12,965 research outputs found

    A Comparison of BDD-Based Parity Game Solvers

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    Parity games are two player games with omega-winning conditions, played on finite graphs. Such games play an important role in verification, satisfiability and synthesis. It is therefore important to identify algorithms that can efficiently deal with large games that arise from such applications. In this paper, we describe our experiments with BDD-based implementations of four parity game solving algorithms, viz. Zielonka's recursive algorithm, the more recent Priority Promotion algorithm, the Fixpoint-Iteration algorithm and the automata based APT algorithm. We compare their performance on several types of random games and on a number of cases taken from the Keiren benchmark set.Comment: In Proceedings GandALF 2018, arXiv:1809.0241

    Lex-Partitioning: A New Option for BDD Search

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    For the exploration of large state spaces, symbolic search using binary decision diagrams (BDDs) can save huge amounts of memory and computation time. State sets are represented and modified by accessing and manipulating their characteristic functions. BDD partitioning is used to compute the image as the disjunction of smaller subimages. In this paper, we propose a novel BDD partitioning option. The partitioning is lexicographical in the binary representation of the states contained in the set that is represented by a BDD and uniform with respect to the number of states represented. The motivation of controlling the state set sizes in the partitioning is to eventually bridge the gap between explicit and symbolic search. Let n be the size of the binary state vector. We propose an O(n) ranking and unranking scheme that supports negated edges and operates on top of precomputed satcount values. For the uniform split of a BDD, we then use unranking to provide paths along which we partition the BDDs. In a shared BDD representation the efforts are O(n). The algorithms are fully integrated in the CUDD library and evaluated in strongly solving general game playing benchmarks.Comment: In Proceedings GRAPHITE 2012, arXiv:1210.611

    Cooperation through social influence

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    We consider a simple and altruistic multiagent system in which the agents are eager to perform a collective task but where their real engagement depends on the willingness to perform the task of other influential agents. We model this scenario by an influence game, a cooperative simple game in which a team (or coalition) of players succeeds if it is able to convince enough agents to participate in the task (to vote in favor of a decision). We take the linear threshold model as the influence model. We show first the expressiveness of influence games showing that they capture the class of simple games. Then we characterize the computational complexity of various problems on influence games, including measures (length and width), values (Shapley-Shubik and Banzhaf) and properties (of teams and players). Finally, we analyze those problems for some particular extremal cases, with respect to the propagation of influence, showing tighter complexity characterizations.Peer ReviewedPostprint (author’s final draft

    Compositional Algorithms for Succinct Safety Games

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    We study the synthesis of circuits for succinct safety specifications given in the AIG format. We show how AIG safety specifications can be decomposed automatically into sub specifications. Then we propose symbolic compositional algorithms to solve the synthesis problem compositionally starting for the sub-specifications. We have evaluated the compositional algorithms on a set of benchmarks including those proposed for the first synthesis competition organised in 2014 by the Synthesis Workshop affiliated to the CAV conference. We show that a large number of benchmarks can be decomposed automatically and solved more efficiently with the compositional algorithms that we propose in this paper.Comment: In Proceedings SYNT 2015, arXiv:1602.0078

    Symbolic Parity Game Solvers that Yield Winning Strategies

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    Parity games play an important role for LTL synthesis as evidenced by recent breakthroughs on LTL synthesis, which rely in part on parity game solving. Yet state space explosion remains a major issue if we want to scale to larger systems or specifications. In order to combat this problem, we need to investigate symbolic methods such as BDDs, which have been successful in the past to tackle exponentially large systems. It is therefore essential to have symbolic parity game solving algorithms, operating using BDDs, that are fast and that can produce the winning strategies used to synthesize the controller in LTL synthesis. Current symbolic parity game solving algorithms do not yield winning strategies. We now propose two symbolic algorithms that yield winning strategies, based on two recently proposed fixpoint algorithms. We implement the algorithms and empirically evaluate them using benchmarks obtained from SYNTCOMP 2020. Our conclusion is that the algorithms are competitive with or faster than an earlier symbolic implementation of Zielonka's recursive algorithm, while also providing the winning strategies.Comment: In Proceedings GandALF 2020, arXiv:2009.0936

    Probabilistic Model Checking for Energy Analysis in Software Product Lines

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    In a software product line (SPL), a collection of software products is defined by their commonalities in terms of features rather than explicitly specifying all products one-by-one. Several verification techniques were adapted to establish temporal properties of SPLs. Symbolic and family-based model checking have been proven to be successful for tackling the combinatorial blow-up arising when reasoning about several feature combinations. However, most formal verification approaches for SPLs presented in the literature focus on the static SPLs, where the features of a product are fixed and cannot be changed during runtime. This is in contrast to dynamic SPLs, allowing to adapt feature combinations of a product dynamically after deployment. The main contribution of the paper is a compositional modeling framework for dynamic SPLs, which supports probabilistic and nondeterministic choices and allows for quantitative analysis. We specify the feature changes during runtime within an automata-based coordination component, enabling to reason over strategies how to trigger dynamic feature changes for optimizing various quantitative objectives, e.g., energy or monetary costs and reliability. For our framework there is a natural and conceptually simple translation into the input language of the prominent probabilistic model checker PRISM. This facilitates the application of PRISM's powerful symbolic engine to the operational behavior of dynamic SPLs and their family-based analysis against various quantitative queries. We demonstrate feasibility of our approach by a case study issuing an energy-aware bonding network device.Comment: 14 pages, 11 figure

    A relation-algebraic approach to simple games

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    Simple games are a powerful tool to analyze decision - making and coalition formation in social and political life. In this paper, we present relation-algebraic models of simple games and develop relational specifications for solving some basic problems of them. In particular, we test certain fundamental properties of simple games and compute specific players and coalitions. We also apply relation algebra to determine power indices. This leads to relation-algebraic specifications, which can be evaluated with the help of the BDD-based tool RelView after a simple translation into the tool's programming language. In order to demonstrate the visualization facilities of RelView, we consider an example of the Catalonian Parliament after the 2003 election.Relation algebra ; RelView ; simple game ; winning coalition ; swinger ; dominant player ; central player ; power index

    Learning-Based Synthesis of Safety Controllers

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    We propose a machine learning framework to synthesize reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration, two-player games over (potentially) infinite graphs. Our framework targets safety games with infinitely many vertices, but it is also applicable to safety games over finite graphs whose size is too prohibitive for conventional synthesis techniques. The learning takes place in a feedback loop between a teacher component, which can reason symbolically about the safety game, and a learning algorithm, which successively learns an overapproximation of the winning region from various kinds of examples provided by the teacher. We develop a novel decision tree learning algorithm for this setting and show that our algorithm is guaranteed to converge to a reactive safety controller if a suitable overapproximation of the winning region can be expressed as a decision tree. Finally, we empirically compare the performance of a prototype implementation to existing approaches, which are based on constraint solving and automata learning, respectively
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