4,428 research outputs found

    On Infinite Words Determined by Stack Automata

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    We characterize the infinite words determined by one-way stack automata. An infinite language L determines an infinite word alpha if every string in L is a prefix of alpha. If L is regular or context-free, it is known that alpha must be ultimately periodic. We extend this result to the class of languages recognized by one-way nondeterministic checking stack automata (1-NCSA). We then consider stronger classes of stack automata and show that they determine a class of infinite words which we call multilinear. We show that every multilinear word can be written in a form which is amenable to parsing. Finally, we consider the class of one-way multihead deterministic finite automata (1:multi-DFA). We show that every multilinear word can be determined by some 1:multi-DFA, but that there exist infinite words determined by 1:multi-DFA which are not multilinear

    On Infinite Words Determined by Indexed Languages

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    We characterize the infinite words determined by indexed languages. An infinite language LL determines an infinite word α\alpha if every string in LL is a prefix of α\alpha. If LL is regular or context-free, it is known that α\alpha must be ultimately periodic. We show that if LL is an indexed language, then α\alpha is a morphic word, i.e., α\alpha can be generated by iterating a morphism under a coding. Since the other direction, that every morphic word is determined by some indexed language, also holds, this implies that the infinite words determined by indexed languages are exactly the morphic words. To obtain this result, we prove a new pumping lemma for the indexed languages, which may be of independent interest.Comment: Full version of paper accepted for publication at MFCS 201

    On the Expressive Power of 2-Stack Visibly Pushdown Automata

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    Visibly pushdown automata are input-driven pushdown automata that recognize some non-regular context-free languages while preserving the nice closure and decidability properties of finite automata. Visibly pushdown automata with multiple stacks have been considered recently by La Torre, Madhusudan, and Parlato, who exploit the concept of visibility further to obtain a rich automata class that can even express properties beyond the class of context-free languages. At the same time, their automata are closed under boolean operations, have a decidable emptiness and inclusion problem, and enjoy a logical characterization in terms of a monadic second-order logic over words with an additional nesting structure. These results require a restricted version of visibly pushdown automata with multiple stacks whose behavior can be split up into a fixed number of phases. In this paper, we consider 2-stack visibly pushdown automata (i.e., visibly pushdown automata with two stacks) in their unrestricted form. We show that they are expressively equivalent to the existential fragment of monadic second-order logic. Furthermore, it turns out that monadic second-order quantifier alternation forms an infinite hierarchy wrt words with multiple nestings. Combining these results, we conclude that 2-stack visibly pushdown automata are not closed under complementation. Finally, we discuss the expressive power of B\"{u}chi 2-stack visibly pushdown automata running on infinite (nested) words. Extending the logic by an infinity quantifier, we can likewise establish equivalence to existential monadic second-order logic

    Visibly Linear Dynamic Logic

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    We introduce Visibly Linear Dynamic Logic (VLDL), which extends Linear Temporal Logic (LTL) by temporal operators that are guarded by visibly pushdown languages over finite words. In VLDL one can, e.g., express that a function resets a variable to its original value after its execution, even in the presence of an unbounded number of intermediate recursive calls. We prove that VLDL describes exactly the ω\omega-visibly pushdown languages. Thus it is strictly more expressive than LTL and able to express recursive properties of programs with unbounded call stacks. The main technical contribution of this work is a translation of VLDL into ω\omega-visibly pushdown automata of exponential size via one-way alternating jumping automata. This translation yields exponential-time algorithms for satisfiability, validity, and model checking. We also show that visibly pushdown games with VLDL winning conditions are solvable in triply-exponential time. We prove all these problems to be complete for their respective complexity classes.Comment: 25 Page

    Playing Games in the Baire Space

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    We solve a generalized version of Church's Synthesis Problem where a play is given by a sequence of natural numbers rather than a sequence of bits; so a play is an element of the Baire space rather than of the Cantor space. Two players Input and Output choose natural numbers in alternation to generate a play. We present a natural model of automata ("N-memory automata") equipped with the parity acceptance condition, and we introduce also the corresponding model of "N-memory transducers". We show that solvability of games specified by N-memory automata (i.e., existence of a winning strategy for player Output) is decidable, and that in this case an N-memory transducer can be constructed that implements a winning strategy for player Output.Comment: In Proceedings Cassting'16/SynCoP'16, arXiv:1608.0017

    Decision Problems for Deterministic Pushdown Automata on Infinite Words

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    The article surveys some decidability results for DPDAs on infinite words (omega-DPDA). We summarize some recent results on the decidability of the regularity and the equivalence problem for the class of weak omega-DPDAs. Furthermore, we present some new results on the parity index problem for omega-DPDAs. For the specification of a parity condition, the states of the omega-DPDA are assigned priorities (natural numbers), and a run is accepting if the highest priority that appears infinitely often during a run is even. The basic simplification question asks whether one can determine the minimal number of priorities that are needed to accept the language of a given omega-DPDA. We provide some decidability results on variations of this question for some classes of omega-DPDAs.Comment: In Proceedings AFL 2014, arXiv:1405.527

    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

    Borel Ranks and Wadge Degrees of Context Free Omega Languages

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    We show that, from a topological point of view, considering the Borel and the Wadge hierarchies, 1-counter B\"uchi automata have the same accepting power than Turing machines equipped with a B\"uchi acceptance condition. In particular, for every non null recursive ordinal alpha, there exist some Sigma^0_alpha-complete and some Pi^0_alpha-complete omega context free languages accepted by 1-counter B\"uchi automata, and the supremum of the set of Borel ranks of context free omega languages is the ordinal gamma^1_2 which is strictly greater than the first non recursive ordinal. This very surprising result gives answers to questions of H. Lescow and W. Thomas [Logical Specifications of Infinite Computations, In:"A Decade of Concurrency", LNCS 803, Springer, 1994, p. 583-621]

    Formats of Winning Strategies for Six Types of Pushdown Games

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    The solution of parity games over pushdown graphs (Walukiewicz '96) was the first step towards an effective theory of infinite-state games. It was shown that winning strategies for pushdown games can be implemented again as pushdown automata. We continue this study and investigate the connection between game presentations and winning strategies in altogether six cases of game arenas, among them realtime pushdown systems, visibly pushdown systems, and counter systems. In four cases we show by a uniform proof method that we obtain strategies implementable by the same type of pushdown machine as given in the game arena. We prove that for the two remaining cases this correspondence fails. In the conclusion we address the question of an abstract criterion that explains the results
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