538 research outputs found

    Module Checking of Pushdown Multi-agent Systems

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    In this paper, we investigate the module-checking problem of pushdown multi-agent systems (PMS) against ATL and ATL* specifications. We establish that for ATL, module checking of PMS is 2EXPTIME-complete, which is the same complexity as pushdown module-checking for CTL. On the other hand, we show that ATL* module-checking of PMS turns out to be 4EXPTIME-complete, hence exponentially harder than both CTL* pushdown module-checking and ATL* model-checking of PMS. Our result for ATL* provides a rare example of a natural decision problem that is elementary yet but with a complexity that is higher than triply exponential-time

    Module checking of pushdown multi-agent systems

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    In this paper, we investigate the module-checking problem of pushdown multi-agent systems (PMS) against ATL and ATL* specifications. We establish that for ATL, module checking of PMS is 2EXPTIME-complete, which is the same complexity as pushdown module-checking for CTL. On the other hand, we show that ATL* module-checking of PMS turns out to be 4EXPTIME-complete, hence exponentially harder than both CTL* pushdown module-checking and ATL* model-checking of PMS. Our result for ATL* provides a rare example of a natural decision problem that is elementary yet but with a complexity that is higher than triply exponential-time.Comment: arXiv admin note: substantial text overlap with arXiv:1709.0210

    Model-checking Quantitative Alternating-time Temporal Logic on One-counter Game Models

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    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

    On the Complexity of ATL and ATL* Module Checking

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    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

    Global model checking on pushdown multi-agent systems

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    Pushdown multi-agent systems, modeled by pushdown game structures (PGSs), are an important paradigm of infinite-state multi-agent systems. Alternating-time temporal logics are well-known specification formalisms for multi-agent systems, where the selective path quantifier is introduced to reason about strategies of agents. In this paper, we investigate model checking algorithms for variants of alternating-time temporal logics over PGSs, initiated by Murano and Perelli at IJCAI'15. We first give a triply exponential-time model checking algorithm for ATL* over PGSs. The algorithm is based on the saturation method, and is the first global model checking algorithm with a matching lower bound. Next, we study the model checking problem for the alternating-time mu-calculus. We propose an exponential-time global model checking algorithm which extends similar algorithms for pushdown systems and modal mu-calculus. The algorithm admits a matching lower bound, which holds even for the alternation-free fragment and ATL

    Verifying pushdown multi-agent systems against strategy logics

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    In this paper, we investigate model checking algorithms for variants of strategy logic over pushdown multi-agent systems, modeled by pushdown game structures (PGSs). We consider various fragments of strategy logic, i.e., SL[CG], SL[DG], SL[1G] and BSIL. We show that the model checking problems on PGSs for SL[CG], SL[DG] and SL[1G] are 3EXTIME-complete, which are not harder than the problem for the subsumed logic ATL*. When BSIL is concerned, the model checking problem becomes 2EXPTIME-complete. Our algorithms are automata-theoretic and based on the saturation technique, which are amenable to implementations

    Event-Clock Nested Automata

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    In this paper we introduce and study Event-Clock Nested Automata (ECNA), a formalism that combines Event Clock Automata (ECA) and Visibly Pushdown Automata (VPA). ECNA allow to express real-time properties over non-regular patterns of recursive programs. We prove that ECNA retain the same closure and decidability properties of ECA and VPA being closed under Boolean operations and having a decidable language-inclusion problem. In particular, we prove that emptiness, universality, and language-inclusion for ECNA are EXPTIME-complete problems. As for the expressiveness, we have that ECNA properly extend any previous attempt in the literature of combining ECA and VPA

    Reasoning about LTL Synthesis over finite and infinite games

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    In the last few years, research formal methods for the analysis and the verification of properties of systems has increased greatly. A meaningful contribution in this area has been given by algorithmic methods developed in the context of synthesis. The basic idea is simple and appealing: instead of developing a system and verifying that it satisfies its specification, we look for an automated procedure that, given the specification returns a system that is correct by construction. Synthesis of reactive systems is one of the most popular variants of this problem, in which we want to synthesize a system characterized by an ongoing interaction with the environment. In this setting, large effort has been devoted to analyze specifications given as formulas of linear temporal logic, i.e., LTL synthesis. Traditional approaches to LTL synthesis rely on transforming the LTL specification into parity deterministic automata, and then to parity games, for which a so-called winning region is computed. Computing such an automaton is, in the worst-case, double-exponential in the size of the LTL formula, and this becomes a computational bottleneck in using the synthesis process in practice. The first part of this thesis is devoted to improve the solution of parity games as they are used in solving LTL synthesis, trying to give efficient techniques, in terms of running time and space consumption, for solving parity games. We start with the study and the implementation of an automata-theoretic technique to solve parity games. More precisely, we consider an algorithm introduced by Kupferman and Vardi that solves a parity game by solving the emptiness problem of a corresponding alternating parity automaton. Our empirical evaluation demonstrates that this algorithm outperforms other algorithms when the game has a small number of priorities relative to the size of the game. In many concrete applications, we do indeed end up with parity games where the number of priorities is relatively small. This makes the new algorithm quite useful in practice. We then provide a broad investigation of the symbolic approach for solving parity games. Specifically, we implement in a fresh tool, called SPGSolver, four symbolic algorithms to solve parity games and compare their performances to the corresponding explicit versions for different classes of games. By means of benchmarks, we show that for random games, even for constrained random games, explicit algorithms actually perform better than symbolic algorithms. The situation changes, however, for structured games, where symbolic algorithms seem to have the advantage. This suggests that when evaluating algorithms for parity-game solving, it would be useful to have real benchmarks and not only random benchmarks, as the common practice has been. LTL synthesis has been largely investigated also in artificial intelligence, and specifically in automated planning. Indeed, LTL synthesis corresponds to fully observable nondeterministic planning in which the domain is given compactly and the goal is an LTL formula, that in turn is related to two-player games with LTL goals. Finding a strategy for these games means to synthesize a plan for the planning problem. The last part of this thesis is then dedicated to investigate LTL synthesis under this different view. In particular, we study a generalized form of planning under partial observability, in which we have multiple, possibly infinitely many, planning domains with the same actions and observations, and goals expressed over observations, which are possibly temporally extended. By building on work on two-player games with imperfect information in the Formal Methods literature, we devise a general technique, generalizing the belief-state construction, to remove partial observability. This reduces the planning problem to a game of perfect information with a tight correspondence between plans and strategies. Then we instantiate the technique and solve some generalized planning problems

    Correct-by-Construction Approach for Self-Evolvable Robots

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    The paper presents a new formal way of modeling and designing reconfigurable robots, in which case the robots are allowed to reconfigure not only structurally but also functionally. We call such kind of robots "self-evolvable", which have the potential to be more flexible to be used in a wider range of tasks, in a wider range of environments, and with a wider range of users. To accommodate such a concept, i.e., allowing a self-evovable robot to be configured and reconfigured, we present a series of formal constructs, e.g., structural reconfigurable grammar and functional reconfigurable grammar. Furthermore, we present a correct-by-construction strategy, which, given the description of a workspace, the formula specifying a task, and a set of available modules, is capable of constructing during the design phase a robot that is guaranteed to perform the task satisfactorily. We use a planar multi-link manipulator as an example throughout the paper to demonstrate the proposed modeling and designing procedures.Comment: The paper has 17 pages and 4 figure
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