349 research outputs found

    Enriched MU-Calculi Module Checking

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    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

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    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

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    The edit distance between two words w1,w2w_1, w_2 is the minimal number of word operations (letter insertions, deletions, and substitutions) necessary to transform w1w_1 to w2w_2. The edit distance generalizes to languages L1,L2\mathcal{L}_1, \mathcal{L}_2, where the edit distance from L1\mathcal{L}_1 to L2\mathcal{L}_2 is the minimal number kk such that for every word from L1\mathcal{L}_1 there exists a word in L2\mathcal{L}_2 with edit distance at most kk. 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 kk, the edit distance from a pushdown automaton to a finite automaton is at most kk, 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

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    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

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    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

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    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

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    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

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    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

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    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

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    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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