph beginning at the initial vertex $s$. If $v\in V_0$, P0 moves along an outgoing edge of v. Otherwise, P1 takes the move.\\~
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Definition of winning: P0 wins if $T\cap P \neq \emptyset$, otherwise P1 wins.\\~
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Memoryless strategy: a strategy for P0 is a mapping $\alpha : V_0 \rightarrow V$ that defines how P0 should extend the current play.
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\end{frame}
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%frame 5
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\begin{frame}{Example for Reachability Game}
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Rectangle vertices are in $V_1$, circles are in $V_0$;\\
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Vertices in $T$ are red, the initial vertex $v_I$ is blue.\\~
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\begin{frame}
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\frametitle{Proof}
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\begin{block}{Pythagorean theorem}
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\vspace*{-\baselineskip}\setlength\belowdisplayshortskip{0.1pt}
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$$a^2 + b^2 = c^2$$
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% \vspace*{-\baselineskip}\setlength\belowdisplayshortskip{0.2pt}
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\end{block}
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\vspace{0.4cm}
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\begin{columns}[c] % The "c" option specifies centered vertical alignment while the "t" option is used for top vertical alignment
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\begin{proof}
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\vspace*{-\baselineskip}\setlength\belowdisplayshortskip{0pt}
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\begin{align*}
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&3^2 + 4^2 = 5^2\\
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&5^2 + 12^2 = 13^2
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\end{align*}
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% \vspace*{-\baselineskip}\setlength\belowdisplayshortskip{0pt}
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\end{proof}
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\end{frame}
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\column{.45\textwidth} % Left column and width
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\begin{adjustbox}{width=\textwidth}
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\begin{tikzpicture}
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\node[shape=circle,draw=red] (1) at (0,0) {1};
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\node[shape=rectangle,draw=black] (2) at (0,4) {2};
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\node[shape=rectangle,draw=black] (3) at (2.5,4) {3};
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\node[shape=circle,draw=black] (4) at (5,0) {4};
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\node[shape=circle,draw=blue] (5) at (2.5,0) {5};
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\node[shape=rectangle,draw=black] (6) at (5,4) {6} ;
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\path [->] (2) edge[thick] node[] {} (1);
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\path [->] (2) edge[thick] node[] {} (4);
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\path [->] (6) edge[thick,bend left=15] node[] {} (4);
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\path [->] (4) edge[thick,bend left=15] node[] {} (6);
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\path [->] (5) edge[thick,bend left=15] node[] {} (6);
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\path [->] (6) edge[thick,bend right=15] node[] {} (1);
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\path [->] (5) edge[thick] node[] {} (3);
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\path [->] (3) edge[thick,bend right=20] node[] {} (1);
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\end{tikzpicture}
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\end{adjustbox}
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\subsection{Other Environments}
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\begin{frame}{Algorithm}
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\scriptsize
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\begin{algorithm}[H]
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\KwData{this text}
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\KwResult{how to write algorithm with \LaTeX2e }
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initialization\;
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\While{not at end of this document}{
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read current\;
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\eIf{understand}{
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go to next section\;
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current section becomes this one\;
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}{
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go back to the beginning of current section\;
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}
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}
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\caption{How to write algorithms
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(copied from \href{https://en.wikibooks.org/wiki/LaTeX/Algorithms}{here})}
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\end{algorithm}
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\end{frame}
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\begin{frame}[fragile]
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\frametitle{An Algorithm For Finding Primes Numbers.}
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\scriptsize
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\begin{verbatim}
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int main (void)
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{
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std::vector<bool> is_prime (100, true);
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for (int i = 2; i < 100; i++)
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if (is_prime[i])
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{
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std::cout << i << " ";
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for (int j = i; j < 100; is_prime [j] = false, j+=i);
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}
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return 0;
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}
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\end{verbatim}
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\vspace{-0.7cm}
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\begin{uncoverenv}
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Note the use of \verb|\alert|.
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\end{uncoverenv}
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\end{frame}
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\begin{frame}{More}
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More environments such as
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\begin{itemize}
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\item Definition
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\item lemma
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\item corollary
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\item example
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\end{itemize}
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\end{frame}
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\section{Beamer More}
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\subsection{Split Screen}
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\begin{frame}{Minipage}
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\begin{minipage}{0.5\linewidth}
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\begin{figure}[h]
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\includegraphics[width=\textwidth]{imgs/pythagorean.jpg}
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\end{figure}
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\end{minipage}%
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\hfill
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\begin{minipage}{0.4\linewidth}
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\begin{enumerate}
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\item item
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\item another
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\item more
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\begin{itemize}
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\item first
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\item second
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\item third
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\end{itemize}
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\end{enumerate}
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\end{minipage}
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||||
\end{frame}
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\begin{frame}{Columns}
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||||
\begin{columns}
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||||
\column{0.5\textwidth}
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This is a text in first column.
