223 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

    Can Nondeterminism Help Complementation?

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    Complementation and determinization are two fundamental notions in automata theory. The close relationship between the two has been well observed in the literature. In the case of nondeterministic finite automata on finite words (NFA), complementation and determinization have the same state complexity, namely Theta(2^n) where n is the state size. The same similarity between determinization and complementation was found for Buchi automata, where both operations were shown to have 2^\Theta(n lg n) state complexity. An intriguing question is whether there exists a type of omega-automata whose determinization is considerably harder than its complementation. In this paper, we show that for all common types of omega-automata, the determinization problem has the same state complexity as the corresponding complementation problem at the granularity of 2^\Theta(.).Comment: In Proceedings GandALF 2012, arXiv:1210.202

    Computer aided synthesis: a game theoretic approach

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    In this invited contribution, we propose a comprehensive introduction to game theory applied in computer aided synthesis. In this context, we give some classical results on two-player zero-sum games and then on multi-player non zero-sum games. The simple case of one-player games is strongly related to automata theory on infinite words. All along the article, we focus on general approaches to solve the studied problems, and we provide several illustrative examples as well as intuitions on the proofs.Comment: Invitation contribution for conference "Developments in Language Theory" (DLT 2017

    Parameterized Linear Temporal Logics Meet Costs: Still not Costlier than LTL

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    We continue the investigation of parameterized extensions of Linear Temporal Logic (LTL) that retain the attractive algorithmic properties of LTL: a polynomial space model checking algorithm and a doubly-exponential time algorithm for solving games. Alur et al. and Kupferman et al. showed that this is the case for Parametric LTL (PLTL) and PROMPT-LTL respectively, which have temporal operators equipped with variables that bound their scope in time. Later, this was also shown to be true for Parametric LDL (PLDL), which extends PLTL to be able to express all omega-regular properties. Here, we generalize PLTL to systems with costs, i.e., we do not bound the scope of operators in time, but bound the scope in terms of the cost accumulated during time. Again, we show that model checking and solving games for specifications in PLTL with costs is not harder than the corresponding problems for LTL. Finally, we discuss PLDL with costs and extensions to multiple cost functions.Comment: In Proceedings GandALF 2015, arXiv:1509.0685

    Improved Algorithms for Parity and Streett objectives

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    The computation of the winning set for parity objectives and for Streett objectives in graphs as well as in game graphs are central problems in computer-aided verification, with application to the verification of closed systems with strong fairness conditions, the verification of open systems, checking interface compatibility, well-formedness of specifications, and the synthesis of reactive systems. We show how to compute the winning set on nn vertices for (1) parity-3 (aka one-pair Streett) objectives in game graphs in time O(n5/2)O(n^{5/2}) and for (2) k-pair Streett objectives in graphs in time O(n2+nklogn)O(n^2 + nk \log n). For both problems this gives faster algorithms for dense graphs and represents the first improvement in asymptotic running time in 15 years

    Mixing Probabilistic and non-Probabilistic Objectives in Markov Decision Processes

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    In this paper, we consider algorithms to decide the existence of strategies in MDPs for Boolean combinations of objectives. These objectives are omega-regular properties that need to be enforced either surely, almost surely, existentially, or with non-zero probability. In this setting, relevant strategies are randomized infinite memory strategies: both infinite memory and randomization may be needed to play optimally. We provide algorithms to solve the general case of Boolean combinations and we also investigate relevant subcases. We further report on complexity bounds for these problems.Comment: Paper accepted to LICS 2020 - Full versio
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