844 research outputs found

    Degrees of Lookahead in Regular Infinite Games

    Full text link
    We study variants of regular infinite games where the strict alternation of moves between the two players is subject to modifications. The second player may postpone a move for a finite number of steps, or, in other words, exploit in his strategy some lookahead on the moves of the opponent. This captures situations in distributed systems, e.g. when buffers are present in communication or when signal transmission between components is deferred. We distinguish strategies with different degrees of lookahead, among them being the continuous and the bounded lookahead strategies. In the first case the lookahead is of finite possibly unbounded size, whereas in the second case it is of bounded size. We show that for regular infinite games the solvability by continuous strategies is decidable, and that a continuous strategy can always be reduced to one of bounded lookahead. Moreover, this lookahead is at most doubly exponential in the size of a given parity automaton recognizing the winning condition. We also show that the result fails for non-regular gamesxwhere the winning condition is given by a context-free omega-language.Comment: LMCS submissio

    Model-Checking the Higher-Dimensional Modal mu-Calculus

    Full text link
    The higher-dimensional modal mu-calculus is an extension of the mu-calculus in which formulas are interpreted in tuples of states of a labeled transition system. Every property that can be expressed in this logic can be checked in polynomial time, and conversely every polynomial-time decidable problem that has a bisimulation-invariant encoding into labeled transition systems can also be defined in the higher-dimensional modal mu-calculus. We exemplify the latter connection by giving several examples of decision problems which reduce to model checking of the higher-dimensional modal mu-calculus for some fixed formulas. This way generic model checking algorithms for the logic can then be used via partial evaluation in order to obtain algorithms for theses problems which may benefit from improvements that are well-established in the field of program verification, namely on-the-fly and symbolic techniques. The aim of this work is to extend such techniques to other fields as well, here exemplarily done for process equivalences, automata theory, parsing, string problems, and games.Comment: In Proceedings FICS 2012, arXiv:1202.317

    Collapsible Pushdown Parity Games

    Get PDF
    International audienceThis paper studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections from collapsible pushdown automata and higher-order recursion schemes, both models being equi-expressive for generating infinite trees. Our main result is to establish the decidability of such games and to provide an effective representation of the winning region as well as of a winning strategy. Thus, the results obtained here provide all necessary tools for an in-depth study of logical properties of trees generated by collapsible pushdown automata/recursion schemes

    One-Counter Stochastic Games

    Get PDF
    We study the computational complexity of basic decision problems for one-counter simple stochastic games (OC-SSGs), under various objectives. OC-SSGs are 2-player turn-based stochastic games played on the transition graph of classic one-counter automata. We study primarily the termination objective, where the goal of one player is to maximize the probability of reaching counter value 0, while the other player wishes to avoid this. Partly motivated by the goal of understanding termination objectives, we also study certain "limit" and "long run average" reward objectives that are closely related to some well-studied objectives for stochastic games with rewards. Examples of problems we address include: does player 1 have a strategy to ensure that the counter eventually hits 0, i.e., terminates, almost surely, regardless of what player 2 does? Or that the liminf (or limsup) counter value equals infinity with a desired probability? Or that the long run average reward is >0 with desired probability? We show that the qualitative termination problem for OC-SSGs is in NP intersection coNP, and is in P-time for 1-player OC-SSGs, or equivalently for one-counter Markov Decision Processes (OC-MDPs). Moreover, we show that quantitative limit problems for OC-SSGs are in NP intersection coNP, and are in P-time for 1-player OC-MDPs. Both qualitative limit problems and qualitative termination problems for OC-SSGs are already at least as hard as Condon's quantitative decision problem for finite-state SSGs.Comment: 20 pages, 1 figure. This is a full version of a paper accepted for publication in proceedings of FSTTCS 201

    Collapsible Pushdown Automata and Recursion Schemes

    Get PDF
    International audienceWe consider recursion schemes (not assumed to be homogeneously typed, and hence not necessarily safe) and use them as generators of (possibly infinite) ranked trees. A recursion scheme is essentially a finite typed {deterministic term} rewriting system that generates, when one applies the rewriting rules ad infinitum, an infinite tree, called its value tree. A fundamental question is to provide an equivalent description of the trees generated by recursion schemes by a class of machines. In this paper we answer this open question by introducing collapsible pushdown automata (CPDA), which are an extension of deterministic (higher-order) pushdown automata. A CPDA generates a tree as follows. One considers its transition graph, unfolds it and contracts its silent transitions, which leads to an infinite tree which is finally node labelled thanks to a map from the set of control states of the CPDA to a ranked alphabet. Our contribution is to prove that these two models, higher-order recursion schemes and collapsible pushdown automata, are equi-expressive for generating infinite ranked trees. This is achieved by giving an effective transformations in both directions

    Three notes on the complexity of model checking fixpoint logic with chop

    Get PDF
    This paper analyses the complexity of model checking fixpoint logic with Chop – an extension of the modal μ-calculus with a sequential composition operator. It uses two known game-based characterisations to derive the following results: the combined model checking complexity as well as the data complexity of FLC are EXPTIME-complete. This is already the case for its alternation-free fragment. The expression complexity of FLC is trivially P-hard and limited from above by the complexity of solving a parity game, i.e. in UP ∩ co-UP. For any fragment of fixed alternation depth, in particular alternation- free formulas it is P-complete

    Playing with Trees and Logic

    Get PDF
    This document proposes an overview of my research sinc
    corecore