25,901 research outputs found
Abstraction and Learning for Infinite-State Compositional Verification
Despite many advances that enable the application of model checking
techniques to the verification of large systems, the state-explosion problem
remains the main challenge for scalability. Compositional verification
addresses this challenge by decomposing the verification of a large system into
the verification of its components. Recent techniques use learning-based
approaches to automate compositional verification based on the assume-guarantee
style reasoning. However, these techniques are only applicable to finite-state
systems. In this work, we propose a new framework that interleaves abstraction
and learning to perform automated compositional verification of infinite-state
systems. We also discuss the role of learning and abstraction in the related
context of interface generation for infinite-state components.Comment: In Proceedings Festschrift for Dave Schmidt, arXiv:1309.455
Machine-Checked Proofs For Realizability Checking Algorithms
Virtual integration techniques focus on building architectural models of
systems that can be analyzed early in the design cycle to try to lower cost,
reduce risk, and improve quality of complex embedded systems. Given appropriate
architectural descriptions, assume/guarantee contracts, and compositional
reasoning rules, these techniques can be used to prove important safety
properties about the architecture prior to system construction. For these
proofs to be meaningful, each leaf-level component contract must be realizable;
i.e., it is possible to construct a component such that for any input allowed
by the contract assumptions, there is some output value that the component can
produce that satisfies the contract guarantees. We have recently proposed (in
[1]) a contract-based realizability checking algorithm for assume/guarantee
contracts over infinite theories supported by SMT solvers such as linear
integer/real arithmetic and uninterpreted functions. In that work, we used an
SMT solver and an algorithm similar to k-induction to establish the
realizability of a contract, and justified our approach via a hand proof. Given
the central importance of realizability to our virtual integration approach, we
wanted additional confidence that our approach was sound. This paper describes
a complete formalization of the approach in the Coq proof and specification
language. During formalization, we found several small mistakes and missing
assumptions in our reasoning. Although these did not compromise the correctness
of the algorithm used in the checking tools, they point to the value of
machine-checked formalization. In addition, we believe this is the first
machine-checked formalization for a realizability algorithm.Comment: 14 pages, 1 figur
COST Action IC 1402 ArVI: Runtime Verification Beyond Monitoring -- Activity Report of Working Group 1
This report presents the activities of the first working group of the COST
Action ArVI, Runtime Verification beyond Monitoring. The report aims to provide
an overview of some of the major core aspects involved in Runtime Verification.
Runtime Verification is the field of research dedicated to the analysis of
system executions. It is often seen as a discipline that studies how a system
run satisfies or violates correctness properties. The report exposes a taxonomy
of Runtime Verification (RV) presenting the terminology involved with the main
concepts of the field. The report also develops the concept of instrumentation,
the various ways to instrument systems, and the fundamental role of
instrumentation in designing an RV framework. We also discuss how RV interplays
with other verification techniques such as model-checking, deductive
verification, model learning, testing, and runtime assertion checking. Finally,
we propose challenges in monitoring quantitative and statistical data beyond
detecting property violation
POWERPLAY: Training an Increasingly General Problem Solver by Continually Searching for the Simplest Still Unsolvable Problem
Most of computer science focuses on automatically solving given computational
problems. I focus on automatically inventing or discovering problems in a way
inspired by the playful behavior of animals and humans, to train a more and
more general problem solver from scratch in an unsupervised fashion. Consider
the infinite set of all computable descriptions of tasks with possibly
computable solutions. The novel algorithmic framework POWERPLAY (2011)
continually searches the space of possible pairs of new tasks and modifications
of the current problem solver, until it finds a more powerful problem solver
that provably solves all previously learned tasks plus the new one, while the
unmodified predecessor does not. Wow-effects are achieved by continually making
previously learned skills more efficient such that they require less time and
space. New skills may (partially) re-use previously learned skills. POWERPLAY's
search orders candidate pairs of tasks and solver modifications by their
conditional computational (time & space) complexity, given the stored
experience so far. The new task and its corresponding task-solving skill are
those first found and validated. The computational costs of validating new
tasks need not grow with task repertoire size. POWERPLAY's ongoing search for
novelty keeps breaking the generalization abilities of its present solver. This
is related to Goedel's sequence of increasingly powerful formal theories based
on adding formerly unprovable statements to the axioms without affecting
previously provable theorems. The continually increasing repertoire of problem
solving procedures can be exploited by a parallel search for solutions to
additional externally posed tasks. POWERPLAY may be viewed as a greedy but
