998 research outputs found

    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

    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

    Model-checking Quantitative Alternating-time Temporal Logic on One-counter Game Models

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    We consider quantitative extensions of the alternating-time temporal logics ATL/ATLs called quantitative alternating-time temporal logics (QATL/QATLs) in which the value of a counter can be compared to constants using equality, inequality and modulo constraints. We interpret these logics in one-counter game models which are infinite duration games played on finite control graphs where each transition can increase or decrease the value of an unbounded counter. That is, the state-space of these games are, generally, infinite. We consider the model-checking problem of the logics QATL and QATLs on one-counter game models with VASS semantics for which we develop algorithms and provide matching lower bounds. Our algorithms are based on reductions of the model-checking problems to model-checking games. This approach makes it quite simple for us to deal with extensions of the logical languages as well as the infinite state spaces. The framework generalizes on one hand qualitative problems such as ATL/ATLs model-checking of finite-state systems, model-checking of the branching-time temporal logics CTL and CTLs on one-counter processes and the realizability problem of LTL specifications. On the other hand the model-checking problem for QATL/QATLs generalizes quantitative problems such as the fixed-initial credit problem for energy games (in the case of QATL) and energy parity games (in the case of QATLs). Our results are positive as we show that the generalizations are not too costly with respect to complexity. As a byproduct we obtain new results on the complexity of model-checking CTLs in one-counter processes and show that deciding the winner in one-counter games with LTL objectives is 2ExpSpace-complete.Comment: 22 pages, 12 figure

    Rational Verification in Iterated Electric Boolean Games

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    Electric boolean games are compact representations of games where the players have qualitative objectives described by LTL formulae and have limited resources. We study the complexity of several decision problems related to the analysis of rationality in electric boolean games with LTL objectives. In particular, we report that the problem of deciding whether a profile is a Nash equilibrium in an iterated electric boolean game is no harder than in iterated boolean games without resource bounds. We show that it is a PSPACE-complete problem. As a corollary, we obtain that both rational elimination and rational construction of Nash equilibria by a supervising authority are PSPACE-complete problems.Comment: In Proceedings SR 2016, arXiv:1607.0269

    Parametric LTL on Markov Chains

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    This paper is concerned with the verification of finite Markov chains against parametrized LTL (pLTL) formulas. In pLTL, the until-modality is equipped with a bound that contains variables; e.g., ◊≤x φ\Diamond_{\le x}\ \varphi asserts that φ\varphi holds within xx time steps, where xx is a variable on natural numbers. The central problem studied in this paper is to determine the set of parameter valuations V≺p(φ)V_{\prec p} (\varphi) for which the probability to satisfy pLTL-formula φ\varphi in a Markov chain meets a given threshold ≺p\prec p, where ≺\prec is a comparison on reals and pp a probability. As for pLTL determining the emptiness of V>0(φ)V_{> 0}(\varphi) is undecidable, we consider several logic fragments. We consider parametric reachability properties, a sub-logic of pLTL restricted to next and ◊≤x\Diamond_{\le x}, parametric B\"uchi properties and finally, a maximal subclass of pLTL for which emptiness of V>0(φ)V_{> 0}(\varphi) is decidable.Comment: TCS Track B 201

    Limit Your Consumption! Finding Bounds in Average-energy Games

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    Energy games are infinite two-player games played in weighted arenas with quantitative objectives that restrict the consumption of a resource modeled by the weights, e.g., a battery that is charged and drained. Typically, upper and/or lower bounds on the battery capacity are part of the problem description. Here, we consider the problem of determining upper bounds on the average accumulated energy or on the capacity while satisfying a given lower bound, i.e., we do not determine whether a given bound is sufficient to meet the specification, but if there exists a sufficient bound to meet it. In the classical setting with positive and negative weights, we show that the problem of determining the existence of a sufficient bound on the long-run average accumulated energy can be solved in doubly-exponential time. Then, we consider recharge games: here, all weights are negative, but there are recharge edges that recharge the energy to some fixed capacity. We show that bounding the long-run average energy in such games is complete for exponential time. Then, we consider the existential version of the problem, which turns out to be solvable in polynomial time: here, we ask whether there is a recharge capacity that allows the system player to win the game. We conclude by studying tradeoffs between the memory needed to implement strategies and the bounds they realize. We give an example showing that memory can be traded for bounds and vice versa. Also, we show that increasing the capacity allows to lower the average accumulated energy.Comment: In Proceedings QAPL'16, arXiv:1610.0769

    Parametric Linear Dynamic Logic

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    We introduce Parametric Linear Dynamic Logic (PLDL), which extends Linear Dynamic Logic (LDL) by temporal operators equipped with parameters that bound their scope. LDL was proposed as an extension of Linear Temporal Logic (LTL) that is able to express all ω\omega-regular specifications while still maintaining many of LTL's desirable properties like an intuitive syntax and a translation into non-deterministic B\"uchi automata of exponential size. But LDL lacks capabilities to express timing constraints. By adding parameterized operators to LDL, we obtain a logic that is able to express all ω\omega-regular properties and that subsumes parameterized extensions of LTL like Parametric LTL and PROMPT-LTL. Our main technical contribution is a translation of PLDL formulas into non-deterministic B\"uchi word automata of exponential size via alternating automata. This yields a PSPACE model checking algorithm and a realizability algorithm with doubly-exponential running time. Furthermore, we give tight upper and lower bounds on optimal parameter values for both problems. These results show that PLDL model checking and realizability are not harder than LTL model checking and realizability.Comment: In Proceedings GandALF 2014, arXiv:1408.556

    Two Variable vs. Linear Temporal Logic in Model Checking and Games

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    Model checking linear-time properties expressed in first-order logic has non-elementary complexity, and thus various restricted logical languages are employed. In this paper we consider two such restricted specification logics, linear temporal logic (LTL) and two-variable first-order logic (FO2). LTL is more expressive but FO2 can be more succinct, and hence it is not clear which should be easier to verify. We take a comprehensive look at the issue, giving a comparison of verification problems for FO2, LTL, and various sublogics thereof across a wide range of models. In particular, we look at unary temporal logic (UTL), a subset of LTL that is expressively equivalent to FO2; we also consider the stutter-free fragment of FO2, obtained by omitting the successor relation, and the expressively equivalent fragment of UTL, obtained by omitting the next and previous connectives. We give three logic-to-automata translations which can be used to give upper bounds for FO2 and UTL and various sublogics. We apply these to get new bounds for both non-deterministic systems (hierarchical and recursive state machines, games) and for probabilistic systems (Markov chains, recursive Markov chains, and Markov decision processes). We couple these with matching lower-bound arguments. Next, we look at combining FO2 verification techniques with those for LTL. We present here a language that subsumes both FO2 and LTL, and inherits the model checking properties of both languages. Our results give both a unified approach to understanding the behaviour of FO2 and LTL, along with a nearly comprehensive picture of the complexity of verification for these logics and their sublogics.Comment: 37 pages, to be published in Logical Methods in Computer Science journal, includes material presented in Concur 2011 and QEST 2012 extended abstract

    Complexity of Model Checking MDPs against LTL Specifications

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    Given a Markov Decision Process (MDP) M, an LTL formula varphi, and a threshold theta in [0,1], the verification question is to determine if there is a scheduler with respect to which the executions of M satisfying varphi have probability greater than (or greater than or equal to) theta. When theta = 0, we call it the qualitative verification problem, and when theta in (0,1], we call it the quantitative verification problem. In this paper we study the precise complexity of these problems when the specification is constrained to be in different fragments of LTL
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