8,365 research outputs found

    k-Universality of Regular Languages

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    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?

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    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 ω\omega-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

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    The edit distance between two words w1,w2w_1, w_2 is the minimal number of word operations (letter insertions, deletions, and substitutions) necessary to transform w1w_1 to w2w_2. The edit distance generalizes to languages L1,L2\mathcal{L}_1, \mathcal{L}_2, where the edit distance from L1\mathcal{L}_1 to L2\mathcal{L}_2 is the minimal number kk such that for every word from L1\mathcal{L}_1 there exists a word in L2\mathcal{L}_2 with edit distance at most kk. 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 kk, the edit distance from a pushdown automaton to a finite automaton is at most kk, 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

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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

    Reachability in Higher-Order-Counters

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    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 kk \HOCS with 00-test is complete for \mbox{(k−2)(k-2)}-fold exponential space; leaving out the 00-test leads to completeness for \mbox{(k−2)(k-2)}-fold exponential time. Restricting \HOCS (without 00-test) to level 22, 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 22 \HOCS without 00-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

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    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 (ω\omega-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 ω\omega-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

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    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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