349 research outputs found
Enriched MU-Calculi Module Checking
The model checking problem for open systems has been intensively studied in
the literature, for both finite-state (module checking) and infinite-state
(pushdown module checking) systems, with respect to Ctl and Ctl*. In this
paper, we further investigate this problem with respect to the \mu-calculus
enriched with nominals and graded modalities (hybrid graded Mu-calculus), in
both the finite-state and infinite-state settings. Using an automata-theoretic
approach, we show that hybrid graded \mu-calculus module checking is solvable
in exponential time, while hybrid graded \mu-calculus pushdown module checking
is solvable in double-exponential time. These results are also tight since they
match the known lower bounds for Ctl. We also investigate the module checking
problem with respect to the hybrid graded \mu-calculus enriched with inverse
programs (Fully enriched \mu-calculus): by showing a reduction from the domino
problem, we show its undecidability. We conclude with a short overview of the
model checking problem for the Fully enriched Mu-calculus and the fragments
obtained by dropping at least one of the additional constructs
Two-Way Visibly Pushdown Automata and Transducers
Automata-logic connections are pillars of the theory of regular languages.
Such connections are harder to obtain for transducers, but important results
have been obtained recently for word-to-word transformations, showing that the
three following models are equivalent: deterministic two-way transducers,
monadic second-order (MSO) transducers, and deterministic one-way automata
equipped with a finite number of registers. Nested words are words with a
nesting structure, allowing to model unranked trees as their depth-first-search
linearisations. In this paper, we consider transformations from nested words to
words, allowing in particular to produce unranked trees if output words have a
nesting structure. The model of visibly pushdown transducers allows to describe
such transformations, and we propose a simple deterministic extension of this
model with two-way moves that has the following properties: i) it is a simple
computational model, that naturally has a good evaluation complexity; ii) it is
expressive: it subsumes nested word-to-word MSO transducers, and the exact
expressiveness of MSO transducers is recovered using a simple syntactic
restriction; iii) it has good algorithmic/closure properties: the model is
closed under composition with a unambiguous one-way letter-to-letter transducer
which gives closure under regular look-around, and has a decidable equivalence
problem
Edit Distance for Pushdown Automata
The edit distance between two words is the minimal number of word
operations (letter insertions, deletions, and substitutions) necessary to
transform to . The edit distance generalizes to languages
, where the edit distance from to
is the minimal number such that for every word from
there exists a word in with edit distance at
most . We study the edit distance computation problem between pushdown
automata and their subclasses. The problem of computing edit distance to a
pushdown automaton is undecidable, and in practice, the interesting question is
to compute the edit distance from a pushdown automaton (the implementation, a
standard model for programs with recursion) to a regular language (the
specification). In this work, we present a complete picture of decidability and
complexity for the following problems: (1)~deciding whether, for a given
threshold , the edit distance from a pushdown automaton to a finite
automaton is at most , and (2)~deciding whether the edit distance from a
pushdown automaton to a finite automaton is finite.Comment: An extended version of a paper accepted to ICALP 2015 with the same
title. The paper has been accepted to the LMCS journa
Streamability of nested word transductions
We consider the problem of evaluating in streaming (i.e., in a single
left-to-right pass) a nested word transduction with a limited amount of memory.
A transduction T is said to be height bounded memory (HBM) if it can be
evaluated with a memory that depends only on the size of T and on the height of
the input word. We show that it is decidable in coNPTime for a nested word
transduction defined by a visibly pushdown transducer (VPT), if it is HBM. In
this case, the required amount of memory may depend exponentially on the height
of the word. We exhibit a sufficient, decidable condition for a VPT to be
evaluated with a memory that depends quadratically on the height of the word.
This condition defines a class of transductions that strictly contains all
determinizable VPTs
Truly On-The-Fly LTL Model Checking
We propose a novel algorithm for automata-based LTL model checking that
interleaves the construction of the generalized B\"{u}chi automaton for the
negation of the formula and the emptiness check. Our algorithm first converts
the LTL formula into a linear weak alternating automaton; configurations of the
alternating automaton correspond to the locations of a generalized B\"{u}chi
automaton, and a variant of Tarjan's algorithm is used to decide the existence
of an accepting run of the product of the transition system and the automaton.
Because we avoid an explicit construction of the B\"{u}chi automaton, our
approach can yield significant improvements in runtime and memory, for large
LTL formulas. The algorithm has been implemented within the SPIN model checker,
and we present experimental results for some benchmark examples
Visibly Pushdown Modular Games
Games on recursive game graphs can be used to reason about the control flow
of sequential programs with recursion. In games over recursive game graphs, the
most natural notion of strategy is the modular strategy, i.e., a strategy that
is local to a module and is oblivious to previous module invocations, and thus
does not depend on the context of invocation. In this work, we study for the
first time modular strategies with respect to winning conditions that can be
expressed by a pushdown automaton.
We show that such games are undecidable in general, and become decidable for
visibly pushdown automata specifications.
