1,401 research outputs found

    A Multi-Core Solver for Parity Games

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    We describe a parallel algorithm for solving parity games,\ud with applications in, e.g., modal mu-calculus model\ud checking with arbitrary alternations, and (branching) bisimulation\ud checking. The algorithm is based on Jurdzinski's Small Progress\ud Measures. Actually, this is a class of algorithms, depending on\ud a selection heuristics.\ud \ud Our algorithm operates lock-free, and mostly wait-free (except for\ud infrequent termination detection), and thus allows maximum\ud parallelism. Additionally, we conserve memory by avoiding storage\ud of predecessor edges for the parity graph through strictly\ud forward-looking heuristics.\ud \ud We evaluate our multi-core implementation's behaviour on parity games\ud obtained from mu-calculus model checking problems for a set of\ud communication protocols, randomly generated problem instances, and\ud parametric problem instances from the literature.\ud \u

    Generating and Solving Symbolic Parity Games

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    We present a new tool for verification of modal mu-calculus formulae for process specifications, based on symbolic parity games. It enhances an existing method, that first encodes the problem to a Parameterised Boolean Equation System (PBES) and then instantiates the PBES to a parity game. We improved the translation from specification to PBES to preserve the structure of the specification in the PBES, we extended LTSmin to instantiate PBESs to symbolic parity games, and implemented the recursive parity game solving algorithm by Zielonka for symbolic parity games. We use Multi-valued Decision Diagrams (MDDs) to represent sets and relations, thus enabling the tools to deal with very large systems. The transition relation is partitioned based on the structure of the specification, which allows for efficient manipulation of the MDDs. We performed two case studies on modular specifications, that demonstrate that the new method has better time and memory performance than existing PBES based tools and can be faster (but slightly less memory efficient) than the symbolic model checker NuSMV.Comment: In Proceedings GRAPHITE 2014, arXiv:1407.767

    Backward Reachability of Array-based Systems by SMT solving: Termination and Invariant Synthesis

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    The safety of infinite state systems can be checked by a backward reachability procedure. For certain classes of systems, it is possible to prove the termination of the procedure and hence conclude the decidability of the safety problem. Although backward reachability is property-directed, it can unnecessarily explore (large) portions of the state space of a system which are not required to verify the safety property under consideration. To avoid this, invariants can be used to dramatically prune the search space. Indeed, the problem is to guess such appropriate invariants. In this paper, we present a fully declarative and symbolic approach to the mechanization of backward reachability of infinite state systems manipulating arrays by Satisfiability Modulo Theories solving. Theories are used to specify the topology and the data manipulated by the system. We identify sufficient conditions on the theories to ensure the termination of backward reachability and we show the completeness of a method for invariant synthesis (obtained as the dual of backward reachability), again, under suitable hypotheses on the theories. We also present a pragmatic approach to interleave invariant synthesis and backward reachability so that a fix-point for the set of backward reachable states is more easily obtained. Finally, we discuss heuristics that allow us to derive an implementation of the techniques in the model checker MCMT, showing remarkable speed-ups on a significant set of safety problems extracted from a variety of sources.Comment: Accepted for publication in Logical Methods in Computer Scienc

    Solving Stochastic B\"uchi Games on Infinite Arenas with a Finite Attractor

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    We consider games played on an infinite probabilistic arena where the first player aims at satisfying generalized B\"uchi objectives almost surely, i.e., with probability one. We provide a fixpoint characterization of the winning sets and associated winning strategies in the case where the arena satisfies the finite-attractor property. From this we directly deduce the decidability of these games on probabilistic lossy channel systems.Comment: In Proceedings QAPL 2013, arXiv:1306.241

    Structural Analysis of Boolean Equation Systems

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    We analyse the problem of solving Boolean equation systems through the use of structure graphs. The latter are obtained through an elegant set of Plotkin-style deduction rules. Our main contribution is that we show that equation systems with bisimilar structure graphs have the same solution. We show that our work conservatively extends earlier work, conducted by Keiren and Willemse, in which dependency graphs were used to analyse a subclass of Boolean equation systems, viz., equation systems in standard recursive form. We illustrate our approach by a small example, demonstrating the effect of simplifying an equation system through minimisation of its structure graph

    The Fixpoint-Iteration Algorithm for Parity Games

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    It is known that the model checking problem for the modal mu-calculus reduces to the problem of solving a parity game and vice-versa. The latter is realised by the Walukiewicz formulas which are satisfied by a node in a parity game iff player 0 wins the game from this node. Thus, they define her winning region, and any model checking algorithm for the modal mu-calculus, suitably specialised to the Walukiewicz formulas, yields an algorithm for solving parity games. In this paper we study the effect of employing the most straight-forward mu-calculus model checking algorithm: fixpoint iteration. This is also one of the few algorithms, if not the only one, that were not originally devised for parity game solving already. While an empirical study quickly shows that this does not yield an algorithm that works well in practice, it is interesting from a theoretical point for two reasons: first, it is exponential on virtually all families of games that were designed as lower bounds for very particular algorithms suggesting that fixpoint iteration is connected to all those. Second, fixpoint iteration does not compute positional winning strategies. Note that the Walukiewicz formulas only define winning regions; some additional work is needed in order to make this algorithm compute winning strategies. We show that these are particular exponential-space strategies which we call eventually-positional, and we show how positional ones can be extracted from them.Comment: In Proceedings GandALF 2014, arXiv:1408.556
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