3,104 research outputs found
Partial Order Reduction for Reachability Games
Partial order reductions have been successfully applied to model checking of concurrent systems and practical applications of the technique show nontrivial reduction in the size of the explored state space. We present a theory of partial order reduction based on stubborn sets in the game-theoretical setting of 2-player games with reachability/safety objectives. Our stubborn reduction allows us to prune the interleaving behaviour of both players in the game, and we formally prove its correctness on the class of games played on general labelled transition systems. We then instantiate the framework to the class of weighted Petri net games with inhibitor arcs and provide its efficient implementation in the model checker TAPAAL. Finally, we evaluate our stubborn reduction on several case studies and demonstrate its efficiency
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
Revisiting Synthesis for One-Counter Automata
We study the (parameter) synthesis problem for one-counter automata with
parameters. One-counter automata are obtained by extending classical
finite-state automata with a counter whose value can range over non-negative
integers and be tested for zero. The updates and tests applicable to the
counter can further be made parametric by introducing a set of integer-valued
variables called parameters. The synthesis problem for such automata asks
whether there exists a valuation of the parameters such that all infinite runs
of the automaton satisfy some omega-regular property. Lechner showed that (the
complement of) the problem can be encoded in a restricted one-alternation
fragment of Presburger arithmetic with divisibility. In this work (i) we argue
that said fragment, called AERPADPLUS, is unfortunately undecidable.
Nevertheless, by a careful re-encoding of the problem into a decidable
restriction of AERPADPLUS, (ii) we prove that the synthesis problem is
decidable in general and in N2EXP for several fixed omega-regular properties.
Finally, (iii) we give a polynomial-space algorithm for the special case of the
problem where parameters can only be used in tests, and not updates, of the
counter
The Complexity of Model Checking Higher-Order Fixpoint Logic
Higher-Order Fixpoint Logic (HFL) is a hybrid of the simply typed
\lambda-calculus and the modal \lambda-calculus. This makes it a highly
expressive temporal logic that is capable of expressing various interesting
correctness properties of programs that are not expressible in the modal
\lambda-calculus.
This paper provides complexity results for its model checking problem. In
particular we consider those fragments of HFL built by using only types of
bounded order k and arity m. We establish k-fold exponential time completeness
for model checking each such fragment. For the upper bound we use fixpoint
elimination to obtain reachability games that are singly-exponential in the
size of the formula and k-fold exponential in the size of the underlying
transition system. These games can be solved in deterministic linear time. As a
simple consequence, we obtain an exponential time upper bound on the expression
complexity of each such fragment.
The lower bound is established by a reduction from the word problem for
alternating (k-1)-fold exponential space bounded Turing Machines. Since there
are fixed machines of that type whose word problems are already hard with
respect to k-fold exponential time, we obtain, as a corollary, k-fold
exponential time completeness for the data complexity of our fragments of HFL,
provided m exceeds 3. This also yields a hierarchy result in expressive power.Comment: 33 pages, 2 figures, to be published in Logical Methods in Computer
Scienc
Integer Vector Addition Systems with States
This paper studies reachability, coverability and inclusion problems for
Integer Vector Addition Systems with States (ZVASS) and extensions and
restrictions thereof. A ZVASS comprises a finite-state controller with a finite
number of counters ranging over the integers. Although it is folklore that
reachability in ZVASS is NP-complete, it turns out that despite their
naturalness, from a complexity point of view this class has received little
attention in the literature. We fill this gap by providing an in-depth analysis
of the computational complexity of the aforementioned decision problems. Most
interestingly, it turns out that while the addition of reset operations to
ordinary VASS leads to undecidability and Ackermann-hardness of reachability
and coverability, respectively, they can be added to ZVASS while retaining
NP-completness of both coverability and reachability.Comment: 17 pages, 2 figure
Kleene Algebras and Semimodules for Energy Problems
With the purpose of unifying a number of approaches to energy problems found
in the literature, we introduce generalized energy automata. These are finite
automata whose edges are labeled with energy functions that define how energy
levels evolve during transitions. Uncovering a close connection between energy
problems and reachability and B\"uchi acceptance for semiring-weighted
automata, we show that these generalized energy problems are decidable. We also
provide complexity results for important special cases
Pure Nash Equilibria in Concurrent Deterministic Games
We study pure-strategy Nash equilibria in multi-player concurrent
deterministic games, for a variety of preference relations. We provide a novel
construction, called the suspect game, which transforms a multi-player
concurrent game into a two-player turn-based game which turns Nash equilibria
into winning strategies (for some objective that depends on the preference
relations of the players in the original game). We use that transformation to
design algorithms for computing Nash equilibria in finite games, which in most
cases have optimal worst-case complexity, for large classes of preference
relations. This includes the purely qualitative framework, where each player
has a single omega-regular objective that she wants to satisfy, but also the
larger class of semi-quantitative objectives, where each player has several
omega-regular objectives equipped with a preorder (for instance, a player may
want to satisfy all her objectives, or to maximise the number of objectives
that she achieves.)Comment: 72 page
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