12,090 research outputs found

    Probabilistic Rely-guarantee Calculus

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    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

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    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

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    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

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    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

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    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

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    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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