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$$E=mc^2$$
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\begin{itemize}
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||||
\item First item
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||||
\item Second item
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||||
\end{itemize}
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||||
|
||||
\column{0.5\textwidth}
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||||
\begin{block}{first block}
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||||
columns achieves splitting the screen
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||||
\end{block}
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||||
\begin{block}{second block}
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||||
stack block in columns
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||||
\end{block}
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||||
\column{.5\textwidth} % Right column and width
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A winning play for P0 is $\{5,3,1\}$\\~
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\end{columns}
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||||
\end{frame}
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||||
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||||
\subsection{Table}
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||||
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||||
\begin{frame}{Create Tables}
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||||
\begin{center}
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||||
\begin{table}[!t]
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% \caption{Three line}
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% \label{table_time}
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\begin{tabular}{ccc}
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||||
\toprule
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first&second&third\\
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||||
\midrule
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||||
1 & 2 & 3 \\
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4 & 5 & 6 \\
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7 & 8 & 9 \\
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\bottomrule
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\end{tabular}
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\end{table}
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||||
\end{center}
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||||
%frame 6
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||||
\begin{frame}{Algorithm for Reachability Game}
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||||
\begin{figure}
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||||
\centering
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\begin{adjustbox}{width=0.3\textwidth}
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||||
\begin{tikzpicture}
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||||
% \draw (0,0) node {};
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||||
\draw[fill=lightblue] (6,0) ellipse (28pt and 20pt);
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||||
\draw[] (7,0) ellipse (58pt and 40pt);
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||||
\node[shape=circle,draw=lightblue](t) at (6,0) {$T$};
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\node[shape=circle,draw=white](o) at (7,2.4) {};
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\node[shape=circle,draw=black] (1) at (7.8,0.5) {};
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||||
\node[shape=rectangle,draw=black] (2) at (8.1,-0.5) {};
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||||
\path [->] (1) edge[thick] node[] {} (t);
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||||
\path [->] (1) edge[thick] node[] {} (o);
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||||
\path [->] (2) edge[thick,bend left=15] node[] {} (t);
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||||
\path [->] (2) edge[thick,bend right=15] node[] {} (t);
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||||
\node[shape=circle,draw opacity=0](txt) at (7,-1) {Rank 1};
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||||
\end{tikzpicture}
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||||
\end{adjustbox}
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||||
\end{figure}
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||||
\begin{itemize}
|
||||
\item if $s$ is in $T$, P0 wins;
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||||
\item if $s\in V_0$ and $s$ has at least one outgoing edge to $u\in T$, P0 wins in one step;
|
||||
\item if $s\in V_1$ and all of $s$'s outgoing edges go to $u\in T$, P0 wins in one step;
|
||||
\end{itemize}
|
||||
\end{frame}
|
||||
|
||||
\subsection{Math}
|
||||
|
||||
\begin{frame}{Equation1}
|
||||
A matrix in text must be set smaller:
|
||||
$\bigl(\begin{smallmatrix}
|
||||
a&b \\ c&d
|
||||
\end{smallmatrix} \bigr)$
|
||||
to not increase leading in a portion of text.
