16,709 research outputs found

    Game Refinement Relations and Metrics

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    We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose probability distributions over moves, rather than single moves. Given a goal, for example, reach a target state, the question of winning is thus a probabilistic one: what is the maximal probability of winning from a given state? On these game structures, two fundamental notions are those of equivalences and metrics. Given a set of winning conditions, two states are equivalent if the players can win the same games with the same probability from both states. Metrics provide a bound on the difference in the probabilities of winning across states, capturing a quantitative notion of state similarity. We introduce equivalences and metrics for two-player game structures, and we show that they characterize the difference in probability of winning games whose goals are expressed in the quantitative mu-calculus. The quantitative mu-calculus can express a large set of goals, including reachability, safety, and omega-regular properties. Thus, we claim that our relations and metrics provide the canonical extensions to games, of the classical notion of bisimulation for transition systems. We develop our results both for equivalences and metrics, which generalize bisimulation, and for asymmetrical versions, which generalize simulation

    Algorithms for Game Metrics

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    Simulation and bisimulation metrics for stochastic systems provide a quantitative generalization of the classical simulation and bisimulation relations. These metrics capture the similarity of states with respect to quantitative specifications written in the quantitative {\mu}-calculus and related probabilistic logics. We first show that the metrics provide a bound for the difference in long-run average and discounted average behavior across states, indicating that the metrics can be used both in system verification, and in performance evaluation. For turn-based games and MDPs, we provide a polynomial-time algorithm for the computation of the one-step metric distance between states. The algorithm is based on linear programming; it improves on the previous known exponential-time algorithm based on a reduction to the theory of reals. We then present PSPACE algorithms for both the decision problem and the problem of approximating the metric distance between two states, matching the best known algorithms for Markov chains. For the bisimulation kernel of the metric our algorithm works in time O(n^4) for both turn-based games and MDPs; improving the previously best known O(n^9\cdot log(n)) time algorithm for MDPs. For a concurrent game G, we show that computing the exact distance between states is at least as hard as computing the value of concurrent reachability games and the square-root-sum problem in computational geometry. We show that checking whether the metric distance is bounded by a rational r, can be done via a reduction to the theory of real closed fields, involving a formula with three quantifier alternations, yielding O(|G|^O(|G|^5)) time complexity, improving the previously known reduction, which yielded O(|G|^O(|G|^7)) time complexity. These algorithms can be iterated to approximate the metrics using binary search.Comment: 27 pages. Full version of the paper accepted at FSTTCS 200

    Interface Simulation Distances

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    The classical (boolean) notion of refinement for behavioral interfaces of system components is the alternating refinement preorder. In this paper, we define a distance for interfaces, called interface simulation distance. It makes the alternating refinement preorder quantitative by, intuitively, tolerating errors (while counting them) in the alternating simulation game. We show that the interface simulation distance satisfies the triangle inequality, that the distance between two interfaces does not increase under parallel composition with a third interface, and that the distance between two interfaces can be bounded from above and below by distances between abstractions of the two interfaces. We illustrate the framework, and the properties of the distances under composition of interfaces, with two case studies.Comment: In Proceedings GandALF 2012, arXiv:1210.202

    An Algorithm for Probabilistic Alternating Simulation

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    In probabilistic game structures, probabilistic alternating simulation (PA-simulation) relations preserve formulas defined in probabilistic alternating-time temporal logic with respect to the behaviour of a subset of players. We propose a partition based algorithm for computing the largest PA-simulation, which is to our knowledge the first such algorithm that works in polynomial time, by extending the generalised coarsest partition problem (GCPP) in a game-based setting with mixed strategies. The algorithm has higher complexities than those in the literature for non-probabilistic simulation and probabilistic simulation without mixed actions, but slightly improves the existing result for computing probabilistic simulation with respect to mixed actions.Comment: We've fixed a problem in the SOFSEM'12 conference versio

    Weighted Modal Transition Systems

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    Specification theories as a tool in model-driven development processes of component-based software systems have recently attracted a considerable attention. Current specification theories are however qualitative in nature, and therefore fragile in the sense that the inevitable approximation of systems by models, combined with the fundamental unpredictability of hardware platforms, makes it difficult to transfer conclusions about the behavior, based on models, to the actual system. Hence this approach is arguably unsuited for modern software systems. We propose here the first specification theory which allows to capture quantitative aspects during the refinement and implementation process, thus leveraging the problems of the qualitative setting. Our proposed quantitative specification framework uses weighted modal transition systems as a formal model of specifications. These are labeled transition systems with the additional feature that they can model optional behavior which may or may not be implemented by the system. Satisfaction and refinement is lifted from the well-known qualitative to our quantitative setting, by introducing a notion of distances between weighted modal transition systems. We show that quantitative versions of parallel composition as well as quotient (the dual to parallel composition) inherit the properties from the Boolean setting.Comment: Submitted to Formal Methods in System Desig

    The earlier the better: a theory of timed actor interfaces

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    Programming embedded and cyber-physical systems requires attention not only to functional behavior and correctness, but also to non-functional aspects and specifically timing and performance. A structured, compositional, model-based approach based on stepwise refinement and abstraction techniques can support the development process, increase its quality and reduce development time through automation of synthesis, analysis or verification. Toward this, we introduce a theory of timed actors whose notion of refinement is based on the principle of worst-case design that permeates the world of performance-critical systems. This is in contrast with the classical behavioral and functional refinements based on restricting sets of behaviors. Our refinement allows time-deterministic abstractions to be made of time-non-deterministic systems, improving efficiency and reducing complexity of formal analysis. We show how our theory relates to, and can be used to reconcile existing time and performance models and their established theories
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