8,882 research outputs found
Solving Stochastic B\"uchi Games on Infinite Arenas with a Finite Attractor
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
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
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
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
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
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
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
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
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
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