745 research outputs found

    Using Inhabitation in Bounded Combinatory Logic with Intersection Types for Composition Synthesis

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    We describe ongoing work on a framework for automatic composition synthesis from a repository of software components. This work is based on combinatory logic with intersection types. The idea is that components are modeled as typed combinators, and an algorithm for inhabitation {\textemdash} is there a combinatory term e with type tau relative to an environment Gamma? {\textemdash} can be used to synthesize compositions. Here, Gamma represents the repository in the form of typed combinators, tau specifies the synthesis goal, and e is the synthesized program. We illustrate our approach by examples, including an application to synthesis from GUI-components.Comment: In Proceedings ITRS 2012, arXiv:1307.784

    The subpower membership problem for semigroups

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    Fix a finite semigroup SS and let a1,…,ak,ba_1,\ldots,a_k, b be tuples in a direct power SnS^n. The subpower membership problem (SMP) asks whether bb can be generated by a1,…,aka_1,\ldots,a_k. If SS is a finite group, then there is a folklore algorithm that decides this problem in time polynomial in nknk. For semigroups this problem always lies in PSPACE. We show that the SMP for a full transformation semigroup on 3 letters or more is actually PSPACE-complete, while on 2 letters it is in P. For commutative semigroups, we provide a dichotomy result: if a commutative semigroup SS embeds into a direct product of a Clifford semigroup and a nilpotent semigroup, then SMP(S) is in P; otherwise it is NP-complete

    Equivalence-Checking on Infinite-State Systems: Techniques and Results

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    The paper presents a selection of recently developed and/or used techniques for equivalence-checking on infinite-state systems, and an up-to-date overview of existing results (as of September 2004)

    Buffered Simulation Games for B\"uchi Automata

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    Simulation relations are an important tool in automata theory because they provide efficiently computable approximations to language inclusion. In recent years, extensions of ordinary simulations have been studied, for instance multi-pebble and multi-letter simulations which yield better approximations and are still polynomial-time computable. In this paper we study the limitations of approximating language inclusion in this way: we introduce a natural extension of multi-letter simulations called buffered simulations. They are based on a simulation game in which the two players share a FIFO buffer of unbounded size. We consider two variants of these buffered games called continuous and look-ahead simulation which differ in how elements can be removed from the FIFO buffer. We show that look-ahead simulation, the simpler one, is already PSPACE-hard, i.e. computationally as hard as language inclusion itself. Continuous simulation is even EXPTIME-hard. We also provide matching upper bounds for solving these games with infinite state spaces.Comment: In Proceedings AFL 2014, arXiv:1405.527

    Two-Way Visibly Pushdown Automata and Transducers

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    Automata-logic connections are pillars of the theory of regular languages. Such connections are harder to obtain for transducers, but important results have been obtained recently for word-to-word transformations, showing that the three following models are equivalent: deterministic two-way transducers, monadic second-order (MSO) transducers, and deterministic one-way automata equipped with a finite number of registers. Nested words are words with a nesting structure, allowing to model unranked trees as their depth-first-search linearisations. In this paper, we consider transformations from nested words to words, allowing in particular to produce unranked trees if output words have a nesting structure. The model of visibly pushdown transducers allows to describe such transformations, and we propose a simple deterministic extension of this model with two-way moves that has the following properties: i) it is a simple computational model, that naturally has a good evaluation complexity; ii) it is expressive: it subsumes nested word-to-word MSO transducers, and the exact expressiveness of MSO transducers is recovered using a simple syntactic restriction; iii) it has good algorithmic/closure properties: the model is closed under composition with a unambiguous one-way letter-to-letter transducer which gives closure under regular look-around, and has a decidable equivalence problem