|
||||
|
||||
\[ f(n) =
|
||||
\begin{cases}
|
||||
n/2 & \quad \text{if } n \text{ is even}\\
|
||||
-(n+1)/2 & \quad \text{if } n \text{ is odd}
|
||||
\end{cases}
|
||||
\]
|
||||
|
||||
$$50 apples \times 100 apples = lots of apples^2$$
|
||||
\end{frame}
|
||||
|
||||
\begin{frame}{Equation2}
|
||||
$$\sum_{\substack{0<i<m \\ 0<j<n }}
|
||||
P(i,j)=\int\limits_a^b\prod P(i,j)$$
|
||||
|
||||
$$P\left(A=2\middle|\frac{A^2}{B}>4\right)$$
|
||||
|
||||
$$( a ), [ b ], \{ c \}, | d |, \| e \|,
|
||||
\langle f \rangle, \lfloor g \rfloor,
|
||||
\lceil h \rceil, \ulcorner i \urcorner$$
|
||||
\end{frame}
|
||||
|
||||
\begin{frame}{Equation3}
|
||||
$$Q(\alpha)=\alpha_i\alpha_jy_iy_j(x_i\cdot x_j)$$
|
||||
|
||||
$$Q(\alpha)=\alpha^i\alpha^jy^{(i)}y^{(j)}(x^i\cdot x^j)$$
|
||||
%frame 7
|
||||
\begin{frame}{Algorithm for Reachability Game}
|
||||
We defined Rank 0 and Rank 1 already, now we define Rank i.\\
|
||||
|
||||
$$\Gamma=\beta+\alpha+\gamma+\rho$$
|
||||
$R_i:=\{v\in V|$ P0 can force a visit from v to a vertex in $T$ in i steps$\}$\\~
|
||||
|
||||
Define Reachability set of $T$ for P0, $Reach(T,0) := \bigcup_{i=1}^{n-1}R_i$\\~
|
||||
|
||||
|
||||
A vertex $v\in R_i$: \\~
|
||||
if $v \in V_0$ and there is an edge $e(v,u)\quad u\in R_{i-1}$;\\~
|
||||
if $v \in V_1$ and for every edge $e(v,u)$ we have $u\in \bigcup_{j=0}^{i-1} R_j$;\\
|
||||
|
||||
\end{frame}
|
||||
%frame 8
|
||||
\begin{frame}{Algorithm for Reachability Game}
|
||||
\begin{columns}[c] % The "c" option specifies centered vertical alignment while the "t" option is used for top vertical alignment
|
||||
\column{.35\textwidth} % Left column and width
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\node[shape=circle,draw=red] (1) at (0,0) {1};
|
||||
\node[shape=circle,draw=red] (2) at (2,0) {2};
|
||||
\node[shape=circle,draw=blue] (3) at (4,0) {3};
|
||||
\node[shape=rectangle,draw=black] (4) at (0,3) {4};
|
||||
\node[shape=rectangle,draw=black] (5) at (2,3) {5};
|
||||
\node[shape=rectangle,draw=black] (6) at (4,3) {6} ;
|
||||
\path [->] (3) edge[thick] node[] {} (6);
|
||||
\path [->] (3) edge[thick] node[] {} (5);
|
||||
\path [->] (5) edge[thick] node[] {} (1);
|
||||
\path [->] (5) edge[thick] node[] {} (2);
|
||||
\path [->] (4) edge[thick] node[] {} (1);
|
||||
\path [->] (4) edge[thick] node[] {} (3);
|
||||
\path [->] (6) edge[thick, bend right=30] node[] {} (4);
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
|
||||
\column{.6\textwidth} % Right column and width
|
||||
|
||||
\begin{itemize}
|
||||
\item $R_0=\{1,2\}$;
|
||||
\item $R_1=\{5\}$;
|
||||
\item $R_2=\{3\}$;
|
||||
\item $R_3=\{4\}$;
|
||||
\item $R_4=\{6\}$;
|
||||
\end{itemize}
|
||||
For simplicity, denote $u\in R_k$ by Rank[$u$]=k.
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
% frame 9
|
||||
\begin{frame}{An O(m) Algorithm for Reachability Game}
|
||||
\begin{algorithm}[H]
|
||||
\scriptsize
|
||||
\SetAlgoLined
|
||||
\KwData{game graph $G$, target set $T$}
|
||||
\KwResult{Rank[$|V|$]}
|
||||
Q:= an empty queue\;
|
||||
Rank[$|V|$],count[$|V|$]:= all 0s array\;
|
||||
Q.push({T})\;
|
||||
\While{Q is not empty}{
|
||||
$u$:=Q.front,Q.pop\;
|
||||
\For{$e(v,u)\in E$}{
|
||||
\uIf{$v\in V_0$ and $v$ has not been visited}
|
||||
{Rank[$v$]:=Rank[$u$]+1; Q.push($\{v\}$)}
|
||||
\ElseIf{$v\in V_1$}{
|
||||
count[v]:=count[v]+1\;
|
||||
\lIf{count[v]=Out Degree of $v$}{
|
||||
Rank[$v$]:=Rank[$u$]+1; Q.push($\{v\}$)
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
\caption{Reachability for P0}
|
||||
\end{algorithm}
|
||||
Every edge is used at most once.
