88 research outputs found

    Model checking Branching-Time Properties of Multi-Pushdown Systems is Hard

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    We address the model checking problem for shared memory concurrent programs modeled as multi-pushdown systems. We consider here boolean programs with a finite number of threads and recursive procedures. It is well-known that the model checking problem is undecidable for this class of programs. In this paper, we investigate the decidability and the complexity of this problem under the assumption of bounded context-switching defined by Qadeer and Rehof, and of phase-boundedness proposed by La Torre et al. On the model checking of such systems against temporal logics and in particular branching time logics such as the modal μ\mu-calculus or CTL has received little attention. It is known that parity games, which are closely related to the modal μ\mu-calculus, are decidable for the class of bounded-phase systems (and hence for bounded-context switching as well), but with non-elementary complexity (Seth). A natural question is whether this high complexity is inevitable and what are the ways to get around it. This paper addresses these questions and unfortunately, and somewhat surprisingly, it shows that branching model checking for MPDSs is inherently an hard problem with no easy solution. We show that parity games on MPDS under phase-bounding restriction is non-elementary. Our main result shows that model checking a kk context bounded MPDS against a simple fragment of CTL, consisting of formulas that whose temporal operators come from the set {\EF, \EX}, has a non-elementary lower bound

    One-Counter Stochastic Games

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    We study the computational complexity of basic decision problems for one-counter simple stochastic games (OC-SSGs), under various objectives. OC-SSGs are 2-player turn-based stochastic games played on the transition graph of classic one-counter automata. We study primarily the termination objective, where the goal of one player is to maximize the probability of reaching counter value 0, while the other player wishes to avoid this. Partly motivated by the goal of understanding termination objectives, we also study certain "limit" and "long run average" reward objectives that are closely related to some well-studied objectives for stochastic games with rewards. Examples of problems we address include: does player 1 have a strategy to ensure that the counter eventually hits 0, i.e., terminates, almost surely, regardless of what player 2 does? Or that the liminf (or limsup) counter value equals infinity with a desired probability? Or that the long run average reward is >0 with desired probability? We show that the qualitative termination problem for OC-SSGs is in NP intersection coNP, and is in P-time for 1-player OC-SSGs, or equivalently for one-counter Markov Decision Processes (OC-MDPs). Moreover, we show that quantitative limit problems for OC-SSGs are in NP intersection coNP, and are in P-time for 1-player OC-MDPs. Both qualitative limit problems and qualitative termination problems for OC-SSGs are already at least as hard as Condon's quantitative decision problem for finite-state SSGs.Comment: 20 pages, 1 figure. This is a full version of a paper accepted for publication in proceedings of FSTTCS 201

    Relational semantics of linear logic and higher-order model-checking

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    In this article, we develop a new and somewhat unexpected connection between higher-order model-checking and linear logic. Our starting point is the observation that once embedded in the relational semantics of linear logic, the Church encoding of any higher-order recursion scheme (HORS) comes together with a dual Church encoding of an alternating tree automata (ATA) of the same signature. Moreover, the interaction between the relational interpretations of the HORS and of the ATA identifies the set of accepting states of the tree automaton against the infinite tree generated by the recursion scheme. We show how to extend this result to alternating parity automata (APT) by introducing a parametric version of the exponential modality of linear logic, capturing the formal properties of colors (or priorities) in higher-order model-checking. We show in particular how to reunderstand in this way the type-theoretic approach to higher-order model-checking developed by Kobayashi and Ong. We briefly explain in the end of the paper how his analysis driven by linear logic results in a new and purely semantic proof of decidability of the formulas of the monadic second-order logic for higher-order recursion schemes.Comment: 24 pages. Submitte

    Foundations of Software Science and Computation Structures

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    This open access book constitutes the proceedings of the 22nd International Conference on Foundations of Software Science and Computational Structures, FOSSACS 2019, which took place in Prague, Czech Republic, in April 2019, held as part of the European Joint Conference on Theory and Practice of Software, ETAPS 2019. The 29 papers presented in this volume were carefully reviewed and selected from 85 submissions. They deal with foundational research with a clear significance for software science

    Logic and Automata

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    Mathematical logic and automata theory are two scientific disciplines with a fundamentally close relationship. The authors of Logic and Automata take the occasion of the sixtieth birthday of Wolfgang Thomas to present a tour d'horizon of automata theory and logic. The twenty papers in this volume cover many different facets of logic and automata theory, emphasizing the connections to other disciplines such as games, algorithms, and semigroup theory, as well as discussing current challenges in the field

    The Church Synthesis Problem with Metric

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    Church\u27s Problem asks for the construction of a procedure which, given a logical specification S(I,O) between input strings I and output strings O, determines whether there exists an operator F that implements the specification in the sense that S(I,F(I)) holds for all inputs I. Buechi and Landweber gave a procedure to solve Church\u27s problem for MSO specifications and operators computable by finite-state automata. We consider extensions of Church\u27s problem in two orthogonal directions: (i) we address the problem in a more general logical setting, where not only the specifications but also the solutions are presented in a logical system; (ii) we consider not only the canonical discrete time domain of the natural numbers, but also the continuous domain of reals. We show that for every fixed bounded length interval of the reals, Church\u27s problem is decidable when specifications and implementations are described in the monadic second-order logics over the reals with order and the +1 function

    Solving Infinite-State Games via Acceleration

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    Two-player graph games have found numerous applications, most notably in the synthesis of reactive systems from temporal specifications, but also in verification. The relevance of infinite-state systems in these areas has lead to significant attention towards developing techniques for solving infinite-state games. We propose novel symbolic semi-algorithms for solving infinite-state games with ω\omega-regular winning conditions. The novelty of our approach lies in the introduction of an acceleration technique that enhances fixpoint-based game-solving methods and helps to avoid divergence. Classical fixpoint-based algorithms, when applied to infinite-state games, are bound to diverge in many cases, since they iteratively compute the set of states from which one player has a winning strategy. Our proposed approach can lead to convergence in cases where existing algorithms require an infinite number of iterations. This is achieved by acceleration: computing an infinite set of states from which a simpler sub-strategy can be iterated an unbounded number of times in order to win the game. Ours is the first method for solving infinite-state games to employ acceleration. Thanks to this, it is able to outperform state-of-the-art techniques on a range of benchmarks, as evidenced by our evaluation of a prototype implementation
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