23,464 research outputs found

    Network algebra for synchronous dataflow

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    We develop an algebraic theory of synchronous dataflow networks. First, a basic algebraic theory of networks, called BNA (Basic Network Algebra), is introduced. This theory captures the basic algebraic properties of networks. For synchronous dataflow networks, it is subsequently extended with additional constants for the branching connections that occur between the cells of synchronous dataflow networks and axioms for these additional constants. We also give two models of the resulting theory, the one based on stream transformers and the other based on processes as considered in process algebra.Comment: 24 page

    Isotactics as a foundation for alignment and abstraction of behavioral models

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    There are many use cases in business process management that require the comparison of behavioral models. For instance, verifying equivalence is the basis for assessing whether a technical workflow correctly implements a business process, or whether a process realization conforms to a reference process. This paper proposes an equivalence relation for models that describe behaviors based on the concurrency semantics of net theory and for which an alignment relation has been defined. This equivalence, called isotactics, preserves the level of concurrency of aligned operations. Furthermore, we elaborate on the conditions under which an alignment relation can be classified as an abstraction. Finally, we show that alignment relations induced by structural refinements of behavioral models are indeed behavioral abstractions

    Theoretical and Practical Advances on Smoothing for Extensive-Form Games

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    Sparse iterative methods, in particular first-order methods, are known to be among the most effective in solving large-scale two-player zero-sum extensive-form games. The convergence rates of these methods depend heavily on the properties of the distance-generating function that they are based on. We investigate the acceleration of first-order methods for solving extensive-form games through better design of the dilated entropy function---a class of distance-generating functions related to the domains associated with the extensive-form games. By introducing a new weighting scheme for the dilated entropy function, we develop the first distance-generating function for the strategy spaces of sequential games that has no dependence on the branching factor of the player. This result improves the convergence rate of several first-order methods by a factor of Ω(bdd)\Omega(b^dd), where bb is the branching factor of the player, and dd is the depth of the game tree. Thus far, counterfactual regret minimization methods have been faster in practice, and more popular, than first-order methods despite their theoretically inferior convergence rates. Using our new weighting scheme and practical tuning we show that, for the first time, the excessive gap technique can be made faster than the fastest counterfactual regret minimization algorithm, CFR+, in practice

    Incompleteness of States w.r.t. Traces in Model Checking

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    Cousot and Cousot introduced and studied a general past/future-time specification language, called mu*-calculus, featuring a natural time-symmetric trace-based semantics. The standard state-based semantics of the mu*-calculus is an abstract interpretation of its trace-based semantics, which turns out to be incomplete (i.e., trace-incomplete), even for finite systems. As a consequence, standard state-based model checking of the mu*-calculus is incomplete w.r.t. trace-based model checking. This paper shows that any refinement or abstraction of the domain of sets of states induces a corresponding semantics which is still trace-incomplete for any propositional fragment of the mu*-calculus. This derives from a number of results, one for each incomplete logical/temporal connective of the mu*-calculus, that characterize the structure of models, i.e. transition systems, whose corresponding state-based semantics of the mu*-calculus is trace-complete

    Expressiveness and Completeness in Abstraction

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    We study two notions of expressiveness, which have appeared in abstraction theory for model checking, and find them incomparable in general. In particular, we show that according to the most widely used notion, the class of Kripke Modal Transition Systems is strictly less expressive than the class of Generalised Kripke Modal Transition Systems (a generalised variant of Kripke Modal Transition Systems equipped with hypertransitions). Furthermore, we investigate the ability of an abstraction framework to prove a formula with a finite abstract model, a property known as completeness. We address the issue of completeness from a general perspective: the way it depends on certain abstraction parameters, as well as its relationship with expressiveness.Comment: In Proceedings EXPRESS/SOS 2012, arXiv:1208.244

    Improving games AI performance using grouped hierarchical level of detail

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    Computer games are increasingly making use of large environments; however, these are often only sparsely populated with autonomous agents. This is, in part, due to the computational cost of implementing behaviour functions for large numbers of agents. In this paper we present an optimisation based on level of detail which reduces the overhead of modelling group behaviours, and facilitates the population of an expansive game world. We consider an environment which is inhabited by many distinct groups of agents. Each group itself comprises individual agents, which are organised using a hierarchical tree structure. Expanding and collapsing nodes within each tree allows the efficient dynamic abstraction of individuals, depending on their proximity to the player. Each branching level represents a different level of detail, and the system is designed to trade off computational performance against behavioural fidelity in a way which is both efficient and seamless to the player. We have developed an implementation of this technique, and used it to evaluate the associated performance benefits. Our experiments indicate a significant potential reduction in processing time, with the update for the entire AI system taking less than 1% of the time required for the same number of agents without optimisation

    Probabilistic Guarantees for Safe Deep Reinforcement Learning

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    Deep reinforcement learning has been successfully applied to many control tasks, but the application of such agents in safety-critical scenarios has been limited due to safety concerns. Rigorous testing of these controllers is challenging, particularly when they operate in probabilistic environments due to, for example, hardware faults or noisy sensors. We propose MOSAIC, an algorithm for measuring the safety of deep reinforcement learning agents in stochastic settings. Our approach is based on the iterative construction of a formal abstraction of a controller's execution in an environment, and leverages probabilistic model checking of Markov decision processes to produce probabilistic guarantees on safe behaviour over a finite time horizon. It produces bounds on the probability of safe operation of the controller for different initial configurations and identifies regions where correct behaviour can be guaranteed. We implement and evaluate our approach on agents trained for several benchmark control problems
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