|
||||
\end{frame}
|
||||
%frame 10
|
||||
\begin{frame}{Type}
|
||||
$T_1,T_2,...,T_k$ are disjoint subsets of $V$, now we want to compute Reachability of each one of them.\\~\\
|
||||
|
||||
|
||||
\begin{columns}
|
||||
\column{.45\textwidth} % Left column and width
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\draw (0,0) node {};
|
||||
%\draw[fill=lightblue] (1,0) ellipse (28pt and 20pt);
|
||||
\draw[] (2,1) ellipse (78pt and 60pt);
|
||||
\node[shape=circle,draw=lightblue,fill =lightblue](t) at (1,0) {$T_1$};
|
||||
\node[shape=circle,draw=lightblue,fill =lightblue](t) at (2.2,0) {$T_2$};
|
||||
\node[shape=circle,draw=lightblue,fill =lightblue](t) at (3.4,0) {$T_3$};
|
||||
% \node[shape=circle,draw=white](o) at (2,2.4) {};
|
||||
%\node[shape=circle,draw=black] (1) at (2.8,0.5) {};
|
||||
% \node[shape=rectangle,draw=black] (2) at (3.1,-0.5) {};
|
||||
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
|
||||
\column{.5\textwidth} % Right column and width
|
||||
\textbf{Definition} A type of vertex $x$ is a tuple $(y_1, \ldots, y_k)$, where each $x_i \in \{0,1\}$, such that $y_i=1$ iff $x$ is in $Reach (T_i, 0)$.
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
%frame 11
|
||||
\begin{frame}{Compute Types}
|
||||
\begin{itemize}
|
||||
\item Run reachability algorithm for every $T_i$, $O(km)$;
|
||||
\item Compute simultaneously.
|
||||
% \begin{itemize}
|
||||
% \item similar to Algorithm 1, updating Ranks is replaced with updating Types.
|
||||
% \item one update needs $O(k)$, $O(m)$ times of update is needed. $O(km)$
|
||||
% \end{itemize}
|
||||
\item Can it be done in linear or nearly linear time?
|
||||
\end{itemize}
|
||||
\end{frame}
|
||||
%frame 12
|
||||
\begin{frame}{Minimum Base}
|
||||
The minimum base of $T$ is the minimum subset of $T$ which can generate the same Reachability set as $T$.\\~
|
||||
|
||||
Computing the minimum base is NP-hard.\\~
|
||||
|
||||
Set cover problem: Given a set $S$ of n elements, a collections $S_1,S_2,...,S_m$ of subsets of $S$, and a number K, does there exists a collection of at most k of these sets whose union is equal to all of $S$.
|
||||
|
||||
\end{frame}
|
||||
%frame 13
|
||||
\begin{frame}{Minimum Base}
|
||||
\textbf{Proof}:\\
|
||||
We prove that the decision problem for minimum base is NP-Complete.\\
|
||||
The decision problem $L$ is can we find a base with at most k vertices.\\
|
||||
\begin{enumerate}
|
||||
\item $L$ is in NP.
|
||||
\item set cover problem(which is NP-Complete) can be reduced to $L$ in polynomial time.
|
||||
\begin{itemize}
|
||||
\item Construct a Reachability game graph $G(V_0,E)$. There are $m$ vertices in $T$ representing $m$ subsets in set cover problem, $n$ vertices not in $T$ representing $n$ elements in $S$.
|
||||
\item If subset $S_i$ contains element $x_j$, connect an edge from vertex representing $S_i$ to vertex representing $x_j$ in $T$.
|
||||
\end{itemize}
|
||||
\end{enumerate}
|
||||
%So $L$ is NP-Complete. The minimum base problem is NP-Hard.
