12 research outputs found

    Parity to Safety in Polynomial Time for Pushdown and Collapsible Pushdown Systems

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    We give a direct polynomial-time reduction from parity games played over the configuration graphs of collapsible pushdown systems to safety games played over the same class of graphs. That a polynomial-time reduction would exist was known since both problems are complete for the same complexity class. Coming up with a direct reduction, however, has been an open problem. Our solution to the puzzle brings together a number of techniques for pushdown games and adds three new ones. This work contributes to a recent trend of liveness to safety reductions which allow the advanced state-of-the-art in safety checking to be used for more expressive specifications

    Optimally Resilient Strategies in Pushdown Safety Games

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    Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic external influence. This concerns events where the observed system behavior differs from the intended one prescribed by the controller. For games played on finite arenas it is known that computing optimally resilient strategies only incurs a polynomial overhead over solving classical games. This paper studies safety games with disturbances played on infinite arenas induced by pushdown systems. We show how to compute optimally resilient strategies in triply-exponential time. For the subclass of safety games played on one-counter configuration graphs, we show that determining the degree of resilience of the initial configuration is PSPACE-complete and that optimally resilient strategies can be computed in doubly-exponential time

    Parity to safety in polynomial time for pushdown and collapsible pushdown systems

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    We give a direct polynomial-time reduction from parity games played over the configuration graphs of collapsible pushdown systems to safety games played over the same class of graphs. That a polynomial-time reduction would exist was known since both problems are complete for the same complexity class. Coming up with a direct reduction, however, has been an open problem. Our solution to the puzzle brings together a number of techniques for pushdown games and adds three new ones. This work contributes to a recent trend of liveness to safety reductions which allow the advanced state-of-the-art in safety checking to be used for more expressive specifications

    Bounding Average-Energy Games

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    We consider average-energy games, where the goal is to minimize the long-run average of the accumulated energy. While several results have been obtained on these games recently, decidability of average-energy games with a lower-bound constraint on the energy level (but no upper bound) remained open; in particular, so far there was no known upper bound on the memory that is required for winning strategies. By reducing average-energy games with lower-bounded energy to infinite-state mean-payoff games and analyzing the density of low-energy configurations, we show an almost tight doubly-exponential upper bound on the necessary memory, and prove that the winner of average-energy games with lower-bounded energy can be determined in doubly-exponential time. We also prove EXPSPACE-hardness of this problem. Finally, we consider multi-dimensional extensions of all types of average-energy games: without bounds, with only a lower bound, and with both a lower and an upper bound on the energy. We show that the fully-bounded version is the only case to remain decidable in multiple dimensions.SCOPUS: cp.kinfo:eu-repo/semantics/publishe

    Optimally Resilient Strategies in Pushdown Safety Games

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    Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic disturbances, i.e., unmodeled situations in which the actual controller action differs from the intended one. For games played on finite arenas it is known that computing optimally resilient strategies only incurs a polynomial overhead over solving classical games. This paper studies safety games with disturbances played on infinite arenas induced by pushdown systems. We show how to compute optimally resilient strategies in triply-exponential time. For the subclass of safety games played on one-counter configuration graphs, we show that determining the degree of resilience of the initial configuration is PSPACE-complete and that optimally resilient strategies can be computed in doubly-exponential time

    Robustness-by-Construction Synthesis: Adapting to the Environment at Runtime

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    While most of the current synthesis algorithms only focus on correctness-by-construction, ensuring robustness has remained a challenge. Hence, in this paper, we address the robust-by-construction synthesis problem by considering the specifications to be expressed by a robust version of Linear Temporal Logic (LTL), called robust LTL (rLTL). rLTL has a many-valued semantics to capture different degrees of satisfaction of a specification, i.e., satisfaction is a quantitative notion. We argue that the current algorithms for rLTL synthesis do not compute optimal strategies in a non-antagonistic setting. So, a natural question is whether there is a way of satisfying the specification "better" if the environment is indeed not antagonistic. We address this question by developing two new notions of strategies. The first notion is that of adaptive strategies, which, in response to the opponent's non-antagonistic moves, maximize the degree of satisfaction. The idea is to monitor non-optimal moves of the opponent at runtime using multiple parity automata and adaptively change the system strategy to ensure optimality. The second notion is that of strongly adaptive strategies, which is a further refinement of the first notion. These strategies also maximize the opportunities for the opponent to make non-optimal moves. We show that computing such strategies for rLTL specifications is not harder than the standard synthesis problem, e.g., computing strategies with LTL specifications, and takes doubly-exponential time.Comment: 32 pages, 3 figure

