254 research outputs found

    Greatest Fixed Points of Probabilistic Min/Max Polynomial Equations, and Reachability for Branching Markov Decision Processes?

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    We give polynomial time algorithms for quantitative (and qualitative) reachability analysis for Branching Markov Decision Processes (BMDPs). Specifically, given a BMDP, and given an initial population, where the objective of the controller is to maximize (or minimize) the probability of eventually reaching a population that contains an object of a desired (or undesired) type, we give algorithms for approximating the supremum (infimum) reachability probability, within desired precision epsilon > 0, in time polynomial in the encoding size of the BMDP and in log(1/epsilon). We furthermore give P-time algorithms for computing epsilon-optimal strategies for both maximization and minimization of reachability probabilities. We also give P-time algorithms for all associated qualitative analysis problems, namely: deciding whether the optimal (supremum or infimum) reachability probabilities are 0 or 1. Prior to this paper, approximation of optimal reachability probabilities for BMDPs was not even known to be decidable. Our algorithms exploit the following basic fact: we show that for any BMDP, its maximum (minimum) non-reachability probabilities are given by the greatest fixed point (GFP) solution g* in [0,1]^n of a corresponding monotone max (min) Probabilistic Polynomial System of equations (max/min-PPS), x=P(x), which are the Bellman optimality equations for a BMDP with non-reachability objectives. We show how to compute the GFP of max/min PPSs to desired precision in P-time. We also study more general Branching Simple Stochastic Games (BSSGs) with (non-)reachability objectives. We show that: (1) the value of these games is captured by the GFP of a corresponding max-minPPS; (2) the quantitative problem of approximating the value is in TFNP; and (3) the qualitative problems associated with the value are all solvable in P-time

    Reachability for Branching Concurrent Stochastic Games

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    We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both finite-state concurrent stochastic reachability games ([L. de Alfaro et al., 2007]) and branching simple stochastic reachability games ([K. Etessami et al., 2018])

    Separable GPL: Decidable Model Checking with More Non-Determinism

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    Generalized Probabilistic Logic (GPL) is a temporal logic, based on the modal mu-calculus, for specifying properties of branching probabilistic systems. We consider GPL over branching systems that also exhibit internal non-determinism under linear-time semantics (which is resolved by schedulers), and focus on the problem of finding the capacity (supremum probability over all schedulers) of a fuzzy formula. Model checking GPL is undecidable, in general, over such systems, and existing GPL model checking algorithms are limited to systems without internal non-determinism, or to checking non-recursive formulae. We define a subclass, called separable GPL, which includes recursive formulae and for which model checking is decidable. A large class of interesting and decidable problems, such as termination of 1-exit Recursive MDPs, reachability of Branching MDPs, and LTL model checking of MDPs, whose decidability has been studied independently, can be reduced to model checking separable GPL. Thus, GPL is widely applicable and, with a suitable extension of its semantics, yields a uniform framework for studying problems involving systems with non-deterministic and probabilistic behaviors

    Reachability analysis of branching probabilistic processes

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    We study a fundamental class of infinite-state stochastic processes and stochastic games, namely Branching Processes, under the properties of (single-target) reachability and multi-objective reachability. In particular, we study Branching Concurrent Stochastic Games (BCSGs), which are an imperfect-information game extension to the classical Branching Processes, and show that these games are determined, i.e., have a value, under the fundamental objective of reachability, building on and generalizing prior work on Branching Simple Stochastic Games and finite-state Concurrent Stochastic Games. We show that, unlike in the turn-based branching games, in the concurrent setting the almost-sure and limitsure reachability problems do not coincide and we give polynomial time algorithms for deciding both almost-sure and limit-sure reachability. We also provide a discussion on the complexity of quantitative reachability questions for BCSGs. Furthermore, we introduce a new model, namely Ordered Branching Processes (OBPs), which is a hybrid model between classical Branching Processes and Stochastic Context-Free Grammars. Under the reachability objective, this model is equivalent to the classical Branching Processes. We study qualitative multi-objective reachability questions for Ordered Branching Markov Decision Processes (OBMDPs), or equivalently context-free MDPs with simultaneous derivation. We provide algorithmic results for efficiently checking certain Boolean combinations of qualitative reachability and non-reachability queries with respect to different given target non-terminals. Among the more interesting multi-objective reachability results, we provide two separate algorithms for almost-sure and limit-sure multi-target reachability for OBMDPs. Specifically, given an OBMDP, given a starting non-terminal, and given a set of target non-terminals, our first algorithm decides whether the supremum probability, of generating a tree that contains every target non-terminal in the set, is 1. Our second algorithm decides whether there is a strategy for the player to almost-surely (with probability 1) generate a tree that contains every target non-terminal in the set. The two separate algorithms are needed: we show that indeed, in this context, almost-sure and limit-sure multi-target reachability do not coincide. Both algorithms run in time polynomial in the size of the OBMDP and exponential in the number of targets. Hence, they run in polynomial time when the number of targets is fixed. The algorithms are fixed-parameter tractable with respect to this number. Moreover, we show that the qualitative almost-sure (and limit-sure) multi-target reachability decision problem is in general NP-hard, when the size of the set of target non-terminals is not fixed

