1,443 research outputs found

    On Modal {\mu}-Calculus over Finite Graphs with Bounded Strongly Connected Components

    Full text link
    For every positive integer k we consider the class SCCk of all finite graphs whose strongly connected components have size at most k. We show that for every k, the Modal mu-Calculus fixpoint hierarchy on SCCk collapses to the level Delta2, but not to Comp(Sigma1,Pi1) (compositions of formulas of level Sigma1 and Pi1). This contrasts with the class of all graphs, where Delta2=Comp(Sigma1,Pi1)

    Modal mu-calculi

    Get PDF

    Satisfiability Games for Branching-Time Logics

    Full text link
    The satisfiability problem for branching-time temporal logics like CTL*, CTL and CTL+ has important applications in program specification and verification. Their computational complexities are known: CTL* and CTL+ are complete for doubly exponential time, CTL is complete for single exponential time. Some decision procedures for these logics are known; they use tree automata, tableaux or axiom systems. In this paper we present a uniform game-theoretic framework for the satisfiability problem of these branching-time temporal logics. We define satisfiability games for the full branching-time temporal logic CTL* using a high-level definition of winning condition that captures the essence of well-foundedness of least fixpoint unfoldings. These winning conditions form formal languages of \omega-words. We analyse which kinds of deterministic {\omega}-automata are needed in which case in order to recognise these languages. We then obtain a reduction to the problem of solving parity or B\"uchi games. The worst-case complexity of the obtained algorithms matches the known lower bounds for these logics. This approach provides a uniform, yet complexity-theoretically optimal treatment of satisfiability for branching-time temporal logics. It separates the use of temporal logic machinery from the use of automata thus preserving a syntactical relationship between the input formula and the object that represents satisfiability, i.e. a winning strategy in a parity or B\"uchi game. The games presented here work on a Fischer-Ladner closure of the input formula only. Last but not least, the games presented here come with an attempt at providing tool support for the satisfiability problem of complex branching-time logics like CTL* and CTL+

    The \mu-Calculus Alternation Hierarchy Collapses over Structures with Restricted Connectivity

    Full text link
    It is known that the alternation hierarchy of least and greatest fixpoint operators in the mu-calculus is strict. However, the strictness of the alternation hierarchy does not necessarily carry over when considering restricted classes of structures. A prominent instance is the class of infinite words over which the alternation-free fragment is already as expressive as the full mu-calculus. Our current understanding of when and why the mu-calculus alternation hierarchy is not strict is limited. This paper makes progress in answering these questions by showing that the alternation hierarchy of the mu-calculus collapses to the alternation-free fragment over some classes of structures, including infinite nested words and finite graphs with feedback vertex sets of a bounded size. Common to these classes is that the connectivity between the components in a structure from such a class is restricted in the sense that the removal of certain vertices from the structure's graph decomposes it into graphs in which all paths are of finite length. Our collapse results are obtained in an automata-theoretic setting. They subsume, generalize, and strengthen several prior results on the expressivity of the mu-calculus over restricted classes of structures.Comment: In Proceedings GandALF 2012, arXiv:1210.202

    On the Complexity of Nash Equilibria of Action-Graph Games

    Full text link
    We consider the problem of computing Nash Equilibria of action-graph games (AGGs). AGGs, introduced by Bhat and Leyton-Brown, is a succinct representation of games that encapsulates both "local" dependencies as in graphical games, and partial indifference to other agents' identities as in anonymous games, which occur in many natural settings. This is achieved by specifying a graph on the set of actions, so that the payoff of an agent for selecting a strategy depends only on the number of agents playing each of the neighboring strategies in the action graph. We present a Polynomial Time Approximation Scheme for computing mixed Nash equilibria of AGGs with constant treewidth and a constant number of agent types (and an arbitrary number of strategies), together with hardness results for the cases when either the treewidth or the number of agent types is unconstrained. In particular, we show that even if the action graph is a tree, but the number of agent-types is unconstrained, it is NP-complete to decide the existence of a pure-strategy Nash equilibrium and PPAD-complete to compute a mixed Nash equilibrium (even an approximate one); similarly for symmetric AGGs (all agents belong to a single type), if we allow arbitrary treewidth. These hardness results suggest that, in some sense, our PTAS is as strong of a positive result as one can expect
    corecore