3,953 research outputs found
Aeronautical Engineering: A special bibliography with indexes, supplement 62
This bibliography lists 306 reports, articles, and other documents introduced into the NASA scientific and technical information system in September 1975
Verification and Control of Partially Observable Probabilistic Real-Time Systems
We propose automated techniques for the verification and control of
probabilistic real-time systems that are only partially observable. To formally
model such systems, we define an extension of probabilistic timed automata in
which local states are partially visible to an observer or controller. We give
a probabilistic temporal logic that can express a range of quantitative
properties of these models, relating to the probability of an event's
occurrence or the expected value of a reward measure. We then propose
techniques to either verify that such a property holds or to synthesise a
controller for the model which makes it true. Our approach is based on an
integer discretisation of the model's dense-time behaviour and a grid-based
abstraction of the uncountable belief space induced by partial observability.
The latter is necessarily approximate since the underlying problem is
undecidable, however we show how both lower and upper bounds on numerical
results can be generated. We illustrate the effectiveness of the approach by
implementing it in the PRISM model checker and applying it to several case
studies, from the domains of computer security and task scheduling
Looking at Mean-Payoff through Foggy Windows
Mean-payoff games (MPGs) are infinite duration two-player zero-sum games
played on weighted graphs. Under the hypothesis of perfect information, they
admit memoryless optimal strategies for both players and can be solved in
NP-intersect-coNP. MPGs are suitable quantitative models for open reactive
systems. However, in this context the assumption of perfect information is not
always realistic. For the partial-observation case, the problem that asks if
the first player has an observation-based winning strategy that enforces a
given threshold on the mean-payoff, is undecidable. In this paper, we study the
window mean-payoff objectives that were introduced recently as an alternative
to the classical mean-payoff objectives. We show that, in sharp contrast to the
classical mean-payoff objectives, some of the window mean-payoff objectives are
decidable in games with partial-observation
From LTL and Limit-Deterministic B\"uchi Automata to Deterministic Parity Automata
Controller synthesis for general linear temporal logic (LTL) objectives is a
challenging task. The standard approach involves translating the LTL objective
into a deterministic parity automaton (DPA) by means of the Safra-Piterman
construction. One of the challenges is the size of the DPA, which often grows
very fast in practice, and can reach double exponential size in the length of
the LTL formula. In this paper we describe a single exponential translation
from limit-deterministic B\"uchi automata (LDBA) to DPA, and show that it can
be concatenated with a recent efficient translation from LTL to LDBA to yield a
double exponential, \enquote{Safraless} LTL-to-DPA construction. We also report
on an implementation, a comparison with the SPOT library, and performance on
several sets of formulas, including instances from the 2016 SyntComp
competition
Timed Parity Games: Complexity and Robustness
We consider two-player games played in real time on game structures with
clocks where the objectives of players are described using parity conditions.
The games are \emph{concurrent} in that at each turn, both players
independently propose a time delay and an action, and the action with the
shorter delay is chosen. To prevent a player from winning by blocking time, we
restrict each player to play strategies that ensure that the player cannot be
responsible for causing a zeno run. First, we present an efficient reduction of
these games to \emph{turn-based} (i.e., not concurrent) \emph{finite-state}
(i.e., untimed) parity games. Our reduction improves the best known complexity
for solving timed parity games. Moreover, the rich class of algorithms for
classical parity games can now be applied to timed parity games. The states of
the resulting game are based on clock regions of the original game, and the
state space of the finite game is linear in the size of the region graph.
Second, we consider two restricted classes of strategies for the player that
represents the controller in a real-time synthesis problem, namely,
\emph{limit-robust} and \emph{bounded-robust} winning strategies. Using a
limit-robust winning strategy, the controller cannot choose an exact
real-valued time delay but must allow for some nonzero jitter in each of its
actions. If there is a given lower bound on the jitter, then the strategy is
bounded-robust winning. We show that exact strategies are more powerful than
limit-robust strategies, which are more powerful than bounded-robust winning
strategies for any bound. For both kinds of robust strategies, we present
efficient reductions to standard timed automaton games. These reductions
provide algorithms for the synthesis of robust real-time controllers
Verification and control of partially observable probabilistic systems
We present automated techniques for the verification and control of partially observable, probabilistic systems for both discrete and dense models of time. For the discrete-time case, we formally model these systems using partially observable Markov decision processes; for dense time, we propose an extension of probabilistic timed automata in which local states are partially visible to an observer or controller. We give probabilistic temporal logics that can express a range of quantitative properties of these models, relating to the probability of an event’s occurrence or the expected value of a reward measure. We then propose techniques to either verify that such a property holds or synthesise a controller for the model which makes it true. Our approach is based on a grid-based abstraction of the uncountable belief space induced by partial observability and, for dense-time models, an integer discretisation of real-time behaviour. The former is necessarily approximate since the underlying problem is undecidable, however we show how both lower and upper bounds on numerical results can be generated. We illustrate the effectiveness of the approach by implementing it in the PRISM model checker and applying it to several case studies from the domains of task and network scheduling, computer security and planning
Variations on the Stochastic Shortest Path Problem
In this invited contribution, we revisit the stochastic shortest path
problem, and show how recent results allow one to improve over the classical
solutions: we present algorithms to synthesize strategies with multiple
guarantees on the distribution of the length of paths reaching a given target,
rather than simply minimizing its expected value. The concepts and algorithms
that we propose here are applications of more general results that have been
obtained recently for Markov decision processes and that are described in a
series of recent papers.Comment: Invited paper for VMCAI 201
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