    Qualitative Multi-Objective Reachability for Ordered Branching MDPs

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    We study qualitative multi-objective reachability problems for Ordered Branching Markov Decision Processes (OBMDPs), or equivalently context-free MDPs, building on prior results for single-target reachability on Branching Markov Decision Processes (BMDPs). We provide two separate algorithms for "almost-sure" and "limit-sure" multi-target reachability for OBMDPs. Specifically, given an OBMDP, A\mathcal{A}, given a starting non-terminal, and given a set of target non-terminals KK of size k=∣K∣k = |K|, our first algorithm decides whether the supremum probability, of generating a tree that contains every target non-terminal in set KK, is 11. Our second algorithm decides whether there is a strategy for the player to almost-surely (with probability 11) generate a tree that contains every target non-terminal in set KK. The two separate algorithms are needed: we show that indeed, in this context, "almost-sure" ≠\not= "limit-sure" for multi-target reachability, meaning that there are OBMDPs for which the player may not have any strategy to achieve probability exactly 11 of reaching all targets in set KK in the same generated tree, but may have a sequence of strategies that achieve probability arbitrarily close to 11. Both algorithms run in time 2O(k)⋅∣A∣O(1)2^{O(k)} \cdot |\mathcal{A}|^{O(1)}, where ∣A∣|\mathcal{A}| is the total bit encoding length of the given OBMDP, A\mathcal{A}. Hence they run in polynomial time when kk is fixed, and are fixed-parameter tractable with respect to kk. Moreover, we show that even the qualitative almost-sure (and limit-sure) multi-target reachability decision problem is in general NP-hard, when the size kk of the set KK of target non-terminals is not fixed.Comment: 47 page

    Polynomial Time Algorithms for Branching Markov Decision Processes and Probabilistic Min(Max) Polynomial Bellman Equations

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    We show that one can approximate the least fixed point solution for a multivariate system of monotone probabilistic max(min) polynomial equations, referred to as maxPPSs (and minPPSs, respectively), in time polynomial in both the encoding size of the system of equations and in log(1/epsilon), where epsilon > 0 is the desired additive error bound of the solution. (The model of computation is the standard Turing machine model.) We establish this result using a generalization of Newton's method which applies to maxPPSs and minPPSs, even though the underlying functions are only piecewise-differentiable. This generalizes our recent work which provided a P-time algorithm for purely probabilistic PPSs. These equations form the Bellman optimality equations for several important classes of infinite-state Markov Decision Processes (MDPs). Thus, as a corollary, we obtain the first polynomial time algorithms for computing to within arbitrary desired precision the optimal value vector for several classes of infinite-state MDPs which arise as extensions of classic, and heavily studied, purely stochastic processes. These include both the problem of maximizing and mininizing the termination (extinction) probability of multi-type branching MDPs, stochastic context-free MDPs, and 1-exit Recursive MDPs. Furthermore, we also show that we can compute in P-time an epsilon-optimal policy for both maximizing and minimizing branching, context-free, and 1-exit-Recursive MDPs, for any given desired epsilon > 0. This is despite the fact that actually computing optimal strategies is Sqrt-Sum-hard and PosSLP-hard in this setting. We also derive, as an easy consequence of these results, an FNP upper bound on the complexity of computing the value (within arbitrary desired precision) of branching simple stochastic games (BSSGs)
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