|
||||
\end{frame}
|
||||
\begin{frame}{Minimum Base}
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\draw (0,0) node {};
|
||||
\node[shape=circle,draw=lightblue,fill =lightblue](t1) at (4,0) {$S_1$};
|
||||
\node[shape=circle,draw=lightblue,fill =lightblue](t2) at (5.2,0) {$S_2$};
|
||||
\node[shape=circle,draw=lightblue,fill =lightblue](t3) at (6.4,0) {$S_3$};
|
||||
\node[shape=circle,draw=black](x1) at (3,2) {$x_1$};
|
||||
\node[shape=circle,draw=black](x2) at (5,2) {$x_2$};
|
||||
\node[shape=circle,draw=black](x3) at (7,2) {$x_3$};
|
||||
\node[shape=circle,draw=black](x4) at (9,2) {$\ldots$};
|
||||
\path [->] (x1) edge[thick] node[] {} (t1);
|
||||
\path [->] (x2) edge[thick] node[] {} (t1);
|
||||
\path [->] (x1) edge[thick] node[] {} (t2);
|
||||
\path [->] (x3) edge[thick] node[] {} (t2);
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}\\
|
||||
|
||||
$S_1=\{x_1,x_2\}$\\
|
||||
$S_2=\{x_1,x_3\}$\\~
|
||||
|
||||
So $L$ is NP-Complete. The minimum base problem is NP-Hard.
|
||||
\end{frame}
|
||||
|
||||
\section{Büchi Game}
|
||||
%frame 14
|
||||
\begin{frame}{Büchi Game}
|
||||
\textbf{Definition} A \textbf{Büchi game} is a game $\mathcal{G}=(G,s,T)$ where $G$ is the Reachability game graph, $V_i$ is an initial vertex, $T\subseteq V$ is the target set as in Reachability game.\\~
|
||||
Play: The definition of play in Büchi Game is the same as in Reachability game.\\~
|
||||
Definition of winning: We assume the play $P$ is infinite here.
|
||||
if there exists infinite many vertices $v\in T$ in $P$, P0 wins. Otherwise P1 wins.
|
||||
|
||||
\end{frame}
|
||||
%frame 15
|
||||
\begin{frame}{Example for Büchi Game}
|
||||
\begin{columns}
|
||||
\column{0.45\textwidth}
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\node[shape=rectangle,draw=black] (1) at (0,0) {1};
|
||||
\node[shape=circle,draw=black] (2) at (1.5,0) {2};
|
||||
\node[shape=circle,draw=black] (3) at (4.5,0) {3};
|
||||
\node[shape=circle,draw=black] (4) at (0,3) {4};
|
||||
\node[shape=rectangle,draw=red] (5) at (1.5,3) {5};
|
||||
\node[shape=rectangle,draw=black] (6) at (3,3) {6} ;
|
||||
\node[shape=rectangle,draw=red] (7) at (4.5,3) {7} ;
|
||||
\path [->] (4) edge[thick] node[] {} (5);
|
||||
\path [->] (5) edge[thick] node[] {} (6);
|
||||
\path [->] (6) edge[thick] node[] {} (7);
|
||||
\path [->] (3) edge[thick] node[] {} (7);
|
||||
\path [->] (2) edge[thick] node[] {} (3);
|
||||
\path [->] (1) edge[thick] node[] {} (2);
|
||||
\path [->] (1) edge[thick] node[] {} (5);
|
||||
\path [->] (5) edge[thick] node[] {} (2);
|
||||
\path [->] (6) edge[thick] node[] {} (2);
|
||||
\path [->] (7) edge[thick] node[] {} (2);
|
||||
\path [->] (2) edge[thick,bend right=15] node[] {} (7);
|
||||
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
\column{0.5\textwidth}
|
||||
% P0 can force a visit from any vertex in $S=\{2,3,5,6,7\}$ to any other vertex in $S$.\\~
|
||||
|
||||
P0 is always winning on this game graph.
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
\begin{frame}{Algorithm for Büchi Game 1}
|
||||
\begin{columns}[c] % The "c" option specifies centered vertical alignment while the "t" option is used for top vertical alignment
|
||||
\column{.6\textwidth} % Left column and width
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\draw[thick, fill opacity=0.3] (0,-2) -- (0,2) -- (8,2) -- (8,-2) -- cycle; % G
|
||||
\draw[thick,fill=blue, fill opacity=0.3] (0,-2) -- (0,2) -- (2,2) -- (2,-2) -- cycle; % T
|
||||
\draw[thick,fill=lightblue, fill opacity=0.3] (2,-2) -- (2,2) -- (6,2) -- (6,-2) -- cycle; % reach
|
||||
\node[shape=circle,draw opacity=0](txt) at (3.5,-2.3) {$G$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,-1.7) {$T$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (4,1.7) {$Reach(T,0)$};
|
||||
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
|
||||
\column{.35\textwidth} % Right column and width
|
||||
If $v\notin Reach(T,0)\cup T$, $v$ can not reach $T$, P0 will lose.\\~
|
||||
|
||||
Some vertices in $T$ can not reach $Reach(T,0)\cup T$, P0 will also lose on these vertices.