    On the complexity of heterogeneous multidimensional quantitative games

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    In this paper, we study two-player zero-sum turn-based games played on a finite multidimensional weighted graph. In recent papers all dimensions use the same measure, whereas here we allow to combine different measures. Such heterogeneous multidimensional quantitative games provide a general and natural model for the study of reactive system synthesis. We focus on classical measures like the Inf, Sup, LimInf, and LimSup of the weights seen along the play, as well as on the window mean-payoff (WMP) measure. This new measure is a natural strengthening of the mean-payoff measure. We allow objectives defined as Boolean combinations of heterogeneous constraints. While multidimensional games with Boolean combinations of mean-payoff constraints are undecidable, we show that the problem becomes EXPTIME-complete for DNF/CNF Boolean combinations of heterogeneous measures taken among {WMP, Inf, Sup, LimInf, LimSup} and that exponential memory strategies are sufficient for both players to win. We provide a detailed study of the complexity and the memory requirements when the Boolean combination of the measures is replaced by an intersection. EXPTIME-completeness and exponential memory strategies still hold for the intersection of measures in {WMP, Inf, Sup, LimInf, LimSup}, and we get PSPACE-completeness when WMP measure is no longer considered. To avoid EXPTIME-or PSPACE-hardness, we impose at most one occurrence of WMP measure and fix the number of Sup measures, and we propose several refinements (on the number of occurrences of the other measures) for which we get polynomial algorithms and lower memory requirements. For all the considered classes of games, we also study parameterized complexity

    Real-time and Probabilistic Temporal Logics: An Overview

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    Over the last two decades, there has been an extensive study on logical formalisms for specifying and verifying real-time systems. Temporal logics have been an important research subject within this direction. Although numerous logics have been introduced for the formal specification of real-time and complex systems, an up to date comprehensive analysis of these logics does not exist in the literature. In this paper we analyse real-time and probabilistic temporal logics which have been widely used in this field. We extrapolate the notions of decidability, axiomatizability, expressiveness, model checking, etc. for each logic analysed. We also provide a comparison of features of the temporal logics discussed

    The Complexity of Model Checking Higher-Order Fixpoint Logic

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    Higher-Order Fixpoint Logic (HFL) is a hybrid of the simply typed \lambda-calculus and the modal \lambda-calculus. This makes it a highly expressive temporal logic that is capable of expressing various interesting correctness properties of programs that are not expressible in the modal \lambda-calculus. This paper provides complexity results for its model checking problem. In particular we consider those fragments of HFL built by using only types of bounded order k and arity m. We establish k-fold exponential time completeness for model checking each such fragment. For the upper bound we use fixpoint elimination to obtain reachability games that are singly-exponential in the size of the formula and k-fold exponential in the size of the underlying transition system. These games can be solved in deterministic linear time. As a simple consequence, we obtain an exponential time upper bound on the expression complexity of each such fragment. The lower bound is established by a reduction from the word problem for alternating (k-1)-fold exponential space bounded Turing Machines. Since there are fixed machines of that type whose word problems are already hard with respect to k-fold exponential time, we obtain, as a corollary, k-fold exponential time completeness for the data complexity of our fragments of HFL, provided m exceeds 3. This also yields a hierarchy result in expressive power.Comment: 33 pages, 2 figures, to be published in Logical Methods in Computer Scienc

    Optimal Reachability in Divergent Weighted Timed Games

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    Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis perspective, this quantitative extension of timed games allows one to measure the quality of controllers. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. Decidability results exist for subclasses of one-clock games, and for a subclass with non-negative weights defined by a semantical restriction on the weights of cycles. In this work, we introduce the class of divergent weighted timed games as a generalisation of this semantical restriction to arbitrary weights. We show how to compute their optimal value, yielding the first decidable class of weighted timed games with negative weights and an arbitrary number of clocks. In addition, we prove that divergence can be decided in polynomial space. Last, we prove that for untimed games, this restriction yields a class of games for which the value can be computed in polynomial time

    The Algebraic Intersection Type Unification Problem

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    The algebraic intersection type unification problem is an important component in proof search related to several natural decision problems in intersection type systems. It is unknown and remains open whether the algebraic intersection type unification problem is decidable. We give the first nontrivial lower bound for the problem by showing (our main result) that it is exponential time hard. Furthermore, we show that this holds even under rank 1 solutions (substitutions whose codomains are restricted to contain rank 1 types). In addition, we provide a fixed-parameter intractability result for intersection type matching (one-sided unification), which is known to be NP-complete. We place the algebraic intersection type unification problem in the context of unification theory. The equational theory of intersection types can be presented as an algebraic theory with an ACI (associative, commutative, and idempotent) operator (intersection type) combined with distributivity properties with respect to a second operator (function type). Although the problem is algebraically natural and interesting, it appears to occupy a hitherto unstudied place in the theory of unification, and our investigation of the problem suggests that new methods are required to understand the problem. Thus, for the lower bound proof, we were not able to reduce from known results in ACI-unification theory and use game-theoretic methods for two-player tiling games
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