19,635 research outputs found
On Zone-Based Analysis of Duration Probabilistic Automata
We propose an extension of the zone-based algorithmics for analyzing timed
automata to handle systems where timing uncertainty is considered as
probabilistic rather than set-theoretic. We study duration probabilistic
automata (DPA), expressing multiple parallel processes admitting memoryfull
continuously-distributed durations. For this model we develop an extension of
the zone-based forward reachability algorithm whose successor operator is a
density transformer, thus providing a solution to verification and performance
evaluation problems concerning acyclic DPA (or the bounded-horizon behavior of
cyclic DPA).Comment: In Proceedings INFINITY 2010, arXiv:1010.611
Performance Analysis of Distributed and Asynchronous Systems using Probabilistic Timed Actors
Many real-time distributed applications exhibit probabilistic and non-deterministic behaviors. In this paper, we introduce Probabilistic Timed Rebeca (PTRebeca) as an actor-based language for modeling probabilistic distributed real-time systems with asynchronous message passing. We propose the semantics of PTRebeca model in Timed Markov Decision Process (TMDP), the integral semantics of probabilistic timed automaton (PTA) with one digital clock. To analyze PTRebeca models, we develop a tool set to automatically generate a TMDP model from a PTRebeca model in the form of the input language of PRISM model checker. We use PRISM for performance analysis of PTRebeca models against expected reachability and probabilistic reachability properties. We show the applicability of our approach using a few case studies and experimental results
Performance Guarantees for Distributed Reachability Queries
In the real world a graph is often fragmented and distributed across
different sites. This highlights the need for evaluating queries on distributed
graphs. This paper proposes distributed evaluation algorithms for three classes
of queries: reachability for determining whether one node can reach another,
bounded reachability for deciding whether there exists a path of a bounded
length between a pair of nodes, and regular reachability for checking whether
there exists a path connecting two nodes such that the node labels on the path
form a string in a given regular expression. We develop these algorithms based
on partial evaluation, to explore parallel computation. When evaluating a query
Q on a distributed graph G, we show that these algorithms possess the following
performance guarantees, no matter how G is fragmented and distributed: (1) each
site is visited only once; (2) the total network traffic is determined by the
size of Q and the fragmentation of G, independent of the size of G; and (3) the
response time is decided by the largest fragment of G rather than the entire G.
In addition, we show that these algorithms can be readily implemented in the
MapReduce framework. Using synthetic and real-life data, we experimentally
verify that these algorithms are scalable on large graphs, regardless of how
the graphs are distributed.Comment: VLDB201
Distributed Processing of Generalized Graph-Pattern Queries in SPARQL 1.1
We propose an efficient and scalable architecture for processing generalized
graph-pattern queries as they are specified by the current W3C recommendation
of the SPARQL 1.1 "Query Language" component. Specifically, the class of
queries we consider consists of sets of SPARQL triple patterns with labeled
property paths. From a relational perspective, this class resolves to
conjunctive queries of relational joins with additional graph-reachability
predicates. For the scalable, i.e., distributed, processing of this kind of
queries over very large RDF collections, we develop a suitable partitioning and
indexing scheme, which allows us to shard the RDF triples over an entire
cluster of compute nodes and to process an incoming SPARQL query over all of
the relevant graph partitions (and thus compute nodes) in parallel. Unlike most
prior works in this field, we specifically aim at the unified optimization and
distributed processing of queries consisting of both relational joins and
graph-reachability predicates. All communication among the compute nodes is
established via a proprietary, asynchronous communication protocol based on the
Message Passing Interface
Asynchronous Games over Tree Architectures
We consider the task of controlling in a distributed way a Zielonka
asynchronous automaton. Every process of a controller has access to its causal
past to determine the next set of actions it proposes to play. An action can be
played only if every process controlling this action proposes to play it. We
consider reachability objectives: every process should reach its set of final
states. We show that this control problem is decidable for tree architectures,
where every process can communicate with its parent, its children, and with the
environment. The complexity of our algorithm is l-fold exponential with l being
the height of the tree representing the architecture. We show that this is
unavoidable by showing that even for three processes the problem is
EXPTIME-complete, and that it is non-elementary in general
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