44 research outputs found

    Базовый алгоритм действия системы поддержки принятия решений

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    We consider two-player parity games played on transition graphs of higher order pushdown automata. They are ``game-equivalent'' to a kind of model-checking game played on graphs of the infinite hierarchy introduced recently by Caucal. Then in this hierarchy we show how to reduce a game to a graph of lower level. This leads to an effective solution and a construction of the winning strategies

    The Caucal hierarchy of infinite graphs in terms of logic and higher-order pushdown automata

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    In this paper we give two equivalent characterizations of the Caucal hierarchy, a hierarchy of infinite graphs with a decidable monadic second-order (MSO) theory. It is obtained by iterating the graph transformations of unfolding and inverse rational mapping. The first characterization sticks to this hierarchical approach, replacing the language-theoretic operation of a rational mapping by an MSO-transduction and the unfolding by the treegraph operation. The second characterization is non-iterative. We show that the family of graphs of the Caucal hierarchy coincides with the family of graphs obtained as the ε-closure of configuration graphs of higher-order pushdown automata. While the different characterizations of the graph family show their robustness and thus also their importance, the characterization in terms of higher-order pushdown automata additionally yields that the graph hierarchy is indeed strict

    07441 Abstracts Collection -- Algorithmic-Logical Theory of Infinite Structures

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    From 28.10. to 02.11.2007, the Dagstuhl Seminar 07441 ``Algorithmic-Logical Theory of Infinite Structures\u27\u27 was held in the International Conference and Research Center (IBFI), Schloss Dagstuhl. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Model checking Branching-Time Properties of Multi-Pushdown Systems is Hard

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    We address the model checking problem for shared memory concurrent programs modeled as multi-pushdown systems. We consider here boolean programs with a finite number of threads and recursive procedures. It is well-known that the model checking problem is undecidable for this class of programs. In this paper, we investigate the decidability and the complexity of this problem under the assumption of bounded context-switching defined by Qadeer and Rehof, and of phase-boundedness proposed by La Torre et al. On the model checking of such systems against temporal logics and in particular branching time logics such as the modal μ\mu-calculus or CTL has received little attention. It is known that parity games, which are closely related to the modal μ\mu-calculus, are decidable for the class of bounded-phase systems (and hence for bounded-context switching as well), but with non-elementary complexity (Seth). A natural question is whether this high complexity is inevitable and what are the ways to get around it. This paper addresses these questions and unfortunately, and somewhat surprisingly, it shows that branching model checking for MPDSs is inherently an hard problem with no easy solution. We show that parity games on MPDS under phase-bounding restriction is non-elementary. Our main result shows that model checking a kk context bounded MPDS against a simple fragment of CTL, consisting of formulas that whose temporal operators come from the set {\EF, \EX}, has a non-elementary lower bound

    The Complexity of Model Checking (Collapsible) Higher-Order Pushdown Systems

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    We study (collapsible) higher-order pushdown systems --- theoretically robust and well-studied models of higher-order programs --- along with their natural subclass called (collapsible) higher-order basic process algebras. We provide a comprehensive analysis of the model checking complexity of a range of both branching-time and linear-time temporal logics. We obtain tight bounds on data, expression, and combined-complexity for both (collapsible) higher-order pushdown systems and (collapsible) higher-order basic process algebra. At order-kk, results range from polynomial to (k+1)(k+1)-exponential time. Finally, we study (collapsible) higher-order basic process algebras as graph generators and show that they are almost as powerful as (collapsible) higher-order pushdown systems up to MSO interpretations

    Collapsible Pushdown Automata and Recursion Schemes

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    International audienceWe consider recursion schemes (not assumed to be homogeneously typed, and hence not necessarily safe) and use them as generators of (possibly infinite) ranked trees. A recursion scheme is essentially a finite typed {deterministic term} rewriting system that generates, when one applies the rewriting rules ad infinitum, an infinite tree, called its value tree. A fundamental question is to provide an equivalent description of the trees generated by recursion schemes by a class of machines. In this paper we answer this open question by introducing collapsible pushdown automata (CPDA), which are an extension of deterministic (higher-order) pushdown automata. A CPDA generates a tree as follows. One considers its transition graph, unfolds it and contracts its silent transitions, which leads to an infinite tree which is finally node labelled thanks to a map from the set of control states of the CPDA to a ranked alphabet. Our contribution is to prove that these two models, higher-order recursion schemes and collapsible pushdown automata, are equi-expressive for generating infinite ranked trees. This is achieved by giving an effective transformations in both directions

    A landscape with games in the background

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    Playing with Trees and Logic

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    This document proposes an overview of my research sinc

    Beyond Language Equivalence on Visibly Pushdown Automata

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    We study (bi)simulation-like preorder/equivalence checking on the class of visibly pushdown automata and its natural subclasses visibly BPA (Basic Process Algebra) and visibly one-counter automata. We describe generic methods for proving complexity upper and lower bounds for a number of studied preorders and equivalences like simulation, completed simulation, ready simulation, 2-nested simulation preorders/equivalences and bisimulation equivalence. Our main results are that all the mentioned equivalences and preorders are EXPTIME-complete on visibly pushdown automata, PSPACE-complete on visibly one-counter automata and P-complete on visibly BPA. Our PSPACE lower bound for visibly one-counter automata improves also the previously known DP-hardness results for ordinary one-counter automata and one-counter nets. Finally, we study regularity checking problems for visibly pushdown automata and show that they can be decided in polynomial time.Comment: Final version of paper, accepted by LMC

    Variants of Collapsible Pushdown Systems

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    We analyze the relationship between three ways of generating trees using collapsible pushdown systems (CPS\u27s): using deterministic CPS\u27s, nondeterministic CPS\u27s, and deterministic word-accepting CPS\u27s. We prove that (for each level of the CPS and each input alphabet) the three classes of trees are equal. The nontrivial translations increase n-1 times exponentially the size of the level-n CPS. The same results stay true if we restrict ourselves to higher-order pushdown systems without collapse. As a second contribution we prove that the hierarchy of word languages recognized by nondeterministic CPS\u27s is infinite. This is a consequence of a lemma which bounds the length of the shortest accepting run. It also implies that the hierarchy of epsilon-closures of configuration graphs is infinite (which was already known). As a side effect we obtain a new algorithm for the reachability problem for CPS\u27s; it has the same complexity as previously known algorithms
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