745 research outputs found
Using Inhabitation in Bounded Combinatory Logic with Intersection Types for Composition Synthesis
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
Fix a finite semigroup and let be tuples in a direct
power . The subpower membership problem (SMP) asks whether can be
generated by . If is a finite group, then there is a
folklore algorithm that decides this problem in time polynomial in . 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 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
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
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
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
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
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
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
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
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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