223 research outputs found
MDPs with Energy-Parity Objectives
Energy-parity objectives combine -regular with quantitative
objectives of reward MDPs. The controller needs to avoid to run out of energy
while satisfying a parity objective.
We refute the common belief that, if an energy-parity objective holds
almost-surely, then this can be realised by some finite memory strategy. We
provide a surprisingly simple counterexample that only uses coB\"uchi
conditions.
We introduce the new class of bounded (energy) storage objectives that, when
combined with parity objectives, preserve the finite memory property. Based on
these, we show that almost-sure and limit-sure energy-parity objectives, as
well as almost-sure and limit-sure storage parity objectives, are in
and can be solved in pseudo-polynomial time for
energy-parity MDPs
IST Austria Technical Report
We consider Markov Decision Processes (MDPs) with mean-payoff parity and energy parity objectives. In system design, the parity objective is used to encode ω-regular specifications, and the mean-payoff and energy objectives can be used to model quantitative resource constraints. The energy condition re- quires that the resource level never drops below 0, and the mean-payoff condi- tion requires that the limit-average value of the resource consumption is within a threshold. While these two (energy and mean-payoff) classical conditions are equivalent for two-player games, we show that they differ for MDPs. We show that the problem of deciding whether a state is almost-sure winning (i.e., winning with probability 1) in energy parity MDPs is in NP ∩ coNP, while for mean- payoff parity MDPs, the problem is solvable in polynomial time, improving a recent PSPACE bound
Expectations or Guarantees? I Want It All! A crossroad between games and MDPs
When reasoning about the strategic capabilities of an agent, it is important
to consider the nature of its adversaries. In the particular context of
controller synthesis for quantitative specifications, the usual problem is to
devise a strategy for a reactive system which yields some desired performance,
taking into account the possible impact of the environment of the system. There
are at least two ways to look at this environment. In the classical analysis of
two-player quantitative games, the environment is purely antagonistic and the
problem is to provide strict performance guarantees. In Markov decision
processes, the environment is seen as purely stochastic: the aim is then to
optimize the expected payoff, with no guarantee on individual outcomes.
In this expository work, we report on recent results introducing the beyond
worst-case synthesis problem, which is to construct strategies that guarantee
some quantitative requirement in the worst-case while providing an higher
expected value against a particular stochastic model of the environment given
as input. This problem is relevant to produce system controllers that provide
nice expected performance in the everyday situation while ensuring a strict
(but relaxed) performance threshold even in the event of very bad (while
unlikely) circumstances. It has been studied for both the mean-payoff and the
shortest path quantitative measures.Comment: In Proceedings SR 2014, arXiv:1404.041
Minimizing Expected Cost Under Hard Boolean Constraints, with Applications to Quantitative Synthesis
In Boolean synthesis, we are given an LTL specification, and the goal is to
construct a transducer that realizes it against an adversarial environment.
Often, a specification contains both Boolean requirements that should be
satisfied against an adversarial environment, and multi-valued components that
refer to the quality of the satisfaction and whose expected cost we would like
to minimize with respect to a probabilistic environment.
In this work we study, for the first time, mean-payoff games in which the
system aims at minimizing the expected cost against a probabilistic
environment, while surely satisfying an -regular condition against an
adversarial environment. We consider the case the -regular condition is
given as a parity objective or by an LTL formula. We show that in general,
optimal strategies need not exist, and moreover, the limit value cannot be
approximated by finite-memory strategies. We thus focus on computing the
limit-value, and give tight complexity bounds for synthesizing
-optimal strategies for both finite-memory and infinite-memory
strategies.
We show that our game naturally arises in various contexts of synthesis with
Boolean and multi-valued objectives. Beyond direct applications, in synthesis
with costs and rewards to certain behaviors, it allows us to compute the
minimal sensing cost of -regular specifications -- a measure of quality
in which we look for a transducer that minimizes the expected number of signals
that are read from the input
LNCS
In this paper we survey results of two-player games on graphs and Markov decision processes with parity, mean-payoff and energy objectives, and the combination of mean-payoff and energy objectives with parity objectives. These problems have applications in verification and synthesis of reactive systems in resource-constrained environments
Simple Stochastic Games with Almost-Sure Energy-Parity Objectives are in NP and coNP
We study stochastic games with energy-parity objectives, which combine
quantitative rewards with a qualitative -regular condition: The
maximizer aims to avoid running out of energy while simultaneously satisfying a
parity condition. We show that the corresponding almost-sure problem, i.e.,
checking whether there exists a maximizer strategy that achieves the
energy-parity objective with probability when starting at a given energy
level , is decidable and in . The same holds for checking if
such a exists and if a given is minimal
On Frequency LTL in Probabilistic Systems
We study frequency linear-time temporal logic (fLTL) which extends the
linear-time temporal logic (LTL) with a path operator expressing that on
a path, certain formula holds with at least a given frequency p, thus relaxing
the semantics of the usual G operator of LTL. Such logic is particularly useful
in probabilistic systems, where some undesirable events such as random failures
may occur and are acceptable if they are rare enough.
Frequency-related extensions of LTL have been previously studied by several
authors, where mostly the logic is equipped with an extended "until" and
"globally" operator, leading to undecidability of most interesting problems.
For the variant we study, we are able to establish fundamental decidability
results. We show that for Markov chains, the problem of computing the
probability with which a given fLTL formula holds has the same complexity as
the analogous problem for LTL. We also show that for Markov decision processes
the problem becomes more delicate, but when restricting the frequency bound
to be 1 and negations not to be outside any operator, we can compute the
maximum probability of satisfying the fLTL formula. This can be again performed
with the same time complexity as for the ordinary LTL formulas.Comment: A paper presented at CONCUR 2015, with appendi
Approximating the Value of Energy-Parity Objectives in Simple Stochastic Games
We consider simple stochastic games G with energy-parity objectives, a combination of quantitative rewards with a qualitative parity condition. The Maximizer tries to avoid running out of energy while simultaneously satisfying a parity condition.
We present an algorithm to approximate the value of a given configuration in 2-NEXPTIME. Moreover, ?-optimal strategies for either player require at most O(2-EXP(|G|)?log(1/?)) memory modes
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