1,616 research outputs found
Algorithmic Verification of Continuous and Hybrid Systems
We provide a tutorial introduction to reachability computation, a class of
computational techniques that exports verification technology toward continuous
and hybrid systems. For open under-determined systems, this technique can
sometimes replace an infinite number of simulations.Comment: In Proceedings INFINITY 2013, arXiv:1402.661
Explicit Model Checking of Very Large MDP using Partitioning and Secondary Storage
The applicability of model checking is hindered by the state space explosion
problem in combination with limited amounts of main memory. To extend its
reach, the large available capacities of secondary storage such as hard disks
can be exploited. Due to the specific performance characteristics of secondary
storage technologies, specialised algorithms are required. In this paper, we
present a technique to use secondary storage for probabilistic model checking
of Markov decision processes. It combines state space exploration based on
partitioning with a block-iterative variant of value iteration over the same
partitions for the analysis of probabilistic reachability and expected-reward
properties. A sparse matrix-like representation is used to store partitions on
secondary storage in a compact format. All file accesses are sequential, and
compression can be used without affecting runtime. The technique has been
implemented within the Modest Toolset. We evaluate its performance on several
benchmark models of up to 3.5 billion states. In the analysis of time-bounded
properties on real-time models, our method neutralises the state space
explosion induced by the time bound in its entirety.Comment: The final publication is available at Springer via
http://dx.doi.org/10.1007/978-3-319-24953-7_1
Reachability analysis of linear hybrid systems via block decomposition
Reachability analysis aims at identifying states reachable by a system within
a given time horizon. This task is known to be computationally expensive for
linear hybrid systems. Reachability analysis works by iteratively applying
continuous and discrete post operators to compute states reachable according to
continuous and discrete dynamics, respectively. In this paper, we enhance both
of these operators and make sure that most of the involved computations are
performed in low-dimensional state space. In particular, we improve the
continuous-post operator by performing computations in high-dimensional state
space only for time intervals relevant for the subsequent application of the
discrete-post operator. Furthermore, the new discrete-post operator performs
low-dimensional computations by leveraging the structure of the guard and
assignment of a considered transition. We illustrate the potential of our
approach on a number of challenging benchmarks.Comment: Accepted at EMSOFT 202
Qualitative Analysis of Partially-observable Markov Decision Processes
We study observation-based strategies for partially-observable Markov
decision processes (POMDPs) with omega-regular objectives. An observation-based
strategy relies on partial information about the history of a play, namely, on
the past sequence of observations. We consider the qualitative analysis
problem: given a POMDP with an omega-regular objective, whether there is an
observation-based strategy to achieve the objective with probability~1
(almost-sure winning), or with positive probability (positive winning). Our
main results are twofold. First, we present a complete picture of the
computational complexity of the qualitative analysis of POMDP s with parity
objectives (a canonical form to express omega-regular objectives) and its
subclasses. Our contribution consists in establishing several upper and lower
bounds that were not known in literature. Second, we present optimal bounds
(matching upper and lower bounds) on the memory required by pure and randomized
observation-based strategies for the qualitative analysis of POMDP s with
parity objectives and its subclasses
Optimal Reachability in Divergent Weighted Timed Games
Weighted timed games are played by two players on a timed automaton equipped
with weights: one player wants to minimise the accumulated weight while
reaching a target, while the other has an opposite objective. Used in a
reactive synthesis perspective, this quantitative extension of timed games
allows one to measure the quality of controllers. Weighted timed games are
notoriously difficult and quickly undecidable, even when restricted to
non-negative weights. Decidability results exist for subclasses of one-clock
games, and for a subclass with non-negative weights defined by a semantical
restriction on the weights of cycles. In this work, we introduce the class of
divergent weighted timed games as a generalisation of this semantical
restriction to arbitrary weights. We show how to compute their optimal value,
yielding the first decidable class of weighted timed games with negative
weights and an arbitrary number of clocks. In addition, we prove that
divergence can be decided in polynomial space. Last, we prove that for untimed
games, this restriction yields a class of games for which the value can be
computed in polynomial time
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