Our solution relies on a reduction to modular games with finite-state
automata winning conditions, which are known in the literature.
We carefully characterize the computational complexity of the considered
decision problem. In particular, we show that modular games with a universal
Buchi or co Buchi visibly pushdown winning condition are EXPTIME-complete, and
when the winning condition is given by a CARET or NWTL temporal logic formula
the problem is 2EXPTIME-complete, and it remains 2EXPTIME-hard even for simple
fragments of these logics.
As a further contribution, we present a different solution for modular games
with finite-state automata winning condition that runs faster than known
solutions for large specifications and many exits.Comment: In Proceedings GandALF 2014, arXiv:1408.556
On Pebble Automata for Data Languages with Decidable Emptiness Problem
In this paper we study a subclass of pebble automata (PA) for data languages
for which the emptiness problem is decidable. Namely, we introduce the
so-called top view weak PA. Roughly speaking, top view weak PA are weak PA
where the equality test is performed only between the data values seen by the
two most recently placed pebbles. The emptiness problem for this model is
decidable. We also show that it is robust: alternating, nondeterministic and
deterministic top view weak PA have the same recognition power. Moreover, this
model is strong enough to accept all data languages expressible in Linear
Temporal Logic with the future-time operators, augmented with one register
freeze quantifier.Comment: An extended abstract of this work has been published in the
proceedings of the 34th International Symposium on Mathematical Foundations
of Computer Science (MFCS) 2009}, Springer, Lecture Notes in Computer Science
5734, pages 712-72
Sublinearly space bounded iterative arrays
Iterative arrays (IAs) are a, parallel computational model with a sequential processing of the input. They are one-dimensional arrays of interacting identical deterministic finite automata. In this note, realtime-lAs with sublinear space bounds are used to accept formal languages. The existence of a proper hierarchy of space complexity classes between logarithmic anel linear space bounds is proved. Furthermore, an optimal spacc lower bound for non-regular language recognition is shown. Key words: Iterative arrays, cellular automata, space bounded computations, decidability questions, formal languages, theory of computatio
Characterizing Formality
Complexity classes are defined by quantitative restrictions of resources available to a computational model, like for instance the Turing machine.
Contrarily, there is no obvious commonality in the definition of families of formal languages - instead they are described by example.
This thesis is about the characterization of what makes a set of languages a family of formal languages.
Families of formal languages, like for example the regular, context-free languages and their sub-families exhibit properties that are contrasted by the ones of complexity classes.
Two of the properties families of formal languages seem to have is closure of intersection with regular languages, another is the existence of pumping or iteration arguments which yield the decidability of the emptiness.
Complexity classes do not generally have a decidable emptiness, which lead us to a first candidate for the notion of formality - the decidability of the emptiness of regular intersection (intreg).
We refute the decidability of intreg as a criterion by hiding the difficulty of deciding the emptiness of regular intersection:
We show that for every decidable language L there is a language L' of essentially the same complexity such that intreg(L') is decidable.
This implies that every complexity class contains complete languages for which the emptiness of regular intersection is decidable.
An intermediate result we show is that the set of true quantified Boolean formulae has a decidable emptiness of regular intersection.
As the known families of formal languages are all contained in NP, this yields a language (probably) outside of NP for which intreg is decidable, which additionally is a natural language in contrast to the artificial ones obtained by the hiding process.
We introduce the notion of protocol languages which capture in some sense the behavior of a data-structure underlying the model of a formal language.
They are defined in a fragment of second order logic, where the second order variables are uniquely determined by each word in the language and each letter implies a determined sub-structure of a word.
Viewing the letters of a word as vertices and the successor as edges between them, each word can be seen as a path.
The binary second order variables can be viewed as additional edges between word positions.
Therefore, each word in a protocol language defines some unique graph.
These graphs can be recognized by covering them with a predefined set of tiles which are node and edge-labeld graphs.
Additional numerical constraints on the amount of each tile-type yields shrinking-arguments for protocol languages.
If a word w in a protocol language exceeds a certain length such that the numerical constraints are (over-)satisfied, one can constuctively generate a shorter word w' from w that is also contained in the protocol language.
We define logical extensions of protocol languages by allowing the conjunction of additional first order or monadic second order definable formulae and analyze the extensions in regard to trio operations.
Protocol languages for the regular, context-free and indexed languages are exhibited -- for the first two we give protocol languages which act as generators for the respective family of formal languages.
Finally, we show that the emptiness of protocol languages is decidable
Note on winning positions on pushdown games with omega-regular winning conditions
International audienceWe consider infinite two-player games on pushdown graphs. For parity winning conditions, we show that the set of winning positions of each player is regular and we give an effective construction of an alternating automaton recognizing it. This provides a DEXPTIME procedure to decide whether a position is winning for a given player. Finally, using the same methods, we show, for any É-regular winning condition, that the set of winning positions for a given player is regular and effective
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