8,365 research outputs found
k-Universality of Regular Languages
A subsequence of a word w is a word u such that u = w[i1]w[i2] . . . w[ik], for some set of indices 1 ≤ i1 < i2 < · · · < ik ≤ |w|. A word w is k-subsequence universal over an alphabet Σ if every word in Σk appears in w as a subsequence. In this paper, we study the intersection between the set of k-subsequence universal words over some alphabet Σ and regular languages over Σ. We call a regular language L k-∃-subsequence universal if there exists a k-subsequence universal word in L, and k-∀-subsequence universal if every word of L is k-subsequence universal. We give algorithms solving the problems of deciding if a given regular language, represented by a finite automaton recognising it, is k-∃-subsequence universal and, respectively, if it is k-∀-subsequence universal, for a given k. The algorithms are FPT w.r.t. the size of the input alphabet, and their run-time does not depend on k; they run in polynomial time in the number n of states of the input automaton when the size of the input alphabet is O(log n). Moreover, we show that the problem of deciding if a given regular language is k-∃-subsequence universal is NP-complete, when the language is over a large alphabet. Further, we provide algorithms for counting the number of k-subsequence universal words (paths) accepted by a given deterministic (respectively, nondeterministic) finite automaton, and ranking an input word (path) within the set of k-subsequence universal words accepted by a given finite automaton
How Much Lookahead is Needed to Win Infinite Games?
Delay games are two-player games of infinite duration in which one player may
delay her moves to obtain a lookahead on her opponent's moves. For
-regular winning conditions it is known that such games can be solved
in doubly-exponential time and that doubly-exponential lookahead is sufficient.
We improve upon both results by giving an exponential time algorithm and an
exponential upper bound on the necessary lookahead. This is complemented by
showing EXPTIME-hardness of the solution problem and tight exponential lower
bounds on the lookahead. Both lower bounds already hold for safety conditions.
Furthermore, solving delay games with reachability conditions is shown to be
PSPACE-complete.
This is a corrected version of the paper https://arxiv.org/abs/1412.3701v4
published originally on August 26, 2016
Edit Distance for Pushdown Automata
The edit distance between two words is the minimal number of word
operations (letter insertions, deletions, and substitutions) necessary to
transform to . The edit distance generalizes to languages
, where the edit distance from to
is the minimal number such that for every word from
there exists a word in with edit distance at
most . We study the edit distance computation problem between pushdown
automata and their subclasses. The problem of computing edit distance to a
pushdown automaton is undecidable, and in practice, the interesting question is
to compute the edit distance from a pushdown automaton (the implementation, a
standard model for programs with recursion) to a regular language (the
specification). In this work, we present a complete picture of decidability and
complexity for the following problems: (1)~deciding whether, for a given
threshold , the edit distance from a pushdown automaton to a finite
automaton is at most , and (2)~deciding whether the edit distance from a
pushdown automaton to a finite automaton is finite.Comment: An extended version of a paper accepted to ICALP 2015 with the same
title. The paper has been accepted to the LMCS journa
Visibly Linear Dynamic Logic
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 -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
-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
Reachability in Higher-Order-Counters
Higher-order counter automata (\HOCS) can be either seen as a restriction of
higher-order pushdown automata (\HOPS) to a unary stack alphabet, or as an
extension of counter automata to higher levels. We distinguish two principal
kinds of \HOCS: those that can test whether the topmost counter value is zero
and those which cannot.
We show that control-state reachability for level \HOCS with -test is
complete for \mbox{}-fold exponential space; leaving out the -test
leads to completeness for \mbox{}-fold exponential time. Restricting
\HOCS (without -test) to level , we prove that global (forward or
backward) reachability analysis is \PTIME-complete. This enhances the known
result for pushdown systems which are subsumed by level \HOCS without
-test.
We transfer our results to the formal language setting. Assuming that \PTIME
\subsetneq \PSPACE \subsetneq \mathbf{EXPTIME}, we apply proof ideas of
Engelfriet and conclude that the hierarchies of languages of \HOPS and of \HOCS
form strictly interleaving hierarchies. Interestingly, Engelfriet's
constructions also allow to conclude immediately that the hierarchy of
collapsible pushdown languages is strict level-by-level due to the existing
complexity results for reachability on collapsible pushdown graphs. This
answers an open question independently asked by Parys and by Kobayashi.Comment: Version with Full Proofs of a paper that appears at MFCS 201
Synthesis of Data Word Transducers
In reactive synthesis, the goal is to automatically generate an
implementation from a specification of the reactive and non-terminating
input/output behaviours of a system. Specifications are usually modelled as
logical formulae or automata over infinite sequences of signals
(-words), while implementations are represented as transducers. In the
classical setting, the set of signals is assumed to be finite. In this paper,
we consider data -words instead, i.e., words over an infinite alphabet.
In this context, we study specifications and implementations respectively given
as automata and transducers extended with a finite set of registers. We
consider different instances, depending on whether the specification is
nondeterministic, universal or deterministic, and depending on whether the
number of registers of the implementation is given or not.
In the unbounded setting, we show undecidability for both universal and
nondeterministic specifications, while decidability is recovered in the
deterministic case. In the bounded setting, undecidability still holds for
nondeterministic specifications, but can be recovered by disallowing tests over
input data. The generic technique we use to show the latter result allows us to
reprove some known result, namely decidability of bounded synthesis for
universal specifications
Prompt Delay
Delay games are two-player games of infinite duration in which one player may
delay her moves to obtain a lookahead on her opponent's moves. Recently, such
games with quantitative winning conditions in weak MSO with the unbounding
quantifier were studied, but their properties turned out to be unsatisfactory.
In particular, unbounded lookahead is in general necessary. Here, we study
delay games with winning conditions given by Prompt-LTL, Linear Temporal Logic
equipped with a parameterized eventually operator whose scope is bounded. Our
main result shows that solving Prompt-LTL delay games is complete for
triply-exponential time. Furthermore, we give tight triply-exponential bounds
on the necessary lookahead and on the scope of the parameterized eventually
operator. Thus, we identify Prompt-LTL as the first known class of well-behaved
quantitative winning conditions for delay games. Finally, we show that applying
our techniques to delay games with \omega-regular winning conditions answers
open questions in the cases where the winning conditions are given by
non-deterministic, universal, or alternating automata
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