77 research outputs found

    Synthesis in Distributed Environments

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    Most approaches to the synthesis of reactive systems study the problem in terms of a two-player game with complete observation. In many applications, however, the system\u27s environment consists of several distinct entities, and the system must actively communicate with these entities in order to obtain information available in the environment. In this paper, we model such environments as a team of players and keep track of the information known to each individual player. This allows us to synthesize programs that interact with a distributed environment and leverage multiple interacting sources of information. The synthesis problem in distributed environments corresponds to solving a special class of Petri games, i.e., multi-player games played over Petri nets, where the net has a distinguished token representing the system and an arbitrary number of tokens representing the environment. While, in general, even the decidability of Petri games is an open question, we show that the synthesis problem in distributed environments can be solved in polynomial time for nets with up to two environment tokens. For an arbitrary but fixed number of three or more environment tokens, the problem is NP-complete. If the number of environment tokens grows with the size of the net, the problem is EXPTIME-complete

    On the Control of Asynchronous Automata

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    The decidability of the distributed version of the Ramadge and Wonham controller synthesis problem,where both the plant and the controllers are modeled as asynchronous automataand the controllers have causal memoryis a challenging open problem.There exist three classes of plants for which the existence of a correct controller with causal memory has been shown decidable: when the dependency graph of actions is series-parallel, when the processes are connectedly communicating and when the dependency graph of processes is a tree. We design a class of plants, called decomposable games, with a decidable controller synthesis problem.This provides a unified proof of the three existing decidability results as well as new examples of decidable plants

    Sample-Based High-Dimensional Convexity Testing

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    In the problem of high-dimensional convexity testing, there is an unknown set S in the n-dimensional Euclidean space which is promised to be either convex or c-far from every convex body with respect to the standard multivariate normal distribution. The job of a testing algorithm is then to distinguish between these two cases while making as few inspections of the set S as possible. In this work we consider sample-based testing algorithms, in which the testing algorithm only has access to labeled samples (x,S(x)) where each x is independently drawn from the normal distribution. We give nearly matching sample complexity upper and lower bounds for both one-sided and two-sided convexity testing algorithms in this framework. For constant c, our results show that the sample complexity of one-sided convexity testing is exponential in n, while for two-sided convexity testing it is exponential in the square root of n

    Characterizing Omega-Regularity Through Finite-Memory Determinacy of Games on Infinite Graphs

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    We consider zero-sum games on infinite graphs, with objectives specified as sets of infinite words over some alphabet of colors. A well-studied class of objectives is the one of ?-regular objectives, due to its relation to many natural problems in theoretical computer science. We focus on the strategy complexity question: given an objective, how much memory does each player require to play as well as possible? A classical result is that finite-memory strategies suffice for both players when the objective is ?-regular. We show a reciprocal of that statement: when both players can play optimally with a chromatic finite-memory structure (i.e., whose updates can only observe colors) in all infinite game graphs, then the objective must be ?-regular. This provides a game-theoretic characterization of ?-regular objectives, and this characterization can help in obtaining memory bounds. Moreover, a by-product of our characterization is a new one-to-two-player lift: to show that chromatic finite-memory structures suffice to play optimally in two-player games on infinite graphs, it suffices to show it in the simpler case of one-player games on infinite graphs. We illustrate our results with the family of discounted-sum objectives, for which ?-regularity depends on the value of some parameters

    Two-way automata and transducers with planar behaviours are aperiodic

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    We consider a notion of planarity for two-way finite automata and transducers, inspired by Temperley-Lieb monoids of planar diagrams. We show that this restriction captures star-free languages and first-order transductions.Comment: 18 pages, DMTCS submissio

    Probabilistic Bisimulation for Parameterized Systems (Technical Report)

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    Probabilistic bisimulation is a fundamental notion of process equivalence for probabilistic systems. Among others, it has important applications including formalizing the anonymity property of several communication protocols. There is a lot of work on verifying probabilistic bisimulation for finite systems. This is however not the case for parameterized systems, where the problem is in general undecidable. In this paper we provide a generic framework for reasoning about probabilistic bisimulation for parameterized systems. Our approach is in the spirit of software verification, wherein we encode proof rules for probabilistic bisimulation and use a decidable first-order theory to specify systems and candidate bisimulation relations, which can then be checked automatically against the proof rules. As a case study, we show that our framework is sufficiently expressive for proving the anonymity property of the parameterized dining cryptographers protocol and the parameterized grades protocol, when supplied with a candidate regular bisimulation relation. Both of these protocols hitherto could not be verified by existing automatic methods. Moreover, with the help of standard automata learning algorithms, we show that the candidate relations can be synthesized fully automatically, making the verification fully automated
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