|
||||
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
\begin{frame}{Algorithm for Büchi Game 1}
|
||||
\begin{columns}[c] % The "c" option specifies centered vertical alignment while the "t" option is used for top vertical alignment
|
||||
\column{.6\textwidth} % Left column and width
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\draw[thick, fill opacity=0.3] (0,-2) -- (0,2) -- (8,2) -- (8,-2) -- cycle; % G
|
||||
\draw[thick,fill=blue, fill opacity=0.3] (0,-2) -- (0,2) -- (2,2) -- (2,-2) -- cycle; % T
|
||||
\draw[thick,fill=lightblue, fill opacity=0.3] (2,-2) -- (2,2) -- (6,2) -- (6,-2) -- cycle; % reach
|
||||
\draw[thick,fill=red, fill opacity=0.3] (0,1) -- (0,2) -- (6,2) -- (6,1) -- cycle; % reach
|
||||
\node[shape=circle,draw opacity=0](txt) at (3.5,-2.3) {$G$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,-1.7) {$T_2$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,1.7) {$T_1$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (4,-1.7) {$Reach(T_2,0)$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (4,1.7) {$Reach(T,0)\backslash Reach(T_2,0)$};
|
||||
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
|
||||
|
||||
\section{Conclusion}
|
||||
\column{.37\textwidth} % Right column and width
|
||||
$T_1=\{v\in T|v$ can't reach $T\cup Reach(T,0)\}$\\~
|
||||
|
||||
Some vertices in $T_2$ can only reach $Reach(T,0)\backslash Reach(T_2,0)$\\~
|
||||
|
||||
We find $T_3=\{v\in T_2|v$ can't reach $T_2\cup Reach(T_2,0)\}$
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
\begin{frame}{Algorithm for Büchi Game 1}
|
||||
\begin{columns}[c] % The "c" option specifies centered vertical alignment while the "t" option is used for top vertical alignment
|
||||
\column{.6\textwidth} % Left column and width
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\draw[thick, fill opacity=0.3] (0,-2) -- (0,2) -- (8,2) -- (8,-2) -- cycle; % G
|
||||
\draw[thick,fill=blue, fill opacity=0.3] (0,-2) -- (0,2) -- (2,2) -- (2,-2) -- cycle; % T
|
||||
\draw[thick,fill=lightblue, fill opacity=0.3] (2,-2) -- (2,2) -- (6,2) -- (6,-2) -- cycle; % reach
|
||||
\draw[thick,fill=red, fill opacity=0.3] (0,1) -- (0,2) -- (6,2) -- (6,1) -- cycle;
|
||||
\draw[thick,fill=red, fill opacity=0.3] (0,0.5) -- (0,1) -- (6,1) -- (6,0.5) -- cycle;
|
||||
\draw[thick,fill=red, fill opacity=0.3] (0,0.25) -- (0,0.5) -- (6,0.5) -- (6,0.25) -- cycle;
|
||||
\draw[thick,fill=red, fill opacity=0.3] (0,0.125) -- (0,0.25) -- (6,0.25) -- (6,0.125) -- cycle;
|
||||
\node[shape=circle,draw opacity=0](txt) at (3.5,-2.3) {$G$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,1.7) {$T_1$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (4,1.7) {$Reach(T,0)\backslash Reach(T_2,0)$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (2.1,-1.5) {Winning set for P0};
|
||||
|
||||
\begin{frame}{End}
|
||||
The last page.
|
||||
\end{frame}
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
|
||||
\column{.35\textwidth} % Right column and width
|
||||
We repeat this process until $T_k$ does not shrink.\\~
|
||||
|
||||
The remaining part of $T_k\cup Reach(T_k,0)$ is the winning set for P0.
