2,440 research outputs found

    Non-Zero Sum Games for Reactive Synthesis

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    In this invited contribution, we summarize new solution concepts useful for the synthesis of reactive systems that we have introduced in several recent publications. These solution concepts are developed in the context of non-zero sum games played on graphs. They are part of the contributions obtained in the inVEST project funded by the European Research Council.Comment: LATA'16 invited pape

    Conditional Value-at-Risk for Reachability and Mean Payoff in Markov Decision Processes

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    We present the conditional value-at-risk (CVaR) in the context of Markov chains and Markov decision processes with reachability and mean-payoff objectives. CVaR quantifies risk by means of the expectation of the worst p-quantile. As such it can be used to design risk-averse systems. We consider not only CVaR constraints, but also introduce their conjunction with expectation constraints and quantile constraints (value-at-risk, VaR). We derive lower and upper bounds on the computational complexity of the respective decision problems and characterize the structure of the strategies in terms of memory and randomization

    Minimizing Expected Cost Under Hard Boolean Constraints, with Applications to Quantitative Synthesis

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    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 ω\omega-regular condition against an adversarial environment. We consider the case the ω\omega-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 ϵ\epsilon-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 ω\omega-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

    Threshold Constraints with Guarantees for Parity Objectives in Markov Decision Processes

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    Unifying Two Views on Multiple Mean-Payoff Objectives in Markov Decision Processes

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    We consider Markov decision processes (MDPs) with multiple limit-average (or mean-payoff) objectives. There exist two different views: (i) the expectation semantics, where the goal is to optimize the expected mean-payoff objective, and (ii) the satisfaction semantics, where the goal is to maximize the probability of runs such that the mean-payoff value stays above a given vector. We consider optimization with respect to both objectives at once, thus unifying the existing semantics. Precisely, the goal is to optimize the expectation while ensuring the satisfaction constraint. Our problem captures the notion of optimization with respect to strategies that are risk-averse (i.e., ensure certain probabilistic guarantee). Our main results are as follows: First, we present algorithms for the decision problems which are always polynomial in the size of the MDP. We also show that an approximation of the Pareto-curve can be computed in time polynomial in the size of the MDP, and the approximation factor, but exponential in the number of dimensions. Second, we present a complete characterization of the strategy complexity (in terms of memory bounds and randomization) required to solve our problem.Comment: Extended journal version of the LICS'15 pape

    Learning-Based Mean-Payoff Optimization in an Unknown MDP under Omega-Regular Constraints

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    We formalize the problem of maximizing the mean-payoff value with high probability while satisfying a parity objective in a Markov decision process (MDP) with unknown probabilistic transition function and unknown reward function. Assuming the support of the unknown transition function and a lower bound on the minimal transition probability are known in advance, we show that in MDPs consisting of a single end component, two combinations of guarantees on the parity and mean-payoff objectives can be achieved depending on how much memory one is willing to use. (i) For all epsilon and gamma we can construct an online-learning finite-memory strategy that almost-surely satisfies the parity objective and which achieves an epsilon-optimal mean payoff with probability at least 1 - gamma. (ii) Alternatively, for all epsilon and gamma there exists an online-learning infinite-memory strategy that satisfies the parity objective surely and which achieves an epsilon-optimal mean payoff with probability at least 1 - gamma. We extend the above results to MDPs consisting of more than one end component in a natural way. Finally, we show that the aforementioned guarantees are tight, i.e. there are MDPs for which stronger combinations of the guarantees cannot be ensured

    Life Is Random, Time Is Not: Markov Decision Processes with Window Objectives

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    The window mechanism was introduced by Chatterjee et al. [Krishnendu Chatterjee et al., 2015] to strengthen classical game objectives with time bounds. It permits to synthesize system controllers that exhibit acceptable behaviors within a configurable time frame, all along their infinite execution, in contrast to the traditional objectives that only require correctness of behaviors in the limit. The window concept has proved its interest in a variety of two-player zero-sum games, thanks to the ability to reason about such time bounds in system specifications, but also the increased tractability that it usually yields. In this work, we extend the window framework to stochastic environments by considering the fundamental threshold probability problem in Markov decision processes for window objectives. That is, given such an objective, we want to synthesize strategies that guarantee satisfying runs with a given probability. We solve this problem for the usual variants of window objectives, where either the time frame is set as a parameter, or we ask if such a time frame exists. We develop a generic approach for window-based objectives and instantiate it for the classical mean-payoff and parity objectives, already considered in games. Our work paves the way to a wide use of the window mechanism in stochastic models
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