50 research outputs found

    A Counting Logic for Structure Transition Systems

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    Quantitative questions such as "what is the maximum number of tokens in a place of a Petri net?" or "what is the maximal reachable height of the stack of a pushdown automaton?" play a significant role in understanding models of computation. To study such problems in a systematic way, we introduce structure transition systems on which one can define logics that mix temporal expressions (e.g. reachability) with properties of a state (e.g. the height of the stack). We propose a counting logic Qmu[#MSO] which allows to express questions like the ones above, and also many boundedness problems studied so far. We show that Qmu[#MSO] has good algorithmic properties, in particular we generalize two standard methods in model checking, decomposition on trees and model checking through parity games, to this quantitative logic. These properties are used to prove decidability of Qmu[#MSO] on tree-producing pushdown systems, a generalization of both pushdown systems and regular tree grammars

    Unboundedness and downward closures of higher-order pushdown automata

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    We show the diagonal problem for higher-order pushdown automata (HOPDA), and hence the simultaneous unboundedness problem, is decidable. From recent work by Zetzsche this means that we can construct the downward closure of the set of words accepted by a given HOPDA. This also means we can construct the downward closure of the Parikh image of a HOPDA. Both of these consequences play an important role in verifying concurrent higher-order programs expressed as HOPDA or safe higher-order recursion schemes

    Playing Games in the Baire Space

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    We solve a generalized version of Church's Synthesis Problem where a play is given by a sequence of natural numbers rather than a sequence of bits; so a play is an element of the Baire space rather than of the Cantor space. Two players Input and Output choose natural numbers in alternation to generate a play. We present a natural model of automata ("N-memory automata") equipped with the parity acceptance condition, and we introduce also the corresponding model of "N-memory transducers". We show that solvability of games specified by N-memory automata (i.e., existence of a winning strategy for player Output) is decidable, and that in this case an N-memory transducer can be constructed that implements a winning strategy for player Output.Comment: In Proceedings Cassting'16/SynCoP'16, arXiv:1608.0017

    Degrees of Lookahead in Regular Infinite Games

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    We study variants of regular infinite games where the strict alternation of moves between the two players is subject to modifications. The second player may postpone a move for a finite number of steps, or, in other words, exploit in his strategy some lookahead on the moves of the opponent. This captures situations in distributed systems, e.g. when buffers are present in communication or when signal transmission between components is deferred. We distinguish strategies with different degrees of lookahead, among them being the continuous and the bounded lookahead strategies. In the first case the lookahead is of finite possibly unbounded size, whereas in the second case it is of bounded size. We show that for regular infinite games the solvability by continuous strategies is decidable, and that a continuous strategy can always be reduced to one of bounded lookahead. Moreover, this lookahead is at most doubly exponential in the size of a given parity automaton recognizing the winning condition. We also show that the result fails for non-regular gamesxwhere the winning condition is given by a context-free omega-language.Comment: LMCS submissio

    Model checking Branching-Time Properties of Multi-Pushdown Systems is Hard

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    We address the model checking problem for shared memory concurrent programs modeled as multi-pushdown systems. We consider here boolean programs with a finite number of threads and recursive procedures. It is well-known that the model checking problem is undecidable for this class of programs. In this paper, we investigate the decidability and the complexity of this problem under the assumption of bounded context-switching defined by Qadeer and Rehof, and of phase-boundedness proposed by La Torre et al. On the model checking of such systems against temporal logics and in particular branching time logics such as the modal μ\mu-calculus or CTL has received little attention. It is known that parity games, which are closely related to the modal μ\mu-calculus, are decidable for the class of bounded-phase systems (and hence for bounded-context switching as well), but with non-elementary complexity (Seth). A natural question is whether this high complexity is inevitable and what are the ways to get around it. This paper addresses these questions and unfortunately, and somewhat surprisingly, it shows that branching model checking for MPDSs is inherently an hard problem with no easy solution. We show that parity games on MPDS under phase-bounding restriction is non-elementary. Our main result shows that model checking a kk context bounded MPDS against a simple fragment of CTL, consisting of formulas that whose temporal operators come from the set {\EF, \EX}, has a non-elementary lower bound

    A landscape with games in the background

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    Positional Determinacy of Games with Infinitely Many Priorities

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    We study two-player games of infinite duration that are played on finite or infinite game graphs. A winning strategy for such a game is positional if it only depends on the current position, and not on the history of the play. A game is positionally determined if, from each position, one of the two players has a positional winning strategy. The theory of such games is well studied for winning conditions that are defined in terms of a mapping that assigns to each position a priority from a finite set. Specifically, in Muller games the winner of a play is determined by the set of those priorities that have been seen infinitely often; an important special case are parity games where the least (or greatest) priority occurring infinitely often determines the winner. It is well-known that parity games are positionally determined whereas Muller games are determined via finite-memory strategies. In this paper, we extend this theory to the case of games with infinitely many priorities. Such games arise in several application areas, for instance in pushdown games with winning conditions depending on stack contents. For parity games there are several generalisations to the case of infinitely many priorities. While max-parity games over omega or min-parity games over larger ordinals than omega require strategies with infinite memory, we can prove that min-parity games with priorities in omega are positionally determined. Indeed, it turns out that the min-parity condition over omega is the only infinitary Muller condition that guarantees positional determinacy on all game graphs

    How Good Is a Strategy in a Game with Nature?

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    International audienceWe consider games with two antagonistic players — Éloïse (modelling a program) and Abélard (modelling a byzantine environment) — and a third, unpredictable and uncontrollable player, that we call Nature. Motivated by the fact that the usual probabilistic semantics very quickly leads to undecidability when considering either infinite game graphs or imperfect information, we propose two alternative semantics that leads to decidability where the probabilistic one fails: one based on counting and one based on topology
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