103 research outputs found
Polynomial Identification of omega-Automata
We study identification in the limit using polynomial time and data for
models of omega-automata. On the negative side we show that non-deterministic
omega-automata (of types Buchi, coBuchi, Parity, Rabin, Street, or Muller)
cannot be polynomially learned in the limit. On the positive side we show that
the omega-language classes IB, IC, IP, IR, IS, and IM, which are defined by
deterministic Buchi, coBuchi, Parity, Rabin, Streett, and Muller acceptors that
are isomorphic to their right-congruence automata, are identifiable in the
limit using polynomial time and data.
We give polynomial time inclusion and equivalence algorithms for
deterministic Buchi, coBuchi, Parity, Rabin, Streett, and Muller acceptors,
which are used to show that the characteristic samples for IB, IC, IP, IR, IS,
and IM can be constructed in polynomial time.
We also provide polynomial time algorithms to test whether a given
deterministic automaton of type X (for X in {B, C, P, R, S, M})is in the class
IX (i.e. recognizes a language that has a deterministic automaton that is
isomorphic to its right congruence automaton).Comment: This is an extended version of a paper with the same name that
appeared in TACAS2
Constructing Deterministic Parity Automata from Positive and Negative Examples
We present a polynomial time algorithm that constructs a deterministic parity
automaton (DPA) from a given set of positive and negative ultimately periodic
example words. We show that this algorithm is complete for the class of
-regular languages, that is, it can learn a DPA for each regular
-language. For use in the algorithm, we give a definition of a DPA,
that we call the precise DPA of a language, and show that it can be constructed
from the syntactic family of right congruences for that language (introduced by
Maler and Staiger in 1997). Depending on the structure of the language, the
precise DPA can be of exponential size compared to a minimal DPA, but it can
also be a minimal DPA. The upper bound that we obtain on the number of examples
required for our algorithm to find a DPA for is therefore exponential in
the size of a minimal DPA, in general. However we identify two parameters of
regular -languages such that fixing these parameters makes the bound
polynomial.Comment: Changes from v1: - integrate appendix into paper - extend
introduction to cover related work in more detail - add a second (more
involved) example - minor change
Emptiness Of Alternating Tree Automata Using Games With Imperfect Information
We consider the emptiness problem for alternating tree automata,
with two acceptance semantics: classical (all branches are accepted)
and qualitative (almost all branches are accepted). For the classical semantics, the usual technique to tackle this problem relies on a Simulation Theorem which constructs an equivalent non-deterministic automaton from the original alternating one, and then checks emptiness by a reduction to a two-player perfect information game.
However, for the qualitative semantics, no simulation of alternation by means of non-determinism is known.
We give an alternative technique to decide the emptiness problem of alternating tree automata, that does not rely on a Simulation Theorem.
Indeed, we directly reduce the emptiness problem to solving an imperfect information two-player parity game. Our new approach can successfully be applied to both semantics, and yields decidability results with optimal complexity; for the qualitative semantics, the key ingredient in the proof is a positionality result for stochastic games played over infinite graphs
Obligation Blackwell Games and p-Automata
We recently introduced p-automata, automata that read discrete-time Markov
chains. We used turn-based stochastic parity games to define acceptance of
Markov chains by a subclass of p-automata. Definition of acceptance required a
cumbersome and complicated reduction to a series of turn-based stochastic
parity games. The reduction could not support acceptance by general p-automata,
which was left undefined as there was no notion of games that supported it.
Here we generalize two-player games by adding a structural acceptance
condition called obligations. Obligations are orthogonal to the linear winning
conditions that define winning. Obligations are a declaration that player 0 can
achieve a certain value from a configuration. If the obligation is met, the
value of that configuration for player 0 is 1.
One cannot define value in obligation games by the standard mechanism of
considering the measure of winning paths on a Markov chain and taking the
supremum of the infimum of all strategies. Mainly because obligations need
definition even for Markov chains and the nature of obligations has the flavor
of an infinite nesting of supremum and infimum operators. We define value via a
reduction to turn-based games similar to Martin's proof of determinacy of
Blackwell games with Borel objectives. Based on this definition, we show that
games are determined. We show that for Markov chains with Borel objectives and
obligations, and finite turn-based stochastic parity games with obligations
there exists an alternative and simpler characterization of the value function.
Based on this simpler definition we give an exponential time algorithm to
analyze finite turn-based stochastic parity games with obligations. Finally, we
show that obligation games provide the necessary framework for reasoning about
p-automata and that they generalize the previous definition
Beyond Language Equivalence on Visibly Pushdown Automata
We study (bi)simulation-like preorder/equivalence checking on the class of
visibly pushdown automata and its natural subclasses visibly BPA (Basic Process
Algebra) and visibly one-counter automata. We describe generic methods for
proving complexity upper and lower bounds for a number of studied preorders and
equivalences like simulation, completed simulation, ready simulation, 2-nested
simulation preorders/equivalences and bisimulation equivalence. Our main
results are that all the mentioned equivalences and preorders are
EXPTIME-complete on visibly pushdown automata, PSPACE-complete on visibly
one-counter automata and P-complete on visibly BPA. Our PSPACE lower bound for
visibly one-counter automata improves also the previously known DP-hardness
results for ordinary one-counter automata and one-counter nets. Finally, we
study regularity checking problems for visibly pushdown automata and show that
they can be decided in polynomial time.Comment: Final version of paper, accepted by LMC
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