22,139 research outputs found
VLDL Satisfiability and Model Checking via Tree Automata
We present novel algorithms solving the satisfiability problem and the model
checking problem for Visibly Linear Dynamic Logic (VLDL) in asymptotically
optimal time via a reduction to the emptiness problem for tree automata with
B\"uchi acceptance. Since VLDL allows for the specification of important
properties of recursive systems, this reduction enables the efficient analysis
of such systems.
Furthermore, as the problem of tree automata emptiness is well-studied, this
reduction enables leveraging the mature algorithms and tools for that problem
in order to solve the satisfiability problem and the model checking problem for
VLDL.Comment: 14 page
Visibly Linear Dynamic Logic
We introduce Visibly Linear Dynamic Logic (VLDL), which extends Linear
Temporal Logic (LTL) by temporal operators that are guarded by visibly pushdown
languages over finite words. In VLDL one can, e.g., express that a function
resets a variable to its original value after its execution, even in the
presence of an unbounded number of intermediate recursive calls. We prove that
VLDL describes exactly the -visibly pushdown languages. Thus it is
strictly more expressive than LTL and able to express recursive properties of
programs with unbounded call stacks.
The main technical contribution of this work is a translation of VLDL into
-visibly pushdown automata of exponential size via one-way alternating
jumping automata. This translation yields exponential-time algorithms for
satisfiability, validity, and model checking. We also show that visibly
pushdown games with VLDL winning conditions are solvable in triply-exponential
time. We prove all these problems to be complete for their respective
complexity classes.Comment: 25 Page
How Much Lookahead is Needed to Win Infinite Games?
Delay games are two-player games of infinite duration in which one player may
delay her moves to obtain a lookahead on her opponent's moves. For
-regular winning conditions it is known that such games can be solved
in doubly-exponential time and that doubly-exponential lookahead is sufficient.
We improve upon both results by giving an exponential time algorithm and an
exponential upper bound on the necessary lookahead. This is complemented by
showing EXPTIME-hardness of the solution problem and tight exponential lower
bounds on the lookahead. Both lower bounds already hold for safety conditions.
Furthermore, solving delay games with reachability conditions is shown to be
PSPACE-complete.
This is a corrected version of the paper https://arxiv.org/abs/1412.3701v4
published originally on August 26, 2016
Satisfiability Games for Branching-Time Logics
The satisfiability problem for branching-time temporal logics like CTL*, CTL
and CTL+ has important applications in program specification and verification.
Their computational complexities are known: CTL* and CTL+ are complete for
doubly exponential time, CTL is complete for single exponential time. Some
decision procedures for these logics are known; they use tree automata,
tableaux or axiom systems. In this paper we present a uniform game-theoretic
framework for the satisfiability problem of these branching-time temporal
logics. We define satisfiability games for the full branching-time temporal
logic CTL* using a high-level definition of winning condition that captures the
essence of well-foundedness of least fixpoint unfoldings. These winning
conditions form formal languages of \omega-words. We analyse which kinds of
deterministic {\omega}-automata are needed in which case in order to recognise
these languages. We then obtain a reduction to the problem of solving parity or
B\"uchi games. The worst-case complexity of the obtained algorithms matches the
known lower bounds for these logics. This approach provides a uniform, yet
complexity-theoretically optimal treatment of satisfiability for branching-time
temporal logics. It separates the use of temporal logic machinery from the use
of automata thus preserving a syntactical relationship between the input
formula and the object that represents satisfiability, i.e. a winning strategy
in a parity or B\"uchi game. The games presented here work on a Fischer-Ladner
closure of the input formula only. Last but not least, the games presented here
come with an attempt at providing tool support for the satisfiability problem
of complex branching-time logics like CTL* and CTL+
Benchmarks for Parity Games (extended version)
We propose a benchmark suite for parity games that includes all benchmarks
that have been used in the literature, and make it available online. We give an
overview of the parity games, including a description of how they have been
generated. We also describe structural properties of parity games, and using
these properties we show that our benchmarks are representative. With this work
we provide a starting point for further experimentation with parity games.Comment: The corresponding tool and benchmarks are available from
https://github.com/jkeiren/paritygame-generator. This is an extended version
of the paper that has been accepted for FSEN 201
On the Parity Problem in One-Dimensional Cellular Automata
We consider the parity problem in one-dimensional, binary, circular cellular
automata: if the initial configuration contains an odd number of 1s, the
lattice should converge to all 1s; otherwise, it should converge to all 0s. It
is easy to see that the problem is ill-defined for even-sized lattices (which,
by definition, would never be able to converge to 1). We then consider only odd
lattices.
We are interested in determining the minimal neighbourhood that allows the
problem to be solvable for any initial configuration. On the one hand, we show
that radius 2 is not sufficient, proving that there exists no radius 2 rule
that can possibly solve the parity problem from arbitrary initial
configurations. On the other hand, we design a radius 4 rule that converges
correctly for any initial configuration and we formally prove its correctness.
Whether or not there exists a radius 3 rule that solves the parity problem
remains an open problem.Comment: In Proceedings AUTOMATA&JAC 2012, arXiv:1208.249
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