8,882 research outputs found

    Solving Stochastic B\"uchi Games on Infinite Arenas with a Finite Attractor

    Full text link
    We consider games played on an infinite probabilistic arena where the first player aims at satisfying generalized B\"uchi objectives almost surely, i.e., with probability one. We provide a fixpoint characterization of the winning sets and associated winning strategies in the case where the arena satisfies the finite-attractor property. From this we directly deduce the decidability of these games on probabilistic lossy channel systems.Comment: In Proceedings QAPL 2013, arXiv:1306.241

    Fragments of ML Decidable by Nested Data Class Memory Automata

    Full text link
    The call-by-value language RML may be viewed as a canonical restriction of Standard ML to ground-type references, augmented by a "bad variable" construct in the sense of Reynolds. We consider the fragment of (finitary) RML terms of order at most 1 with free variables of order at most 2, and identify two subfragments of this for which we show observational equivalence to be decidable. The first subfragment consists of those terms in which the P-pointers in the game semantic representation are determined by the underlying sequence of moves. The second subfragment consists of terms in which the O-pointers of moves corresponding to free variables in the game semantic representation are determined by the underlying moves. These results are shown using a reduction to a form of automata over data words in which the data values have a tree-structure, reflecting the tree-structure of the threads in the game semantic plays. In addition we show that observational equivalence is undecidable at every third- or higher-order type, every second-order type which takes at least two first-order arguments, and every second-order type (of arity greater than one) that has a first-order argument which is not the final argument

    Tester versus Bug: A Generic Framework for Model-Based Testing via Games

    Get PDF
    We propose a generic game-based approach for test case generation. We set up a game between the tester and the System Under Test, in such a way that test cases correspond to game strategies, and the conformance relation ioco corresponds to alternating refinement. We show that different test assumptions from the literature can be easily incorporated, by slightly varying the moves in the games and their outcomes. In this way, our framework allows a wide plethora of game-theoretic techniques to be deployed for model based testing.Comment: In Proceedings GandALF 2018, arXiv:1809.0241

    The Complexity of Synthesizing Uniform Strategies

    Full text link
    We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not \mu-calculus definable. Typically, we can state that a strategy is observation-based. We propose a formal language to specify uniformity properties, interpreted over two-player turn-based arenas equipped with a binary relation between plays. This way, we capture e.g. games with winning conditions expressible in epistemic temporal logic, whose underlying equivalence relation between plays reflects the observational capabilities of agents (for example, synchronous perfect recall). Our framework naturally generalizes many other situations from the literature. We establish that the problem of synthesizing strategies under uniformity constraints based on regular binary relations between plays is non-elementary complete.Comment: In Proceedings SR 2013, arXiv:1303.007

    First-Order and Temporal Logics for Nested Words

    Get PDF
    Nested words are a structured model of execution paths in procedural programs, reflecting their call and return nesting structure. Finite nested words also capture the structure of parse trees and other tree-structured data, such as XML. We provide new temporal logics for finite and infinite nested words, which are natural extensions of LTL, and prove that these logics are first-order expressively-complete. One of them is based on adding a "within" modality, evaluating a formula on a subword, to a logic CaRet previously studied in the context of verifying properties of recursive state machines (RSMs). The other logic, NWTL, is based on the notion of a summary path that uses both the linear and nesting structures. For NWTL we show that satisfiability is EXPTIME-complete, and that model-checking can be done in time polynomial in the size of the RSM model and exponential in the size of the NWTL formula (and is also EXPTIME-complete). Finally, we prove that first-order logic over nested words has the three-variable property, and we present a temporal logic for nested words which is complete for the two-variable fragment of first-order.Comment: revised and corrected version of Mar 03, 201

    Expressive Completeness of Existential Rule Languages for Ontology-based Query Answering

    Full text link
    Existential rules, also known as data dependencies in Databases, have been recently rediscovered as a promising family of languages for Ontology-based Query Answering. In this paper, we prove that disjunctive embedded dependencies exactly capture the class of recursively enumerable ontologies in Ontology-based Conjunctive Query Answering (OCQA). Our expressive completeness result does not rely on any built-in linear order on the database. To establish the expressive completeness, we introduce a novel semantic definition for OCQA ontologies. We also show that neither the class of disjunctive tuple-generating dependencies nor the class of embedded dependencies is expressively complete for recursively enumerable OCQA ontologies.Comment: 10 pages; the full version of a paper to appear in IJCAI 2016. Changes (regarding to v1): a new reference has been added, and some typos have been correcte

    Negotiation Games

    Full text link
    Negotiations, a model of concurrency with multi party negotiation as primitive, have been recently introduced by J. Desel and J. Esparza. We initiate the study of games for this model. We study coalition problems: can a given coalition of agents force that a negotiation terminates (resp. block the negotiation so that it goes on forever)?; can the coalition force a given outcome of the negotiation? We show that for arbitrary negotiations the problems are EXPTIME-complete. Then we show that for sound and deterministic or even weakly deterministic negotiations the problems can be solved in PTIME. Notice that the input of the problems is a negotiation, which can be exponentially more compact than its state space.Comment: In Proceedings GandALF 2015, arXiv:1509.06858. arXiv admin note: substantial text overlap with arXiv:1405.682

    Formats of Winning Strategies for Six Types of Pushdown Games

    Full text link
    The solution of parity games over pushdown graphs (Walukiewicz '96) was the first step towards an effective theory of infinite-state games. It was shown that winning strategies for pushdown games can be implemented again as pushdown automata. We continue this study and investigate the connection between game presentations and winning strategies in altogether six cases of game arenas, among them realtime pushdown systems, visibly pushdown systems, and counter systems. In four cases we show by a uniform proof method that we obtain strategies implementable by the same type of pushdown machine as given in the game arena. We prove that for the two remaining cases this correspondence fails. In the conclusion we address the question of an abstract criterion that explains the results

    Conjunctive query inseparability in OWL2QL is ExpTime-hard

    Get PDF
    We settle an open question on the complexity of the following problem: given two OWL2QL TBoxes and a signature, decide whether these TBoxes return the same answers to any conjunctive query over any data formulated in the given signature. It has been known that the complexity of this problem is between PSpace and ExpTime. Here we show that the problem is ExpTime-complete and, in fact, deciding whether two OWL2QL knowledge bases (each with its own data) give the same answers to any conjunctive query is ExpTime-hard
    corecore