119 research outputs found
Improved Algorithms for Parity and Streett objectives
The computation of the winning set for parity objectives and for Streett
objectives in graphs as well as in game graphs are central problems in
computer-aided verification, with application to the verification of closed
systems with strong fairness conditions, the verification of open systems,
checking interface compatibility, well-formedness of specifications, and the
synthesis of reactive systems. We show how to compute the winning set on
vertices for (1) parity-3 (aka one-pair Streett) objectives in game graphs in
time and for (2) k-pair Streett objectives in graphs in time
. For both problems this gives faster algorithms for dense
graphs and represents the first improvement in asymptotic running time in 15
years
Mixing Probabilistic and non-Probabilistic Objectives in Markov Decision Processes
In this paper, we consider algorithms to decide the existence of strategies
in MDPs for Boolean combinations of objectives. These objectives are
omega-regular properties that need to be enforced either surely, almost surely,
existentially, or with non-zero probability. In this setting, relevant
strategies are randomized infinite memory strategies: both infinite memory and
randomization may be needed to play optimally. We provide algorithms to solve
the general case of Boolean combinations and we also investigate relevant
subcases. We further report on complexity bounds for these problems.Comment: Paper accepted to LICS 2020 - Full versio
Parity and Streett Games with Costs
We consider two-player games played on finite graphs equipped with costs on
edges and introduce two winning conditions, cost-parity and cost-Streett, which
require bounds on the cost between requests and their responses. Both
conditions generalize the corresponding classical omega-regular conditions and
the corresponding finitary conditions. For parity games with costs we show that
the first player has positional winning strategies and that determining the
winner lies in NP and coNP. For Streett games with costs we show that the first
player has finite-state winning strategies and that determining the winner is
EXPTIME-complete. The second player might need infinite memory in both games.
Both types of games with costs can be solved by solving linearly many instances
of their classical variants.Comment: A preliminary version of this work appeared in FSTTCS 2012 under the
name "Cost-parity and Cost-Streett Games". The research leading to these
results has received funding from the European Union's Seventh Framework
Programme (FP7/2007-2013) under grant agreements 259454 (GALE) and 239850
(SOSNA
Computer aided synthesis: a game theoretic approach
In this invited contribution, we propose a comprehensive introduction to game
theory applied in computer aided synthesis. In this context, we give some
classical results on two-player zero-sum games and then on multi-player non
zero-sum games. The simple case of one-player games is strongly related to
automata theory on infinite words. All along the article, we focus on general
approaches to solve the studied problems, and we provide several illustrative
examples as well as intuitions on the proofs.Comment: Invitation contribution for conference "Developments in Language
Theory" (DLT 2017
Symbolic Algorithms for Graphs and Markov Decision Processes with Fairness Objectives
Given a model and a specification, the fundamental model-checking problem
asks for algorithmic verification of whether the model satisfies the
specification. We consider graphs and Markov decision processes (MDPs), which
are fundamental models for reactive systems. One of the very basic
specifications that arise in verification of reactive systems is the strong
fairness (aka Streett) objective. Given different types of requests and
corresponding grants, the objective requires that for each type, if the request
event happens infinitely often, then the corresponding grant event must also
happen infinitely often. All -regular objectives can be expressed as
Streett objectives and hence they are canonical in verification. To handle the
state-space explosion, symbolic algorithms are required that operate on a
succinct implicit representation of the system rather than explicitly accessing
the system. While explicit algorithms for graphs and MDPs with Streett
objectives have been widely studied, there has been no improvement of the basic
symbolic algorithms. The worst-case numbers of symbolic steps required for the
basic symbolic algorithms are as follows: quadratic for graphs and cubic for
MDPs. In this work we present the first sub-quadratic symbolic algorithm for
graphs with Streett objectives, and our algorithm is sub-quadratic even for
MDPs. Based on our algorithmic insights we present an implementation of the new
symbolic approach and show that it improves the existing approach on several
academic benchmark examples.Comment: Full version of the paper. To appear in CAV 201
A survey of stochastic ω regular games
We summarize classical and recent results about two-player games played on graphs with ω-regular objectives. These games have applications in the verification and synthesis of reactive systems. Important distinctions are whether a graph game is turn-based or concurrent; deterministic or stochastic; zero-sum or not. We cluster known results and open problems according to these classifications
Pure Nash Equilibria in Concurrent Deterministic Games
We study pure-strategy Nash equilibria in multi-player concurrent
deterministic games, for a variety of preference relations. We provide a novel
construction, called the suspect game, which transforms a multi-player
concurrent game into a two-player turn-based game which turns Nash equilibria
into winning strategies (for some objective that depends on the preference
relations of the players in the original game). We use that transformation to
design algorithms for computing Nash equilibria in finite games, which in most
cases have optimal worst-case complexity, for large classes of preference
relations. This includes the purely qualitative framework, where each player
has a single omega-regular objective that she wants to satisfy, but also the
larger class of semi-quantitative objectives, where each player has several
omega-regular objectives equipped with a preorder (for instance, a player may
want to satisfy all her objectives, or to maximise the number of objectives
that she achieves.)Comment: 72 page
Succinct progress measures for solving parity games
The recent breakthrough paper by Calude et al. has given the first algorithm
for solving parity games in quasi-polynomial time, where previously the best
algorithms were mildly subexponential. We devise an alternative
quasi-polynomial time algorithm based on progress measures, which allows us to
reduce the space required from quasi-polynomial to nearly linear. Our key
technical tools are a novel concept of ordered tree coding, and a succinct tree
coding result that we prove using bounded adaptive multi-counters, both of
which are interesting in their own right
Parameterized Linear Temporal Logics Meet Costs: Still not Costlier than LTL
We continue the investigation of parameterized extensions of Linear Temporal
Logic (LTL) that retain the attractive algorithmic properties of LTL: a
polynomial space model checking algorithm and a doubly-exponential time
algorithm for solving games. Alur et al. and Kupferman et al. showed that this
is the case for Parametric LTL (PLTL) and PROMPT-LTL respectively, which have
temporal operators equipped with variables that bound their scope in time.
Later, this was also shown to be true for Parametric LDL (PLDL), which extends
PLTL to be able to express all omega-regular properties.
Here, we generalize PLTL to systems with costs, i.e., we do not bound the
scope of operators in time, but bound the scope in terms of the cost
accumulated during time. Again, we show that model checking and solving games
for specifications in PLTL with costs is not harder than the corresponding
problems for LTL. Finally, we discuss PLDL with costs and extensions to
multiple cost functions.Comment: In Proceedings GandALF 2015, arXiv:1509.0685
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