12,090 research outputs found
Probabilistic Rely-guarantee Calculus
Jones' rely-guarantee calculus for shared variable concurrency is extended to
include probabilistic behaviours. We use an algebraic approach which combines
and adapts probabilistic Kleene algebras with concurrent Kleene algebra.
Soundness of the algebra is shown relative to a general probabilistic event
structure semantics. The main contribution of this paper is a collection of
rely-guarantee rules built on top of that semantics. In particular, we show how
to obtain bounds on probabilities by deriving rely-guarantee rules within the
true-concurrent denotational semantics. The use of these rules is illustrated
by a detailed verification of a simple probabilistic concurrent program: a
faulty Eratosthenes sieve.Comment: Preprint submitted to TCS-QAP
Algebraic Verification of Probabilistic and Concurrent Systems
This thesis provides an algebraic modelling and verification of probabilistic concurrent systems in the style of Kleene algebra. Without concurrency, it is shown that the equational theory of continuous probabilistic Kleene algebra is complete with respect to an automata model under standard simulation equivalence. This yields a minimisation-based decision procedure for the algebra. Without probability, an event structure model of Hoare et al.'s concurrent Kleene algebra is constructed. These two algebras are then ``merged" to provide probabilistic concurrent Kleene algebra which is used to discover and prove development rules for probabilistic concurrent systems (e.g. rely/guarantee calculus). Soundness of the new algebra is ensured by models based on probabilistic automata (interleaving) and probabilistic bundle event structures (true concurrency) quotiented with the respective simulation equivalences. Lastly, event structures with implicit probabilities are constructed to provide a state based model for the soundness of the probabilistic rely/guarantee rules
Game Refinement Relations and Metrics
We consider two-player games played over finite state spaces for an infinite
number of rounds. At each state, the players simultaneously choose moves; the
moves determine a successor state. It is often advantageous for players to
choose probability distributions over moves, rather than single moves. Given a
goal, for example, reach a target state, the question of winning is thus a
probabilistic one: what is the maximal probability of winning from a given
state?
On these game structures, two fundamental notions are those of equivalences
and metrics. Given a set of winning conditions, two states are equivalent if
the players can win the same games with the same probability from both states.
Metrics provide a bound on the difference in the probabilities of winning
across states, capturing a quantitative notion of state similarity.
We introduce equivalences and metrics for two-player game structures, and we
show that they characterize the difference in probability of winning games
whose goals are expressed in the quantitative mu-calculus. The quantitative
mu-calculus can express a large set of goals, including reachability, safety,
and omega-regular properties. Thus, we claim that our relations and metrics
provide the canonical extensions to games, of the classical notion of
bisimulation for transition systems. We develop our results both for
equivalences and metrics, which generalize bisimulation, and for asymmetrical
versions, which generalize simulation
Towards a System Theoretic Approach to Wireless Network Capacity in Finite Time and Space
In asymptotic regimes, both in time and space (network size), the derivation
of network capacity results is grossly simplified by brushing aside queueing
behavior in non-Jackson networks. This simplifying double-limit model, however,
lends itself to conservative numerical results in finite regimes. To properly
account for queueing behavior beyond a simple calculus based on average rates,
we advocate a system theoretic methodology for the capacity problem in finite
time and space regimes. This methodology also accounts for spatial correlations
arising in networks with CSMA/CA scheduling and it delivers rigorous
closed-form capacity results in terms of probability distributions. Unlike
numerous existing asymptotic results, subject to anecdotal practical concerns,
our transient one can be used in practical settings: for example, to compute
the time scales at which multi-hop routing is more advantageous than single-hop
routing
Delay Performance of MISO Wireless Communications
Ultra-reliable, low latency communications (URLLC) are currently attracting
significant attention due to the emergence of mission-critical applications and
device-centric communication. URLLC will entail a fundamental paradigm shift
from throughput-oriented system design towards holistic designs for guaranteed
and reliable end-to-end latency. A deep understanding of the delay performance
of wireless networks is essential for efficient URLLC systems. In this paper,
we investigate the network layer performance of multiple-input, single-output
(MISO) systems under statistical delay constraints. We provide closed-form
expressions for MISO diversity-oriented service process and derive
probabilistic delay bounds using tools from stochastic network calculus. In
particular, we analyze transmit beamforming with perfect and imperfect channel
knowledge and compare it with orthogonal space-time codes and antenna
selection. The effect of transmit power, number of antennas, and finite
blocklength channel coding on the delay distribution is also investigated. Our
higher layer performance results reveal key insights of MISO channels and
provide useful guidelines for the design of ultra-reliable communication
systems that can guarantee the stringent URLLC latency requirements.Comment: This work has been submitted to the IEEE for possible publication.
Copyright may be transferred without notice, after which this version may no
longer be accessibl
Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games
2.5 player parity games combine the challenges posed by 2.5 player
reachability games and the qualitative analysis of parity games. These two
types of problems are best approached with different types of algorithms:
strategy improvement algorithms for 2.5 player reachability games and recursive
algorithms for the qualitative analysis of parity games. We present a method
that - in contrast to existing techniques - tackles both aspects with the best
suited approach and works exclusively on the 2.5 player game itself. The
resulting technique is powerful enough to handle games with several million
states
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