3,538 research outputs found

    Are There Good Mistakes? A Theoretical Analysis of CEGIS

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    Counterexample-guided inductive synthesis CEGIS is used to synthesize programs from a candidate space of programs. The technique is guaranteed to terminate and synthesize the correct program if the space of candidate programs is finite. But the technique may or may not terminate with the correct program if the candidate space of programs is infinite. In this paper, we perform a theoretical analysis of counterexample-guided inductive synthesis technique. We investigate whether the set of candidate spaces for which the correct program can be synthesized using CEGIS depends on the counterexamples used in inductive synthesis, that is, whether there are good mistakes which would increase the synthesis power. We investigate whether the use of minimal counterexamples instead of arbitrary counterexamples expands the set of candidate spaces of programs for which inductive synthesis can successfully synthesize a correct program. We consider two kinds of counterexamples: minimal counterexamples and history bounded counterexamples. The history bounded counterexample used in any iteration of CEGIS is bounded by the examples used in previous iterations of inductive synthesis. We examine the relative change in power of inductive synthesis in both cases. We show that the synthesis technique using minimal counterexamples MinCEGIS has the same synthesis power as CEGIS but the synthesis technique using history bounded counterexamples HCEGIS has different power than that of CEGIS, but none dominates the other.Comment: In Proceedings SYNT 2014, arXiv:1407.493

    Learning-Based Synthesis of Safety Controllers

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    We propose a machine learning framework to synthesize reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration, two-player games over (potentially) infinite graphs. Our framework targets safety games with infinitely many vertices, but it is also applicable to safety games over finite graphs whose size is too prohibitive for conventional synthesis techniques. The learning takes place in a feedback loop between a teacher component, which can reason symbolically about the safety game, and a learning algorithm, which successively learns an overapproximation of the winning region from various kinds of examples provided by the teacher. We develop a novel decision tree learning algorithm for this setting and show that our algorithm is guaranteed to converge to a reactive safety controller if a suitable overapproximation of the winning region can be expressed as a decision tree. Finally, we empirically compare the performance of a prototype implementation to existing approaches, which are based on constraint solving and automata learning, respectively

    Abstract Learning Frameworks for Synthesis

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    We develop abstract learning frameworks (ALFs) for synthesis that embody the principles of CEGIS (counter-example based inductive synthesis) strategies that have become widely applicable in recent years. Our framework defines a general abstract framework of iterative learning, based on a hypothesis space that captures the synthesized objects, a sample space that forms the space on which induction is performed, and a concept space that abstractly defines the semantics of the learning process. We show that a variety of synthesis algorithms in current literature can be embedded in this general framework. While studying these embeddings, we also generalize some of the synthesis problems these instances are of, resulting in new ways of looking at synthesis problems using learning. We also investigate convergence issues for the general framework, and exhibit three recipes for convergence in finite time. The first two recipes generalize current techniques for convergence used by existing synthesis engines. The third technique is a more involved technique of which we know of no existing instantiation, and we instantiate it to concrete synthesis problems
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