838 research outputs found

    Quantifying Timing Leaks and Cost Optimisation

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    We develop a new notion of security against timing attacks where the attacker is able to simultaneously observe the execution time of a program and the probability of the values of low variables. We then show how to measure the security of a program with respect to this notion via a computable estimate of the timing leakage and use this estimate for cost optimisation.Comment: 16 pages, 2 figures, 4 tables. A shorter version is included in the proceedings of ICICS'08 - 10th International Conference on Information and Communications Security, 20-22 October, 2008 Birmingham, U

    Algorithms for Game Metrics

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    Simulation and bisimulation metrics for stochastic systems provide a quantitative generalization of the classical simulation and bisimulation relations. These metrics capture the similarity of states with respect to quantitative specifications written in the quantitative {\mu}-calculus and related probabilistic logics. We first show that the metrics provide a bound for the difference in long-run average and discounted average behavior across states, indicating that the metrics can be used both in system verification, and in performance evaluation. For turn-based games and MDPs, we provide a polynomial-time algorithm for the computation of the one-step metric distance between states. The algorithm is based on linear programming; it improves on the previous known exponential-time algorithm based on a reduction to the theory of reals. We then present PSPACE algorithms for both the decision problem and the problem of approximating the metric distance between two states, matching the best known algorithms for Markov chains. For the bisimulation kernel of the metric our algorithm works in time O(n^4) for both turn-based games and MDPs; improving the previously best known O(n^9\cdot log(n)) time algorithm for MDPs. For a concurrent game G, we show that computing the exact distance between states is at least as hard as computing the value of concurrent reachability games and the square-root-sum problem in computational geometry. We show that checking whether the metric distance is bounded by a rational r, can be done via a reduction to the theory of real closed fields, involving a formula with three quantifier alternations, yielding O(|G|^O(|G|^5)) time complexity, improving the previously known reduction, which yielded O(|G|^O(|G|^7)) time complexity. These algorithms can be iterated to approximate the metrics using binary search.Comment: 27 pages. Full version of the paper accepted at FSTTCS 200

    Efficient Modelling and Generation of Markov Automata (extended version)

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    This paper introduces a framework for the efficient modelling and generation of Markov automata. It consists of (1) the data-rich process-algebraic language MAPA, allowing concise modelling of systems with nondeterminism, probability and Markovian timing; (2) a restricted form of the language, the MLPPE, enabling easy state space generation and parallel composition; and (3) several syntactic reduction techniques on the MLPPE format, for generating equivalent but smaller models. Technically, the framework relies on an encoding of MAPA into the existing prCRL language for probabilistic automata. First, we identify a class of transformations on prCRL that can be lifted to the Markovian realm using our encoding. Then, we employ this result to reuse prCRL's linearisation procedure to transform any MAPA specification to an equivalent MLPPE, and to lift three prCRL reduction techniques to MAPA. Additionally, we define two novel reduction techniques for MLPPEs. All our techniques treat data as well as Markovian and interactive behaviour in a fully symbolic manner, working on specifications instead of models and thus reducing state spaces prior to their construction. The framework has been implemented in our tool SCOOP, and a case study on polling systems and mutual exclusion protocols shows its practical applicability

    Symblicit algorithms for optimal strategy synthesis in monotonic Markov decision processes

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    When treating Markov decision processes (MDPs) with large state spaces, using explicit representations quickly becomes unfeasible. Lately, Wimmer et al. have proposed a so-called symblicit algorithm for the synthesis of optimal strategies in MDPs, in the quantitative setting of expected mean-payoff. This algorithm, based on the strategy iteration algorithm of Howard and Veinott, efficiently combines symbolic and explicit data structures, and uses binary decision diagrams as symbolic representation. The aim of this paper is to show that the new data structure of pseudo-antichains (an extension of antichains) provides another interesting alternative, especially for the class of monotonic MDPs. We design efficient pseudo-antichain based symblicit algorithms (with open source implementations) for two quantitative settings: the expected mean-payoff and the stochastic shortest path. For two practical applications coming from automated planning and LTL synthesis, we report promising experimental results w.r.t. both the run time and the memory consumption.Comment: In Proceedings SYNT 2014, arXiv:1407.493

    Leader Election in Anonymous Rings: Franklin Goes Probabilistic

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    We present a probabilistic leader election algorithm for anonymous, bidirectional, asynchronous rings. It is based on an algorithm from Franklin, augmented with random identity selection, hop counters to detect identity clashes, and round numbers modulo 2. As a result, the algorithm is finite-state, so that various model checking techniques can be employed to verify its correctness, that is, eventually a unique leader is elected with probability one. We also sketch a formal correctness proof of the algorithm for rings with arbitrary size

    An Algorithm for Probabilistic Alternating Simulation

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    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
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