1,999 research outputs found

    Computation of State Reachable Points of Linear Time Invariant Descriptor Systems

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    This paper considers the problem of computing the state reachable points, from the origin, of a linear constant coefficient first or higher order descriptor system. A method is proposed that allows to compute the reachable set in a numerically stable way. The original descriptor system is transformed into a strangeness-free system within the behavioral framework followed by a projection that separates the system into differential and algebraic equations while keeping the original state variables. For first order systems it is shown that the computation of the image space of two matrices, associated with the projected system, is enough to compute the reachable set (from the origin). Moreover, a characterization is presented of all the inputs by which one can reach an arbitrary point in the reachable set. The results are extended to second order systems and the effectiveness of the proposed approach is demonstrated through some elementary examples

    Complexity of ITL model checking: some well-behaved fragments of the interval logic HS

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    Model checking has been successfully used in many computer science fields, including artificial intelligence, theoretical computer science, and databases. Most of the proposed solutions make use of classical, point-based temporal logics, while little work has been done in the interval temporal logic setting. Recently, a non-elementary model checking algorithm for Halpern and Shoham's modal logic of time intervals HS over finite Kripke structures (under the homogeneity assumption) and an EXPSPACE model checking procedure for two meaningful fragments of it have been proposed. In this paper, we show that more efficient model checking procedures can be developed for some expressive enough fragments of HS

    Summary-based inference of quantitative bounds of live heap objects

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    This article presents a symbolic static analysis for computing parametric upper bounds of the number of simultaneously live objects of sequential Java-like programs. Inferring the peak amount of irreclaimable objects is the cornerstone for analyzing potential heap-memory consumption of stand-alone applications or libraries. The analysis builds method-level summaries quantifying the peak number of live objects and the number of escaping objects. Summaries are built by resorting to summaries of their callees. The usability, scalability and precision of the technique is validated by successfully predicting the object heap usage of a medium-size, real-life application which is significantly larger than other previously reported case-studies.Fil: Braberman, Victor Adrian. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Departamento de Computación; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Garbervetsky, Diego David. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Departamento de Computación; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; ArgentinaFil: Hym, Samuel. Universite Lille 3; FranciaFil: Yovine, Sergio Fabian. Universidad de Buenos Aires. Facultad de Ciencias Exactas y Naturales. Departamento de Computación; Argentina. Consejo Nacional de Investigaciones Científicas y Técnicas; Argentin

    Boundary-value descriptor systems : well-posedness, reachability, and observability

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    Bibliography: p. 44-46.Research supported in part by the Air Force Office of Scientific Research under grant AFOSR-82-0258 Research supported in part by the National Science Foundation under grant ECS-8312921Ramine Nikoukhah, Alan S. Willsky, Bernard C. Levy

    Automated Verification of Practical Garbage Collectors

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    Garbage collectors are notoriously hard to verify, due to their low-level interaction with the underlying system and the general difficulty in reasoning about reachability in graphs. Several papers have presented verified collectors, but either the proofs were hand-written or the collectors were too simplistic to use on practical applications. In this work, we present two mechanically verified garbage collectors, both practical enough to use for real-world C# benchmarks. The collectors and their associated allocators consist of x86 assembly language instructions and macro instructions, annotated with preconditions, postconditions, invariants, and assertions. We used the Boogie verification generator and the Z3 automated theorem prover to verify this assembly language code mechanically. We provide measurements comparing the performance of the verified collector with that of the standard Bartok collectors on off-the-shelf C# benchmarks, demonstrating their competitiveness

    Reset-free Trial-and-Error Learning for Robot Damage Recovery

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    The high probability of hardware failures prevents many advanced robots (e.g., legged robots) from being confidently deployed in real-world situations (e.g., post-disaster rescue). Instead of attempting to diagnose the failures, robots could adapt by trial-and-error in order to be able to complete their tasks. In this situation, damage recovery can be seen as a Reinforcement Learning (RL) problem. However, the best RL algorithms for robotics require the robot and the environment to be reset to an initial state after each episode, that is, the robot is not learning autonomously. In addition, most of the RL methods for robotics do not scale well with complex robots (e.g., walking robots) and either cannot be used at all or take too long to converge to a solution (e.g., hours of learning). In this paper, we introduce a novel learning algorithm called "Reset-free Trial-and-Error" (RTE) that (1) breaks the complexity by pre-generating hundreds of possible behaviors with a dynamics simulator of the intact robot, and (2) allows complex robots to quickly recover from damage while completing their tasks and taking the environment into account. We evaluate our algorithm on a simulated wheeled robot, a simulated six-legged robot, and a real six-legged walking robot that are damaged in several ways (e.g., a missing leg, a shortened leg, faulty motor, etc.) and whose objective is to reach a sequence of targets in an arena. Our experiments show that the robots can recover most of their locomotion abilities in an environment with obstacles, and without any human intervention.Comment: 18 pages, 16 figures, 3 tables, 6 pseudocodes/algorithms, video at https://youtu.be/IqtyHFrb3BU, code at https://github.com/resibots/chatzilygeroudis_2018_rt
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