1,782 research outputs found
Alternating Tree Automata with Qualitative Semantics
We study alternating automata with qualitative semantics over infinite binary trees: Alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the automaton is accepting if almost all branches of the run are accepting. In this article, we prove a positive and a negative result for the emptiness problem of alternating automata with qualitative semantics. The positive result is the decidability of the emptiness problem for the case of Büchi acceptance condition. An interesting aspect of our approach is that we do not extend the classical solution for solving the emptiness problem of alternating automata, which first constructs an equivalent non-deterministic automaton. Instead, we directly construct an emptiness game making use of imperfect information. The negative result is the undecidability of the emptiness problem for the case of co-Büchi acceptance condition. This result has two direct consequences: The undecidability of monadic second-order logic extended with the qualitative path-measure quantifier and the undecidability of the emptiness problem for alternating tree automata with non-zero semantics, a recently introduced probabilistic model of alternating tree automata
Emptiness Of Alternating Tree Automata Using Games With Imperfect Information
We consider the emptiness problem for alternating tree automata,
with two acceptance semantics: classical (all branches are accepted)
and qualitative (almost all branches are accepted). For the classical semantics, the usual technique to tackle this problem relies on a Simulation Theorem which constructs an equivalent non-deterministic automaton from the original alternating one, and then checks emptiness by a reduction to a two-player perfect information game.
However, for the qualitative semantics, no simulation of alternation by means of non-determinism is known.
We give an alternative technique to decide the emptiness problem of alternating tree automata, that does not rely on a Simulation Theorem.
Indeed, we directly reduce the emptiness problem to solving an imperfect information two-player parity game. Our new approach can successfully be applied to both semantics, and yields decidability results with optimal complexity; for the qualitative semantics, the key ingredient in the proof is a positionality result for stochastic games played over infinite graphs
Indexed linear logic and higher-order model checking
In recent work, Kobayashi observed that the acceptance by an alternating tree
automaton A of an infinite tree T generated by a higher-order recursion scheme
G may be formulated as the typability of the recursion scheme G in an
appropriate intersection type system associated to the automaton A. The purpose
of this article is to establish a clean connection between this line of work
and Bucciarelli and Ehrhard's indexed linear logic. This is achieved in two
steps. First, we recast Kobayashi's result in an equivalent infinitary
intersection type system where intersection is not idempotent anymore. Then, we
show that the resulting type system is a fragment of an infinitary version of
Bucciarelli and Ehrhard's indexed linear logic. While this work is very
preliminary and does not integrate key ingredients of higher-order
model-checking like priorities, it reveals an interesting and promising
connection between higher-order model-checking and linear logic.Comment: In Proceedings ITRS 2014, arXiv:1503.0437
Near-Optimal Scheduling for LTL with Future Discounting
We study the search problem for optimal schedulers for the linear temporal
logic (LTL) with future discounting. The logic, introduced by Almagor, Boker
and Kupferman, is a quantitative variant of LTL in which an event in the far
future has only discounted contribution to a truth value (that is a real number
in the unit interval [0, 1]). The precise problem we study---it naturally
arises e.g. in search for a scheduler that recovers from an internal error
state as soon as possible---is the following: given a Kripke frame, a formula
and a number in [0, 1] called a margin, find a path of the Kripke frame that is
optimal with respect to the formula up to the prescribed margin (a truly
optimal path may not exist). We present an algorithm for the problem; it works
even in the extended setting with propositional quality operators, a setting
where (threshold) model-checking is known to be undecidable
Reasoning About Strategies: On the Model-Checking Problem
In open systems verification, to formally check for reliability, one needs an
appropriate formalism to model the interaction between agents and express the
correctness of the system no matter how the environment behaves. An important
contribution in this context is given by modal logics for strategic ability, in
the setting of multi-agent games, such as ATL, ATL\star, and the like.
Recently, Chatterjee, Henzinger, and Piterman introduced Strategy Logic, which
we denote here by CHP-SL, with the aim of getting a powerful framework for
reasoning explicitly about strategies. CHP-SL is obtained by using first-order
quantifications over strategies and has been investigated in the very specific
setting of two-agents turned-based games, where a non-elementary model-checking
algorithm has been provided. While CHP-SL is a very expressive logic, we claim
that it does not fully capture the strategic aspects of multi-agent systems. In
this paper, we introduce and study a more general strategy logic, denoted SL,
for reasoning about strategies in multi-agent concurrent games. We prove that
SL includes CHP-SL, while maintaining a decidable model-checking problem. In
particular, the algorithm we propose is computationally not harder than the
best one known for CHP-SL. Moreover, we prove that such a problem for SL is
NonElementarySpace-hard. This negative result has spurred us to investigate
here syntactic fragments of SL, strictly subsuming ATL\star, with the hope of
obtaining an elementary model-checking problem. Among the others, we study the
sublogics SL[NG], SL[BG], and SL[1G]. They encompass formulas in a special
prenex normal form having, respectively, nested temporal goals, Boolean
combinations of goals and, a single goal at a time. About these logics, we
prove that the model-checking problem for SL[1G] is 2ExpTime-complete, thus not
harder than the one for ATL\star
Alternating Nonzero Automata
We introduce a new class of automata on infinite trees called alternating nonzero automata, which extends the class of non-deterministic nonzero automata. The emptiness problem for this class is still open, however we identify a subclass, namely limited choice, for which we reduce the emptiness problem for alternating nonzero automata to the same problem for non-deterministic ones, which implies decidability. We obtain, as corollaries, algorithms for the satisfiability of a probabilistic temporal logic extending both CTL* and the qualitative fragment of pCTL*
Finite-State Abstractions for Probabilistic Computation Tree Logic
Probabilistic Computation Tree Logic (PCTL) is the established temporal
logic for probabilistic verification of discrete-time Markov chains. Probabilistic
model checking is a technique that verifies or refutes whether a property
specified in this logic holds in a Markov chain. But Markov chains are often
infinite or too large for this technique to apply. A standard solution to
this problem is to convert the Markov chain to an abstract model and to
model check that abstract model. The problem this thesis therefore studies
is whether or when such finite abstractions of Markov chains for model
checking PCTL exist.
This thesis makes the following contributions. We identify a sizeable fragment
of PCTL for which 3-valued Markov chains can serve as finite abstractions;
this fragment is maximal for those abstractions and subsumes many
practically relevant specifications including, e.g., reachability. We also develop
game-theoretic foundations for the semantics of PCTL over Markov
chains by capturing the standard PCTL semantics via a two-player games.
These games, finally, inspire a notion of p-automata, which accept entire
Markov chains. We show that p-automata subsume PCTL and Markov
chains; that their languages of Markov chains have pleasant closure properties;
and that the complexity of deciding acceptance matches that of probabilistic
model checking for p-automata representing PCTL formulae. In addition,
we offer a simulation between p-automata that under-approximates
language containment. These results then allow us to show that p-automata
comprise a solution to the problem studied in this thesis
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