3,225 research outputs found

    Strategy Logic with Imperfect Information

    Full text link
    We introduce an extension of Strategy Logic for the imperfect-information setting, called SLii, and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, the problem turns out to be undecidable. We introduce a syntactical class of "hierarchical instances" for which, intuitively, as one goes down the syntactic tree of the formula, strategy quantifications are concerned with finer observations of the model. We prove that model-checking SLii restricted to hierarchical instances is decidable. This result, because it allows for complex patterns of existential and universal quantification on strategies, greatly generalises previous ones, such as decidability of multi-player games with imperfect information and hierarchical observations, and decidability of distributed synthesis for hierarchical systems. To establish the decidability result, we introduce and study QCTL*ii, an extension of QCTL* (itself an extension of CTL* with second-order quantification over atomic propositions) by parameterising its quantifiers with observations. The simple syntax of QCTL* ii allows us to provide a conceptually neat reduction of SLii to QCTL*ii that separates concerns, allowing one to forget about strategies and players and focus solely on second-order quantification. While the model-checking problem of QCTL*ii is, in general, undecidable, we identify a syntactic fragment of hierarchical formulas and prove, using an automata-theoretic approach, that it is decidable. The decidability result for SLii follows since the reduction maps hierarchical instances of SLii to hierarchical formulas of QCTL*ii

    Parameterized Synthesis

    Full text link
    We study the synthesis problem for distributed architectures with a parametric number of finite-state components. Parameterized specifications arise naturally in a synthesis setting, but thus far it was unclear how to detect realizability and how to perform synthesis in a parameterized setting. Using a classical result from verification, we show that for a class of specifications in indexed LTL\X, parameterized synthesis in token ring networks is equivalent to distributed synthesis in a network consisting of a few copies of a single process. Adapting a well-known result from distributed synthesis, we show that the latter problem is undecidable. We describe a semi-decision procedure for the parameterized synthesis problem in token rings, based on bounded synthesis. We extend the approach to parameterized synthesis in token-passing networks with arbitrary topologies, and show applicability on a simple case study. Finally, we sketch a general framework for parameterized synthesis based on cutoffs and other parameterized verification techniques.Comment: Extended version of TACAS 2012 paper, 29 page

    Verification and Synthesis of Symmetric Uni-Rings for Leads-To Properties

    Full text link
    This paper investigates the verification and synthesis of parameterized protocols that satisfy leadsto properties R⇝QR \leadsto Q on symmetric unidirectional rings (a.k.a. uni-rings) of deterministic and constant-space processes under no fairness and interleaving semantics, where RR and QQ are global state predicates. First, we show that verifying R⇝QR \leadsto Q for parameterized protocols on symmetric uni-rings is undecidable, even for deterministic and constant-space processes, and conjunctive state predicates. Then, we show that surprisingly synthesizing symmetric uni-ring protocols that satisfy R⇝QR \leadsto Q is actually decidable. We identify necessary and sufficient conditions for the decidability of synthesis based on which we devise a sound and complete polynomial-time algorithm that takes the predicates RR and QQ, and automatically generates a parameterized protocol that satisfies R⇝QR \leadsto Q for unbounded (but finite) ring sizes. Moreover, we present some decidability results for cases where leadsto is required from multiple distinct RR predicates to different QQ predicates. To demonstrate the practicality of our synthesis method, we synthesize some parameterized protocols, including agreement and parity protocols

    Distributed Synthesis in Continuous Time

    Get PDF
    We introduce a formalism modelling communication of distributed agents strictly in continuous-time. Within this framework, we study the problem of synthesising local strategies for individual agents such that a specified set of goal states is reached, or reached with at least a given probability. The flow of time is modelled explicitly based on continuous-time randomness, with two natural implications: First, the non-determinism stemming from interleaving disappears. Second, when we restrict to a subclass of non-urgent models, the quantitative value problem for two players can be solved in EXPTIME. Indeed, the explicit continuous time enables players to communicate their states by delaying synchronisation (which is unrestricted for non-urgent models). In general, the problems are undecidable already for two players in the quantitative case and three players in the qualitative case. The qualitative undecidability is shown by a reduction to decentralized POMDPs for which we provide the strongest (and rather surprising) undecidability result so far

    Reasoning about Knowledge and Strategies under Hierarchical Information

    Full text link
    Two distinct semantics have been considered for knowledge in the context of strategic reasoning, depending on whether players know each other's strategy or not. The problem of distributed synthesis for epistemic temporal specifications is known to be undecidable for the latter semantics, already on systems with hierarchical information. However, for the other, uninformed semantics, the problem is decidable on such systems. In this work we generalise this result by introducing an epistemic extension of Strategy Logic with imperfect information. The semantics of knowledge operators is uninformed, and captures agents that can change observation power when they change strategies. We solve the model-checking problem on a class of "hierarchical instances", which provides a solution to a vast class of strategic problems with epistemic temporal specifications on hierarchical systems, such as distributed synthesis or rational synthesis

    Infinite games with finite knowledge gaps

    Full text link
    Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning strategies can be constructed effectively without restricting the direction of information flow. Instead, our condition requires that the players attain common knowledge about the actual state of the game over and over again along every play. We show that it is decidable whether a given game satisfies the condition, and prove tight complexity bounds for the strategy synthesis problem under ω\omega-regular winning conditions given by parity automata.Comment: 39 pages; 2nd revision; submitted to Information and Computatio

    Invariant Synthesis for Incomplete Verification Engines

    Full text link
    We propose a framework for synthesizing inductive invariants for incomplete verification engines, which soundly reduce logical problems in undecidable theories to decidable theories. Our framework is based on the counter-example guided inductive synthesis principle (CEGIS) and allows verification engines to communicate non-provability information to guide invariant synthesis. We show precisely how the verification engine can compute such non-provability information and how to build effective learning algorithms when invariants are expressed as Boolean combinations of a fixed set of predicates. Moreover, we evaluate our framework in two verification settings, one in which verification engines need to handle quantified formulas and one in which verification engines have to reason about heap properties expressed in an expressive but undecidable separation logic. Our experiments show that our invariant synthesis framework based on non-provability information can both effectively synthesize inductive invariants and adequately strengthen contracts across a large suite of programs

    Asynchronous Games over Tree Architectures

    Get PDF
    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

    Practical Distributed Control Synthesis

    Full text link
    Classic distributed control problems have an interesting dichotomy: they are either trivial or undecidable. If we allow the controllers to fully synchronize, then synthesis is trivial. In this case, controllers can effectively act as a single controller with complete information, resulting in a trivial control problem. But when we eliminate communication and restrict the supervisors to locally available information, the problem becomes undecidable. In this paper we argue in favor of a middle way. Communication is, in most applications, expensive, and should hence be minimized. We therefore study a solution that tries to communicate only scarcely and, while allowing communication in order to make joint decision, favors local decisions over joint decisions that require communication.Comment: In Proceedings INFINITY 2011, arXiv:1111.267
    • …
    corecore