958 research outputs found
Module checking of pushdown multi-agent systems
In this paper, we investigate the module-checking problem of pushdown
multi-agent systems (PMS) against ATL and ATL* specifications. We establish
that for ATL, module checking of PMS is 2EXPTIME-complete, which is the same
complexity as pushdown module-checking for CTL. On the other hand, we show that
ATL* module-checking of PMS turns out to be 4EXPTIME-complete, hence
exponentially harder than both CTL* pushdown module-checking and ATL*
model-checking of PMS. Our result for ATL* provides a rare example of a natural
decision problem that is elementary yet but with a complexity that is higher
than triply exponential-time.Comment: arXiv admin note: substantial text overlap with arXiv:1709.0210
Enriched MU-Calculi Module Checking
The model checking problem for open systems has been intensively studied in
the literature, for both finite-state (module checking) and infinite-state
(pushdown module checking) systems, with respect to Ctl and Ctl*. In this
paper, we further investigate this problem with respect to the \mu-calculus
enriched with nominals and graded modalities (hybrid graded Mu-calculus), in
both the finite-state and infinite-state settings. Using an automata-theoretic
approach, we show that hybrid graded \mu-calculus module checking is solvable
in exponential time, while hybrid graded \mu-calculus pushdown module checking
is solvable in double-exponential time. These results are also tight since they
match the known lower bounds for Ctl. We also investigate the module checking
problem with respect to the hybrid graded \mu-calculus enriched with inverse
programs (Fully enriched \mu-calculus): by showing a reduction from the domino
problem, we show its undecidability. We conclude with a short overview of the
model checking problem for the Fully enriched Mu-calculus and the fragments
obtained by dropping at least one of the additional constructs
Module Checking of Pushdown Multi-agent Systems
In this paper, we investigate the module-checking problem of pushdown multi-agent systems (PMS) against ATL and ATL* specifications. We establish that for ATL, module checking of PMS is 2EXPTIME-complete, which is the same complexity as pushdown module-checking for CTL. On the other hand, we show that ATL* module-checking of PMS turns out to be 4EXPTIME-complete, hence exponentially harder than both CTL* pushdown module-checking and ATL* model-checking of PMS. Our result for ATL* provides a rare example of a natural decision problem that is elementary yet but with a complexity that is higher than triply exponential-time
New results on pushdown module checking with imperfect information
Model checking of open pushdown systems (OPD) w.r.t. standard branching
temporal logics (pushdown module checking or PMC) has been recently
investigated in the literature, both in the context of environments with
perfect and imperfect information about the system (in the last case, the
environment has only a partial view of the system's control states and stack
content). For standard CTL, PMC with imperfect information is known to be
undecidable. If the stack content is assumed to be visible, then the problem is
decidable and 2EXPTIME-complete (matching the complexity of PMC with perfect
information against CTL). The decidability status of PMC with imperfect
information against CTL restricted to the case where the depth of the stack
content is visible is open. In this paper, we show that with this restriction,
PMC with imperfect information against CTL remains undecidable. On the other
hand, we individuate an interesting subclass of OPDS with visible stack content
depth such that PMC with imperfect information against the existential fragment
of CTL is decidable and in 2EXPTIME. Moreover, we show that the program
complexity of PMC with imperfect information and visible stack content against
CTL is 2EXPTIME-complete (hence, exponentially harder than the program
complexity of PMC with perfect information, which is known to be
EXPTIME-complete).Comment: In Proceedings GandALF 2011, arXiv:1106.081
Visibly Pushdown Modular Games
Games on recursive game graphs can be used to reason about the control flow
of sequential programs with recursion. In games over recursive game graphs, the
most natural notion of strategy is the modular strategy, i.e., a strategy that
is local to a module and is oblivious to previous module invocations, and thus
does not depend on the context of invocation. In this work, we study for the
first time modular strategies with respect to winning conditions that can be
expressed by a pushdown automaton.
We show that such games are undecidable in general, and become decidable for
visibly pushdown automata specifications.
Our solution relies on a reduction to modular games with finite-state
automata winning conditions, which are known in the literature.
We carefully characterize the computational complexity of the considered
decision problem. In particular, we show that modular games with a universal
Buchi or co Buchi visibly pushdown winning condition are EXPTIME-complete, and
when the winning condition is given by a CARET or NWTL temporal logic formula
the problem is 2EXPTIME-complete, and it remains 2EXPTIME-hard even for simple
fragments of these logics.
