2,263 research outputs found
Model-checking Quantitative Alternating-time Temporal Logic on One-counter Game Models
We consider quantitative extensions of the alternating-time temporal logics
ATL/ATLs called quantitative alternating-time temporal logics (QATL/QATLs) in
which the value of a counter can be compared to constants using equality,
inequality and modulo constraints. We interpret these logics in one-counter
game models which are infinite duration games played on finite control graphs
where each transition can increase or decrease the value of an unbounded
counter. That is, the state-space of these games are, generally, infinite. We
consider the model-checking problem of the logics QATL and QATLs on one-counter
game models with VASS semantics for which we develop algorithms and provide
matching lower bounds. Our algorithms are based on reductions of the
model-checking problems to model-checking games. This approach makes it quite
simple for us to deal with extensions of the logical languages as well as the
infinite state spaces. The framework generalizes on one hand qualitative
problems such as ATL/ATLs model-checking of finite-state systems,
model-checking of the branching-time temporal logics CTL and CTLs on
one-counter processes and the realizability problem of LTL specifications. On
the other hand the model-checking problem for QATL/QATLs generalizes
quantitative problems such as the fixed-initial credit problem for energy games
(in the case of QATL) and energy parity games (in the case of QATLs). Our
results are positive as we show that the generalizations are not too costly
with respect to complexity. As a byproduct we obtain new results on the
complexity of model-checking CTLs in one-counter processes and show that
deciding the winner in one-counter games with LTL objectives is
2ExpSpace-complete.Comment: 22 pages, 12 figure
Negotiation Games
Negotiations, a model of concurrency with multi party negotiation as
primitive, have been recently introduced by J. Desel and J. Esparza. We
initiate the study of games for this model. We study coalition problems: can a
given coalition of agents force that a negotiation terminates (resp. block the
negotiation so that it goes on forever)?; can the coalition force a given
outcome of the negotiation? We show that for arbitrary negotiations the
problems are EXPTIME-complete. Then we show that for sound and deterministic or
even weakly deterministic negotiations the problems can be solved in PTIME.
Notice that the input of the problems is a negotiation, which can be
exponentially more compact than its state space.Comment: In Proceedings GandALF 2015, arXiv:1509.06858. arXiv admin note:
substantial text overlap with arXiv:1405.682
Visibly Linear Dynamic Logic
We introduce Visibly Linear Dynamic Logic (VLDL), which extends Linear
Temporal Logic (LTL) by temporal operators that are guarded by visibly pushdown
languages over finite words. In VLDL one can, e.g., express that a function
resets a variable to its original value after its execution, even in the
presence of an unbounded number of intermediate recursive calls. We prove that
VLDL describes exactly the -visibly pushdown languages. Thus it is
strictly more expressive than LTL and able to express recursive properties of
programs with unbounded call stacks.
The main technical contribution of this work is a translation of VLDL into
-visibly pushdown automata of exponential size via one-way alternating
jumping automata. This translation yields exponential-time algorithms for
satisfiability, validity, and model checking. We also show that visibly
pushdown games with VLDL winning conditions are solvable in triply-exponential
time. We prove all these problems to be complete for their respective
complexity classes.Comment: 25 Page
On the Complexity of ATL and ATL* Module Checking
Module checking has been introduced in late 1990s to verify open systems,
i.e., systems whose behavior depends on the continuous interaction with the
environment. Classically, module checking has been investigated with respect to
specifications given as CTL and CTL* formulas. Recently, it has been shown that
CTL (resp., CTL*) module checking offers a distinctly different perspective
from the better-known problem of ATL (resp., ATL*) model checking. In
particular, ATL (resp., ATL*) module checking strictly enhances the
expressiveness of both CTL (resp., CTL*) module checking and ATL (resp. ATL*)
model checking. In this paper, we provide asymptotically optimal bounds on the
computational cost of module checking against ATL and ATL*, whose upper bounds
are based on an automata-theoretic approach. We show that module-checking for
ATL is EXPTIME-complete, which is the same complexity of module checking
against CTL. On the other hand, ATL* module checking turns out to be
3EXPTIME-complete, hence exponentially harder than CTL* module checking.Comment: In Proceedings GandALF 2017, arXiv:1709.0176
Polishness of some topologies related to word or tree automata
We prove that the B\"uchi topology and the automatic topology are Polish. We
also show that this cannot be fully extended to the case of a space of infinite
labelled binary trees; in particular the B\"uchi and the Muller topologies are
not Polish in this case.Comment: This paper is an extended version of a paper which appeared in the
proceedings of the 26th EACSL Annual Conference on Computer Science and
Logic, CSL 2017. The main addition with regard to the conference paper
consists in the study of the B\"uchi topology and of the Muller topology in
the case of a space of trees, which now forms Section
Distributed Synthesis in Continuous Time
We introduce a formalism modelling communication of distributed agents
strictly in continuous-time. Within this framework, we study the problem of
synthesising local strategies for individual agents such that a specified set
of goal states is reached, or reached with at least a given probability. The
flow of time is modelled explicitly based on continuous-time randomness, with
two natural implications: First, the non-determinism stemming from interleaving
disappears. Second, when we restrict to a subclass of non-urgent models, the
quantitative value problem for two players can be solved in EXPTIME. Indeed,
the explicit continuous time enables players to communicate their states by
delaying synchronisation (which is unrestricted for non-urgent models). In
general, the problems are undecidable already for two players in the
quantitative case and three players in the qualitative case. The qualitative
undecidability is shown by a reduction to decentralized POMDPs for which we
provide the strongest (and rather surprising) undecidability result so far
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