3,989 research outputs found

    Parity and Streett Games with Costs

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    We consider two-player games played on finite graphs equipped with costs on edges and introduce two winning conditions, cost-parity and cost-Streett, which require bounds on the cost between requests and their responses. Both conditions generalize the corresponding classical omega-regular conditions and the corresponding finitary conditions. For parity games with costs we show that the first player has positional winning strategies and that determining the winner lies in NP and coNP. For Streett games with costs we show that the first player has finite-state winning strategies and that determining the winner is EXPTIME-complete. The second player might need infinite memory in both games. Both types of games with costs can be solved by solving linearly many instances of their classical variants.Comment: A preliminary version of this work appeared in FSTTCS 2012 under the name "Cost-parity and Cost-Streett Games". The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreements 259454 (GALE) and 239850 (SOSNA

    On the Complexity of the Equivalence Problem for Probabilistic Automata

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    Checking two probabilistic automata for equivalence has been shown to be a key problem for efficiently establishing various behavioural and anonymity properties of probabilistic systems. In recent experiments a randomised equivalence test based on polynomial identity testing outperformed deterministic algorithms. In this paper we show that polynomial identity testing yields efficient algorithms for various generalisations of the equivalence problem. First, we provide a randomized NC procedure that also outputs a counterexample trace in case of inequivalence. Second, we show how to check for equivalence two probabilistic automata with (cumulative) rewards. Our algorithm runs in deterministic polynomial time, if the number of reward counters is fixed. Finally we show that the equivalence problem for probabilistic visibly pushdown automata is logspace equivalent to the Arithmetic Circuit Identity Testing problem, which is to decide whether a polynomial represented by an arithmetic circuit is identically zero.Comment: technical report for a FoSSaCS'12 pape

    Model Checking One-clock Priced Timed Automata

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    We consider the model of priced (a.k.a. weighted) timed automata, an extension of timed automata with cost information on both locations and transitions, and we study various model-checking problems for that model based on extensions of classical temporal logics with cost constraints on modalities. We prove that, under the assumption that the model has only one clock, model-checking this class of models against the logic WCTL, CTL with cost-constrained modalities, is PSPACE-complete (while it has been shown undecidable as soon as the model has three clocks). We also prove that model-checking WMTL, LTL with cost-constrained modalities, is decidable only if there is a single clock in the model and a single stopwatch cost variable (i.e., whose slopes lie in {0,1}).Comment: 28 page

    Streaming Verification of Graph Properties

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    Streaming interactive proofs (SIPs) are a framework for outsourced computation. A computationally limited streaming client (the verifier) hands over a large data set to an untrusted server (the prover) in the cloud and the two parties run a protocol to confirm the correctness of result with high probability. SIPs are particularly interesting for problems that are hard to solve (or even approximate) well in a streaming setting. The most notable of these problems is finding maximum matchings, which has received intense interest in recent years but has strong lower bounds even for constant factor approximations. In this paper, we present efficient streaming interactive proofs that can verify maximum matchings exactly. Our results cover all flavors of matchings (bipartite/non-bipartite and weighted). In addition, we also present streaming verifiers for approximate metric TSP. In particular, these are the first efficient results for weighted matchings and for metric TSP in any streaming verification model.Comment: 26 pages, 2 figure, 1 tabl

    PAC Classification based on PAC Estimates of Label Class Distributions

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    A standard approach in pattern classification is to estimate the distributions of the label classes, and then to apply the Bayes classifier to the estimates of the distributions in order to classify unlabeled examples. As one might expect, the better our estimates of the label class distributions, the better the resulting classifier will be. In this paper we make this observation precise by identifying risk bounds of a classifier in terms of the quality of the estimates of the label class distributions. We show how PAC learnability relates to estimates of the distributions that have a PAC guarantee on their L1L_1 distance from the true distribution, and we bound the increase in negative log likelihood risk in terms of PAC bounds on the KL-divergence. We give an inefficient but general-purpose smoothing method for converting an estimated distribution that is good under the L1L_1 metric into a distribution that is good under the KL-divergence.Comment: 14 page

    Prompt Delay

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    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. Recently, such games with quantitative winning conditions in weak MSO with the unbounding quantifier were studied, but their properties turned out to be unsatisfactory. In particular, unbounded lookahead is in general necessary. Here, we study delay games with winning conditions given by Prompt-LTL, Linear Temporal Logic equipped with a parameterized eventually operator whose scope is bounded. Our main result shows that solving Prompt-LTL delay games is complete for triply-exponential time. Furthermore, we give tight triply-exponential bounds on the necessary lookahead and on the scope of the parameterized eventually operator. Thus, we identify Prompt-LTL as the first known class of well-behaved quantitative winning conditions for delay games. Finally, we show that applying our techniques to delay games with \omega-regular winning conditions answers open questions in the cases where the winning conditions are given by non-deterministic, universal, or alternating automata

    Limit Your Consumption! Finding Bounds in Average-energy Games

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    Energy games are infinite two-player games played in weighted arenas with quantitative objectives that restrict the consumption of a resource modeled by the weights, e.g., a battery that is charged and drained. Typically, upper and/or lower bounds on the battery capacity are part of the problem description. Here, we consider the problem of determining upper bounds on the average accumulated energy or on the capacity while satisfying a given lower bound, i.e., we do not determine whether a given bound is sufficient to meet the specification, but if there exists a sufficient bound to meet it. In the classical setting with positive and negative weights, we show that the problem of determining the existence of a sufficient bound on the long-run average accumulated energy can be solved in doubly-exponential time. Then, we consider recharge games: here, all weights are negative, but there are recharge edges that recharge the energy to some fixed capacity. We show that bounding the long-run average energy in such games is complete for exponential time. Then, we consider the existential version of the problem, which turns out to be solvable in polynomial time: here, we ask whether there is a recharge capacity that allows the system player to win the game. We conclude by studying tradeoffs between the memory needed to implement strategies and the bounds they realize. We give an example showing that memory can be traded for bounds and vice versa. Also, we show that increasing the capacity allows to lower the average accumulated energy.Comment: In Proceedings QAPL'16, arXiv:1610.0769

    A Fast Algorithm Finding the Shortest Reset Words

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    In this paper we present a new fast algorithm finding minimal reset words for finite synchronizing automata. The problem is know to be computationally hard, and our algorithm is exponential. Yet, it is faster than the algorithms used so far and it works well in practice. The main idea is to use a bidirectional BFS and radix (Patricia) tries to store and compare resulted subsets. We give both theoretical and practical arguments showing that the branching factor is reduced efficiently. As a practical test we perform an experimental study of the length of the shortest reset word for random automata with nn states and 2 input letters. We follow Skvorsov and Tipikin, who have performed such a study using a SAT solver and considering automata up to n=100n=100 states. With our algorithm we are able to consider much larger sample of automata with up to n=300n=300 states. In particular, we obtain a new more precise estimation of the expected length of the shortest reset word ≈2.5n−5\approx 2.5\sqrt{n-5}.Comment: COCOON 2013. The final publication is available at http://link.springer.com/chapter/10.1007%2F978-3-642-38768-5_1
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