20,034 research outputs found
The Complexity of Local Proof Search in Linear Logic (Extended Abstract)
AbstractProof search in linear logic is known to be difficult: the provability of propositional linear logic formulas is undecidable. Even without the modalities, multiplicative-additive fragment of propositional linear logic, mall, is known to be PSPACE-complete, and the pure multiplicative fragment, mll, is known to be np-complete. However, this still leaves open the possibility that there might be proof search heuristics (perhaps involving randomization) that often lead to a proof if there is one, or always lead to something close to a proof. One approach to these problems is to study strategies for proof games. A class of linear logic proof games is developed, each with a numeric score that depends on the number of certain preferred axioms used in a complete or partial proof tree. Using recent techniques for proving lower bounds on optimization problems, the complexity of these games is analyzed for the fragment mll extended with additive constants and for the fragment MALL. It is shown that no efficient heuristics exist unless there is an unexpected collapse in the complexity hierarchy
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
Approximating Optimal Bounds in Prompt-LTL Realizability in Doubly-exponential Time
We consider the optimization variant of the realizability problem for Prompt
Linear Temporal Logic, an extension of Linear Temporal Logic (LTL) by the
prompt eventually operator whose scope is bounded by some parameter. In the
realizability optimization problem, one is interested in computing the minimal
such bound that allows to realize a given specification. It is known that this
problem is solvable in triply-exponential time, but not whether it can be done
in doubly-exponential time, i.e., whether it is just as hard as solving LTL
realizability.
We take a step towards resolving this problem by showing that the optimum can
be approximated within a factor of two in doubly-exponential time. Also, we
report on a proof-of-concept implementation of the algorithm based on bounded
LTL synthesis, which computes the smallest implementation of a given
specification. In our experiments, we observe a tradeoff between the size of
the implementation and the bound it realizes. We investigate this tradeoff in
the general case and prove upper bounds, which reduce the search space for the
algorithm, and matching lower bounds.Comment: In Proceedings GandALF 2016, arXiv:1609.0364
Coverage and Vacuity in Network Formation Games
The frameworks of coverage and vacuity in formal verification analyze the effect of mutations applied to systems or their specifications. We adopt these notions to network formation games, analyzing the effect of a change in the cost of a resource. We consider two measures to be affected: the cost of the Social Optimum and extremums of costs of Nash Equilibria. Our results offer a formal framework to the effect of mutations in network formation games and include a complexity analysis of related decision problems. They also tighten the relation between algorithmic game theory and formal verification, suggesting refined definitions of coverage and vacuity for the latter
Courcelle's Theorem - A Game-Theoretic Approach
Courcelle's Theorem states that every problem definable in Monadic
Second-Order logic can be solved in linear time on structures of bounded
treewidth, for example, by constructing a tree automaton that recognizes or
rejects a tree decomposition of the structure. Existing, optimized software
like the MONA tool can be used to build the corresponding tree automata, which
for bounded treewidth are of constant size. Unfortunately, the constants
involved can become extremely large - every quantifier alternation requires a
power set construction for the automaton. Here, the required space can become a
problem in practical applications.
In this paper, we present a novel, direct approach based on model checking
games, which avoids the expensive power set construction. Experiments with an
implementation are promising, and we can solve problems on graphs where the
automata-theoretic approach fails in practice.Comment: submitte
Equilibrium Computation and Robust Optimization in Zero Sum Games with Submodular Structure
We define a class of zero-sum games with combinatorial structure, where the
best response problem of one player is to maximize a submodular function. For
example, this class includes security games played on networks, as well as the
problem of robustly optimizing a submodular function over the worst case from a
set of scenarios. The challenge in computing equilibria is that both players'
strategy spaces can be exponentially large. Accordingly, previous algorithms
have worst-case exponential runtime and indeed fail to scale up on practical
instances. We provide a pseudopolynomial-time algorithm which obtains a
guaranteed -approximate mixed strategy for the maximizing player.
Our algorithm only requires access to a weakened version of a best response
oracle for the minimizing player which runs in polynomial time. Experimental
results for network security games and a robust budget allocation problem
confirm that our algorithm delivers near-optimal solutions and scales to much
larger instances than was previously possible.Comment: 20 pages, 8 figures. A shorter version of this paper appears at AAAI
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