    Optimality and resilience in parity games

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    Modeling reactive systems as infinite games has yielded a multitude of results in the fields of program verification and program synthesis. The canonical parity condition, however, neither suffices to express non-functional requirements on the modeled system, nor to capture malfunctions of the deployed system. We address these issues by investigating quantitative games in which the above characteristics can be expressed. Parity games with costs are a variant of parity games in which traversing an edge incurs some nonnegative cost. The cost of a play is the limit superior of the cost incurred between answering odd colors by larger even ones. We extend that model by using integer costs, obtaining parity games with weights, and show that the problem of solving such games is in the intersection of NP and coNP and that it is PTIME-equivalent to the problem of solving energy parity games. We moreover show that Player 0 requires exponential memory to implement a winning strategy in parity games with weights. Further, we show that the problem of determining whether Player 0 can keep the cost of a play below a given bound is EXPTIME-complete for parity games with weights and PSPACE-complete for the special cases of parity games with costs and finitary parity games, i.e., it is harder than solving the game. Thus, optimality comes at a price even in finitary parity games. We further determine the complexity of computing strategies in parity games that are resilient against malfunctions. We show that such strategies can be effectively computed and that this is as hard as solving the game without disturbances. Finally, we combine all these aspects and show that Player 0 can trade memory, cost, and resilience for one another. Furthermore, we show how to compute the possible tradeoffs for a given game.Die Modellierung von reaktiven Systemen durch unendliche Spiele ermöglichte zahlreiche Fortschritte in der Programmverifikation und der Programmsynthese. Die häufig genutzte Paritätsbedingung kann jedoch weder nichtfunktionale Anforderungen ausdrücken, noch Fehlfunktionen des Systems modellieren. Wir betrachten quantitative Spiele in denen diese Merkmale ausgedrückt werden können. Paritätsspiele mit Kosten (PSK) sind eine Variante der Paritätsspiele in denen die Benutzung einer Kante nichtnegative Kosten verursacht. Die Kosten einer Partie sind der Limes Superior der Kosten zwischen ungeraden und den jeweils nächsten größeren geraden Farben. Wir erweitern dieses Modell durch ganzzahlige Kosten zu Paritätsspielen mit Gewichten (PSG). Wir zeigen, dass das Lösen dieser Spiele im Schnitt von NP und coNP liegt, dass es PTIME-äquivalent dazu ist, Energieparitätsspiele zu lösen und dass Spieler 0 exponentiellen Speicher benötigt, um zu gewinnen. Ferner zeigen wir, dass das Problem, zu entscheiden, ob Spieler 0 die Kosten eines Spiels unter einer gegebenen Schranke halten kann, EXPTIME-vollständig für PSG ist, sowie dass es PSPACE-vollständig für die Spezialfälle PSK und finitäre Paritätsspiele (FPS) ist. Optimalität ist also selbst in FPS nicht kostenlos. Außerdem bestimmen wir die Komplexität davon, Strategien in Paritätsspielen zu berechnen, die robust gegenüber Fehlfunktionen sind, zeigen, dass solche Strategien effektiv berechnet werden können und beweisen, dass dies nur linearen Mehraufwand bedeutet. Darüberhinaus kombinieren wir die oben genannten Aspekte, zeigen, dass Spieler 0 Speicher, Kosten und Robustheit gegeneinander eintauschen kann und berechnen die möglichen Kompromisse

    Playing Pushdown Parity Games in a Hurry

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    We continue the investigation of finite-duration variants of infinite-duration games by extending known results for games played on finite graphs to those played on infinite ones. In particular, we establish an equivalence between pushdown parity games and a finite-duration variant. This allows us to determine the winner of a pushdown parity game by solving a reachability game on a finite tree
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