18,690 research outputs found
Complexity of Equivalence and Learning for Multiplicity Tree Automata
We consider the complexity of equivalence and learning for multiplicity tree
automata, i.e., weighted tree automata over a field. We first show that the
equivalence problem is logspace equivalent to polynomial identity testing, the
complexity of which is a longstanding open problem. Secondly, we derive lower
bounds on the number of queries needed to learn multiplicity tree automata in
Angluin's exact learning model, over both arbitrary and fixed fields.
Habrard and Oncina (2006) give an exact learning algorithm for multiplicity
tree automata, in which the number of queries is proportional to the size of
the target automaton and the size of a largest counterexample, represented as a
tree, that is returned by the Teacher. However, the smallest
tree-counterexample may be exponential in the size of the target automaton.
Thus the above algorithm does not run in time polynomial in the size of the
target automaton, and has query complexity exponential in the lower bound.
Assuming a Teacher that returns minimal DAG representations of
counterexamples, we give a new exact learning algorithm whose query complexity
is quadratic in the target automaton size, almost matching the lower bound, and
improving the best previously-known algorithm by an exponential factor
Practical experiments with regular approximation of context-free languages
Several methods are discussed that construct a finite automaton given a
context-free grammar, including both methods that lead to subsets and those
that lead to supersets of the original context-free language. Some of these
methods of regular approximation are new, and some others are presented here in
a more refined form with respect to existing literature. Practical experiments
with the different methods of regular approximation are performed for
spoken-language input: hypotheses from a speech recognizer are filtered through
a finite automaton.Comment: 28 pages. To appear in Computational Linguistics 26(1), March 200
Temporalized logics and automata for time granularity
Suitable extensions of the monadic second-order theory of k successors have
been proposed in the literature to capture the notion of time granularity. In
this paper, we provide the monadic second-order theories of downward unbounded
layered structures, which are infinitely refinable structures consisting of a
coarsest domain and an infinite number of finer and finer domains, and of
upward unbounded layered structures, which consist of a finest domain and an
infinite number of coarser and coarser domains, with expressively complete and
elementarily decidable temporal logic counterparts.
We obtain such a result in two steps. First, we define a new class of
combined automata, called temporalized automata, which can be proved to be the
automata-theoretic counterpart of temporalized logics, and show that relevant
properties, such as closure under Boolean operations, decidability, and
expressive equivalence with respect to temporal logics, transfer from component
automata to temporalized ones. Then, we exploit the correspondence between
temporalized logics and automata to reduce the task of finding the temporal
logic counterparts of the given theories of time granularity to the easier one
of finding temporalized automata counterparts of them.Comment: Journal: Theory and Practice of Logic Programming Journal Acronym:
TPLP Category: Paper for Special Issue (Verification and Computational Logic)
Submitted: 18 March 2002, revised: 14 Januari 2003, accepted: 5 September
200
Learning-Based Synthesis of Safety Controllers
We propose a machine learning framework to synthesize reactive controllers
for systems whose interactions with their adversarial environment are modeled
by infinite-duration, two-player games over (potentially) infinite graphs. Our
framework targets safety games with infinitely many vertices, but it is also
applicable to safety games over finite graphs whose size is too prohibitive for
conventional synthesis techniques. The learning takes place in a feedback loop
between a teacher component, which can reason symbolically about the safety
game, and a learning algorithm, which successively learns an overapproximation
of the winning region from various kinds of examples provided by the teacher.
We develop a novel decision tree learning algorithm for this setting and show
that our algorithm is guaranteed to converge to a reactive safety controller if
a suitable overapproximation of the winning region can be expressed as a
decision tree. Finally, we empirically compare the performance of a prototype
implementation to existing approaches, which are based on constraint solving
and automata learning, respectively
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