25,449 research outputs found
An Algorithm for Probabilistic Alternating Simulation
In probabilistic game structures, probabilistic alternating simulation
(PA-simulation) relations preserve formulas defined in probabilistic
alternating-time temporal logic with respect to the behaviour of a subset of
players. We propose a partition based algorithm for computing the largest
PA-simulation, which is to our knowledge the first such algorithm that works in
polynomial time, by extending the generalised coarsest partition problem (GCPP)
in a game-based setting with mixed strategies. The algorithm has higher
complexities than those in the literature for non-probabilistic simulation and
probabilistic simulation without mixed actions, but slightly improves the
existing result for computing probabilistic simulation with respect to mixed
actions.Comment: We've fixed a problem in the SOFSEM'12 conference versio
Tester versus Bug: A Generic Framework for Model-Based Testing via Games
We propose a generic game-based approach for test case generation. We set up
a game between the tester and the System Under Test, in such a way that test
cases correspond to game strategies, and the conformance relation ioco
corresponds to alternating refinement. We show that different test assumptions
from the literature can be easily incorporated, by slightly varying the moves
in the games and their outcomes. In this way, our framework allows a wide
plethora of game-theoretic techniques to be deployed for model based testing.Comment: In Proceedings GandALF 2018, arXiv:1809.0241
Beyond Language Equivalence on Visibly Pushdown Automata
We study (bi)simulation-like preorder/equivalence checking on the class of
visibly pushdown automata and its natural subclasses visibly BPA (Basic Process
Algebra) and visibly one-counter automata. We describe generic methods for
proving complexity upper and lower bounds for a number of studied preorders and
equivalences like simulation, completed simulation, ready simulation, 2-nested
simulation preorders/equivalences and bisimulation equivalence. Our main
results are that all the mentioned equivalences and preorders are
EXPTIME-complete on visibly pushdown automata, PSPACE-complete on visibly
one-counter automata and P-complete on visibly BPA. Our PSPACE lower bound for
visibly one-counter automata improves also the previously known DP-hardness
results for ordinary one-counter automata and one-counter nets. Finally, we
study regularity checking problems for visibly pushdown automata and show that
they can be decided in polynomial time.Comment: Final version of paper, accepted by LMC
Model-checking Quantitative Alternating-time Temporal Logic on One-counter Game Models
We consider quantitative extensions of the alternating-time temporal logics
ATL/ATLs called quantitative alternating-time temporal logics (QATL/QATLs) in
which the value of a counter can be compared to constants using equality,
inequality and modulo constraints. We interpret these logics in one-counter
game models which are infinite duration games played on finite control graphs
where each transition can increase or decrease the value of an unbounded
counter. That is, the state-space of these games are, generally, infinite. We
consider the model-checking problem of the logics QATL and QATLs on one-counter
game models with VASS semantics for which we develop algorithms and provide
matching lower bounds. Our algorithms are based on reductions of the
model-checking problems to model-checking games. This approach makes it quite
simple for us to deal with extensions of the logical languages as well as the
infinite state spaces. The framework generalizes on one hand qualitative
problems such as ATL/ATLs model-checking of finite-state systems,
model-checking of the branching-time temporal logics CTL and CTLs on
one-counter processes and the realizability problem of LTL specifications. On
the other hand the model-checking problem for QATL/QATLs generalizes
quantitative problems such as the fixed-initial credit problem for energy games
(in the case of QATL) and energy parity games (in the case of QATLs). Our
results are positive as we show that the generalizations are not too costly
with respect to complexity. As a byproduct we obtain new results on the
complexity of model-checking CTLs in one-counter processes and show that
deciding the winner in one-counter games with LTL objectives is
2ExpSpace-complete.Comment: 22 pages, 12 figure
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