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
\begin{frame}{Algorithm for Büchi Game 1}
|
||||
\begin{itemize}
|
||||
\item How to find $T_1$\\
|
||||
|
||||
$T_1=\{v\in T|v$ can't reach $T\cup Reach(T,0)\}$\\
|
||||
$T_1=\{v\in T|v$ can only reach $V\backslash \{T\cup Reach(T,0)\}\}$\\
|
||||
P1 wants to reach $V\backslash \{T\cup Reach(T,0)\}\}$, P0 tries to avoid $V\backslash \{T\cup Reach(T,0)\}\}$.\\
|
||||
compute $Reach(V\backslash \{T\cup Reach(T,0)\}\},1)$
|
||||
|
||||
\item Time complexity\\
|
||||
$O(m)$ to find $T_i$, at most $O(n)$ times. Worst-case $O(nm)$.
|
||||
\end{itemize}
|
||||
\end{frame}
|
||||
|
||||
\begin{frame}{Algorithm for Büchi Game 2}
|
||||
\begin{columns}[c] % The "c" option specifies centered vertical alignment while the "t" option is used for top vertical alignment
|
||||
\column{.6\textwidth} % Left column and width
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\draw[thick, fill opacity=0.3] (0,-2) -- (0,2) -- (8,2) -- (8,-2) -- cycle; % G
|
||||
\draw[thick,fill=blue, fill opacity=0.3] (0,-2) -- (0,2) -- (2,2) -- (2,-2) -- cycle; % T
|
||||
\draw[thick,fill=lightblue, fill opacity=0.3] (2,-2) -- (2,2) -- (5,2) -- (5,-2) -- cycle; % reach
|
||||
\draw[thick,fill=red, fill opacity=0.3] (0,-2) -- (0,-0.5) -- (5,-0.5) -- (5,-2) -- cycle; % reach
|
||||
\node[shape=circle,draw opacity=0](txt) at (3.5,-2.3) {$G$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,1.7) {$T$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (6.5,0) {$C_0\cup C_1$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (2,-1.7) {$Reach(C_0\cup C_1,1)$};
|
||||
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
|
||||
|
||||
\column{.35\textwidth} % Right column and width
|
||||
Compute $C_0$ and $C_1$.\\~
|
||||
|
||||
$C_0$ is a set of vertices in $V_0\backslash T$ having all outgoing edges to vertices in $V\backslash T$.\\
|
||||
$C_1$ is a set of vertices in $V_1\backslash T$ having an outgoing edge to vertices in $V\backslash T$.\\~
|
||||
|
||||
Compute $Reach(C_0\cup C_1,1)$
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
\begin{frame}{Algorithm for Büchi Game 2}
|
||||
\begin{columns}[c] % The "c" option specifies centered vertical alignment while the "t" option is used for top vertical alignment
|
||||
\column{.6\textwidth} % Left column and width
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\draw[thick, fill opacity=0.3] (0,-2) -- (0,2) -- (8,2) -- (8,-2) -- cycle; % G
|
||||
\draw[thick,fill=blue, fill opacity=0.3] (0,-2) -- (0,2) -- (2,2) -- (2,-2) -- cycle; % T
|
||||
\draw[thick,fill=lightblue, fill opacity=0.3] (2,-2) -- (2,2) -- (5,2) -- (5,-2) -- cycle; % reach
|
||||
\draw[thick,fill=red, fill opacity=0.3] (0,-2) -- (0,-0.5) -- (5,-0.5) -- (5,-2) -- cycle; % reach
|
||||
\draw[thick,fill=red, fill opacity=0.3] (2,-2) -- (2,-0.5) -- (3,-0.5) -- (3,-2) -- cycle; % reach
|
||||
\draw[thick,fill=purple, fill opacity=0.3] (3,-2) -- (3,-1) -- (8,-1) -- (8,-2) -- cycle; % reach
|
||||
\node[shape=circle,draw opacity=0](txt) at (3.5,-2.3) {$G$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,1.7) {$T$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (6.5,0) {$C_0\cup C_1$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,-1.7) {$T_1$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (2.5,-1.7) {$D$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (5,-1.7) {$Reach(T_1\cup D,0)$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (4,-0.75) {$E$};
|
||||
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
|
||||
\column{.39\textwidth} % Right column and width
|
||||
Some vertices in $Reach(C_0\cup C_1,1)$ can "reach" $T_1$.($D$ in the left picture)\\~
|
||||
|
||||
Compute $Reach(T_1\cup D,0)$.\\~
|
||||
|
||||
|
||||
$E=Reach(C_0\cup C_1,1)\backslash \{T_1\cup D \cup Reach(T_1\cup D,0)\}$\\~
|
||||
|
||||
$\{E\cup C_0\cup C_1\}\backslash Reach(T_1\cup D,0)$ is the set of vertices which can't "reach" $T$.