practical implementation of basic principles of creativity. A first
experimental analysis can be found in separate papers [53,54].Comment: 21 pages, additional connections to previous work, references to
first experiments with POWERPLA
A Theory of Formal Synthesis via Inductive Learning
Formal synthesis is the process of generating a program satisfying a
high-level formal specification. In recent times, effective formal synthesis
methods have been proposed based on the use of inductive learning. We refer to
this class of methods that learn programs from examples as formal inductive
synthesis. In this paper, we present a theoretical framework for formal
inductive synthesis. We discuss how formal inductive synthesis differs from
traditional machine learning. We then describe oracle-guided inductive
synthesis (OGIS), a framework that captures a family of synthesizers that
operate by iteratively querying an oracle. An instance of OGIS that has had
much practical impact is counterexample-guided inductive synthesis (CEGIS). We
present a theoretical characterization of CEGIS for learning any program that
computes a recursive language. In particular, we analyze the relative power of
CEGIS variants where the types of counterexamples generated by the oracle
varies. We also consider the impact of bounded versus unbounded memory
available to the learning algorithm. In the special case where the universe of
candidate programs is finite, we relate the speed of convergence to the notion
of teaching dimension studied in machine learning theory. Altogether, the
results of the paper take a first step towards a theoretical foundation for the
emerging field of formal inductive synthesis
Equilibria-based Probabilistic Model Checking for Concurrent Stochastic Games
Probabilistic model checking for stochastic games enables formal verification
of systems that comprise competing or collaborating entities operating in a
stochastic environment. Despite good progress in the area, existing approaches
focus on zero-sum goals and cannot reason about scenarios where entities are
endowed with different objectives. In this paper, we propose probabilistic
model checking techniques for concurrent stochastic games based on Nash
equilibria. We extend the temporal logic rPATL (probabilistic alternating-time
temporal logic with rewards) to allow reasoning about players with distinct
quantitative goals, which capture either the probability of an event occurring
or a reward measure. We present algorithms to synthesise strategies that are
subgame perfect social welfare optimal Nash equilibria, i.e., where there is no
incentive for any players to unilaterally change their strategy in any state of
the game, whilst the combined probabilities or rewards are maximised. We
implement our techniques in the PRISM-games tool and apply them to several case
studies, including network protocols and robot navigation, showing the benefits
compared to existing approaches
Correct-by-synthesis reinforcement learning with temporal logic constraints
We consider a problem on the synthesis of reactive controllers that optimize
some a priori unknown performance criterion while interacting with an
uncontrolled environment such that the system satisfies a given temporal logic
specification. We decouple the problem into two subproblems. First, we extract
a (maximally) permissive strategy for the system, which encodes multiple
(possibly all) ways in which the system can react to the adversarial
environment and satisfy the specifications. Then, we quantify the a priori
unknown performance criterion as a (still unknown) reward function and compute
an optimal strategy for the system within the operating envelope allowed by the
permissive strategy by using the so-called maximin-Q learning algorithm. We
establish both correctness (with respect to the temporal logic specifications)
and optimality (with respect to the a priori unknown performance criterion) of
this two-step technique for a fragment of temporal logic specifications. For
specifications beyond this fragment, correctness can still be preserved, but
the learned strategy may be sub-optimal. We present an algorithm to the overall
problem, and demonstrate its use and computational requirements on a set of
robot motion planning examples.Comment: 8 pages, 3 figures, 2 tables, submitted to IROS 201
Probably Approximately Correct MDP Learning and Control With Temporal Logic Constraints
We consider synthesis of control policies that maximize the probability of
satisfying given temporal logic specifications in unknown, stochastic
environments. We model the interaction between the system and its environment
as a Markov decision process (MDP) with initially unknown transition
probabilities. The solution we develop builds on the so-called model-based
probably approximately correct Markov decision process (PAC-MDP) methodology.
The algorithm attains an -approximately optimal policy with
probability using samples (i.e. observations), time and space that
grow polynomially with the size of the MDP, the size of the automaton
expressing the temporal logic specification, ,
and a finite time horizon. In this approach, the system
maintains a model of the initially unknown MDP, and constructs a product MDP
based on its learned model and the specification automaton that expresses the
temporal logic constraints. During execution, the policy is iteratively updated
using observation of the transitions taken by the system. The iteration
terminates in finitely many steps. With high probability, the resulting policy
is such that, for any state, the difference between the probability of
satisfying the specification under this policy and the optimal one is within a
predefined bound.Comment: 9 pages, 5 figures, Accepted by 2014 Robotics: Science and Systems
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