As a further contribution, we present a different solution for modular games
with finite-state automata winning condition that runs faster than known
solutions for large specifications and many exits.Comment: In Proceedings GandALF 2014, arXiv:1408.556
Model-checking Quantitative Alternating-time Temporal Logic on One-counter Game Models
We consider quantitative extensions of the alternating-time temporal logics
ATL/ATLs called quantitative alternating-time temporal logics (QATL/QATLs) in
which the value of a counter can be compared to constants using equality,
inequality and modulo constraints. We interpret these logics in one-counter
game models which are infinite duration games played on finite control graphs
where each transition can increase or decrease the value of an unbounded
counter. That is, the state-space of these games are, generally, infinite. We
consider the model-checking problem of the logics QATL and QATLs on one-counter
game models with VASS semantics for which we develop algorithms and provide
matching lower bounds. Our algorithms are based on reductions of the
model-checking problems to model-checking games. This approach makes it quite
simple for us to deal with extensions of the logical languages as well as the
infinite state spaces. The framework generalizes on one hand qualitative
problems such as ATL/ATLs model-checking of finite-state systems,
model-checking of the branching-time temporal logics CTL and CTLs on
one-counter processes and the realizability problem of LTL specifications. On
the other hand the model-checking problem for QATL/QATLs generalizes
quantitative problems such as the fixed-initial credit problem for energy games
(in the case of QATL) and energy parity games (in the case of QATLs). Our
results are positive as we show that the generalizations are not too costly
with respect to complexity. As a byproduct we obtain new results on the
complexity of model-checking CTLs in one-counter processes and show that
deciding the winner in one-counter games with LTL objectives is
2ExpSpace-complete.Comment: 22 pages, 12 figure
Faster Algorithms for Weighted Recursive State Machines
Pushdown systems (PDSs) and recursive state machines (RSMs), which are
linearly equivalent, are standard models for interprocedural analysis. Yet RSMs
are more convenient as they (a) explicitly model function calls and returns,
and (b) specify many natural parameters for algorithmic analysis, e.g., the
number of entries and exits. We consider a general framework where RSM
transitions are labeled from a semiring and path properties are algebraic with
semiring operations, which can model, e.g., interprocedural reachability and
dataflow analysis problems.
Our main contributions are new algorithms for several fundamental problems.
As compared to a direct translation of RSMs to PDSs and the best-known existing
bounds of PDSs, our analysis algorithm improves the complexity for
finite-height semirings (that subsumes reachability and standard dataflow
properties). We further consider the problem of extracting distance values from
the representation structures computed by our algorithm, and give efficient
algorithms that distinguish the complexity of a one-time preprocessing from the
complexity of each individual query. Another advantage of our algorithm is that
our improvements carry over to the concurrent setting, where we improve the
best-known complexity for the context-bounded analysis of concurrent RSMs.
Finally, we provide a prototype implementation that gives a significant
speed-up on several benchmarks from the SLAM/SDV project
Hyperplane Separation Technique for Multidimensional Mean-Payoff Games
We consider both finite-state game graphs and recursive game graphs (or
pushdown game graphs), that can model the control flow of sequential programs
with recursion, with multi-dimensional mean-payoff objectives. In pushdown
games two types of strategies are relevant: global strategies, that depend on
the entire global history; and modular strategies, that have only local memory
and thus do not depend on the context of invocation. We present solutions to
several fundamental algorithmic questions and our main contributions are as
follows: (1) We show that finite-state multi-dimensional mean-payoff games can
be solved in polynomial time if the number of dimensions and the maximal
absolute value of the weight is fixed; whereas if the number of dimensions is
arbitrary, then problem is already known to be coNP-complete. (2) We show that
pushdown graphs with multi-dimensional mean-payoff objectives can be solved in
polynomial time. (3) For pushdown games under global strategies both single and
multi-dimensional mean-payoff objectives problems are known to be undecidable,
and we show that under modular strategies the multi-dimensional problem is also
undecidable (whereas under modular strategies the single dimensional problem is
NP-complete). We show that if the number of modules, the number of exits, and
the maximal absolute value of the weight is fixed, then pushdown games under
modular strategies with single dimensional mean-payoff objectives can be solved
in polynomial time, and if either of the number of exits or the number of
modules is not bounded, then the problem is NP-hard. (4) Finally we show that a
fixed parameter tractable algorithm for finite-state multi-dimensional
mean-payoff games or pushdown games under modular strategies with
single-dimensional mean-payoff objectives would imply the solution of the
long-standing open problem of fixed parameter tractability of parity games.Comment: arXiv admin note: text overlap with arXiv:1201.282
Visibly Linear Dynamic Logic
We introduce Visibly Linear Dynamic Logic (VLDL), which extends Linear
Temporal Logic (LTL) by temporal operators that are guarded by visibly pushdown
languages over finite words. In VLDL one can, e.g., express that a function
resets a variable to its original value after its execution, even in the
presence of an unbounded number of intermediate recursive calls. We prove that
VLDL describes exactly the -visibly pushdown languages. Thus it is
strictly more expressive than LTL and able to express recursive properties of
programs with unbounded call stacks.
The main technical contribution of this work is a translation of VLDL into
-visibly pushdown automata of exponential size via one-way alternating
jumping automata. This translation yields exponential-time algorithms for
satisfiability, validity, and model checking. We also show that visibly
pushdown games with VLDL winning conditions are solvable in triply-exponential
time. We prove all these problems to be complete for their respective
complexity classes.Comment: 25 Page
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