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
\begin{frame}{Algorithm for Büchi Game 2}
|
||||
\begin{columns}[c] % The "c" option specifies centered vertical alignment while the "t" option is used for top vertical alignment
|
||||
\column{.6\textwidth} % Left column and width
|
||||
\begin{adjustbox}{width=\textwidth}
|
||||
\begin{tikzpicture}
|
||||
\draw[thick, fill opacity=0.3] (0,-2) -- (0,2) -- (8,2) -- (8,-2) -- cycle; % G
|
||||
\draw[thick,fill=blue, fill opacity=0.3] (0,-2) -- (0,2) -- (2,2) -- (2,-2) -- cycle; % T
|
||||
\draw[thick,fill=lightblue, fill opacity=0.3] (2,-2) -- (2,2) -- (5,2) -- (5,-2) -- cycle; % reach
|
||||
\draw[thick,fill=red, fill opacity=0.3] (0,-2) -- (0,-0.5) -- (5,-0.5) -- (5,-2) -- cycle; % reach
|
||||
\draw[thick,fill=red, fill opacity=0.3] (2,-2) -- (2,-0.5) -- (3,-0.5) -- (3,-2) -- cycle; % reach
|
||||
\draw[thick,fill=purple, fill opacity=0.3] (3,-2) -- (3,-1) -- (8,-1) -- (8,-2) -- cycle; % reach
|
||||
\node[shape=circle,draw opacity=0](txt) at (3.5,-2.3) {$G$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,1.7) {$T$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (6.5,0) {$C_0\cup C_1$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (1,-1.7) {$T_1$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (2.5,-1.7) {$D$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (5,-1.7) {$Reach(T_1\cup D,0)$};
|
||||
\node[shape=circle,draw opacity=0](txt) at (4,-0.75) {$E$};
|
||||
|
||||
\end{tikzpicture}
|
||||
\end{adjustbox}
|
||||
|
||||
\column{.4\textwidth} % Right column and width
|
||||
$S=\{E\cup C_0\cup C_1\}\backslash Reach(T_1\cup D,0)$ is the same as $V\backslash \{T\cup Reach(T)\}$ in Algorithm 1.\\~
|
||||
|
||||
Then we can compute $Reach(S,1)$ to delete some losing vertices for P0 in $T$.\\~
|
||||
|
||||
Repeat the same process on $G\backslash\{T\backslash Reach(S,1)\}$
|
||||
\end{columns}
|
||||
\end{frame}
|
||||
\begin{frame}{Algorithm for Büchi Game 2}
|
||||
\begin{itemize}
|
||||
\item Time complexity\\~
|
||||
|
||||
Finding $S$ needs $O(m)$ time.\\
|
||||
Also in the worst case we need to compute $S$ $O(n)$ times. worst case $O(nm)$.
|
||||
\end{itemize}
|
||||
\end{frame}
|
||||
%------------------------------------------------
|
||||
|
33
simple.tex
33
simple.tex
@ -1,10 +1,29 @@
|
||||
\documentclass{beamer}
|
||||
\input{pkgs.tex}
|
||||
\input{global.tex}
|
||||
\usepackage[english]{babel}
|
||||
\usepackage{fancyhdr} % header footer
|
||||
\usepackage{graphicx} % figure
|
||||
\usepackage{booktabs}
|
||||
\usepackage{xcolor}
|
||||
\usepackage{bookmark}
|
||||
\usepackage{hyperref}
|
||||
\usepackage{graphicx} % Allows including images
|
||||
\usepackage{booktabs} % Allows the use of \toprule, \midrule and \bottomrule in tables
|
||||
\usepackage{tikz}
|
||||
\usepackage[ruled,linesnumbered]{algorithm2e}
|
||||
\usepackage{adjustbox}
|
||||
|
||||
\author{Yu Cong}
|
||||
\title{Reachability and Büchi games}
|
||||
\date{\today}
|
||||
|
||||
% \AtBeginSection[]{
|
||||
% \frame{\frametitle{Outline}\tableofcontents[currentsection,
|
||||
% subsectionstyle=show/show/shaded]}
|
||||
% }
|
||||
|
||||
\usetheme{Simple}
|
||||
\useoutertheme{tree}
|
||||
\usetheme{Simple}
|
||||
% \useoutertheme{tree}
|
||||
|
||||
\begin{document}
|
||||
\input{content.tex}
|
||||
\end{document}
|
||||
\begin{document}
|
||||
\input{content.tex}
|
||||
\end{document}
|
Loading…
x
Reference in New Issue
Block a user