8 research outputs found
Quantitative Games under Failures
We study a generalisation of sabotage games, a model of dynamic network games
introduced by van Benthem. The original definition of the game is inherently
finite and therefore does not allow one to model infinite processes. We propose
an extension of the sabotage games in which the first player (Runner) traverses
an arena with dynamic weights determined by the second player (Saboteur). In
our model of quantitative sabotage games, Saboteur is now given a budget that
he can distribute amongst the edges of the graph, whilst Runner attempts to
minimise the quantity of budget witnessed while completing his task. We show
that, on the one hand, for most of the classical cost functions considered in
the literature, the problem of determining if Runner has a strategy to ensure a
cost below some threshold is EXPTIME-complete. On the other hand, if the budget
of Saboteur is fixed a priori, then the problem is in PTIME for most cost
functions. Finally, we show that restricting the dynamics of the game also
leads to better complexity
Decoupled Fitness Criteria for Reactive Systems
The correctness problem for reactive systems has been thoroughly explored and
is well understood. Meanwhile, the efficiency problem for reactive systems has
not received the same attention. Indeed, one correct system may be less fit
than another correct system and determining this manually is challenging and
often done ad hoc. We (1) propose a novel and general framework which
automatically assigns comparable fitness scores to reactive systems using
interpretable parameters that are decoupled from the system being evaluated,
(2) state the computational problem of evaluating this fitness score and reduce
this problem to a matrix analysis problem, (3) discuss symbolic and numerical
methods for solving this matrix analysis problem, and (4) illustrate our
approach by evaluating the fitness of nine systems across three case studies,
including the Alternating Bit Protocol and Two Phase Commit.Comment: v2 notable changes: - updated discussion of "component separable" -
updated presentation/organization of section 4 - updated
presentation/organization of section 5 - added new case stud
Synthesizing Optimally Resilient Controllers
Recently, Dallal, Neider, and Tabuada studied a generalization of the classical game-theoretic model used in program synthesis, which additionally accounts for unmodeled intermittent disturbances. In this extended framework, one is interested in computing optimally resilient strategies, i.e., strategies that are resilient against as many disturbances as possible. Dallal, Neider, and Tabuada showed how to compute such strategies for safety specifications. In this work, we compute optimally resilient strategies for a much wider range of winning conditions and show that they do not require more memory than winning strategies in the classical model. Our algorithms only have a polynomial overhead in comparison to the ones computing winning strategies. In particular, for parity conditions, optimally resilient strategies are positional and can be computed in quasipolynomial time
Optimally Resilient Strategies in Pushdown Safety Games
Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic external influence. This concerns events where the observed system behavior differs from the intended one prescribed by the controller. For games played on finite arenas it is known that computing optimally resilient strategies only incurs a polynomial overhead over solving classical games. This paper studies safety games with disturbances played on infinite arenas induced by pushdown systems. We show how to compute optimally resilient strategies in triply-exponential time. For the subclass of safety games played on one-counter configuration graphs, we show that determining the degree of resilience of the initial configuration is PSPACE-complete and that optimally resilient strategies can be computed in doubly-exponential time
Optimally Resilient Strategies in Pushdown Safety Games
Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic disturbances, i.e., unmodeled situations in which the actual controller action differs from the intended one. For games played on finite arenas it is known that computing optimally resilient strategies only incurs a polynomial overhead over solving classical games. This paper studies safety games with disturbances played on infinite arenas induced by pushdown systems. We show how to compute optimally resilient strategies in triply-exponential time. For the subclass of safety games played on one-counter configuration graphs, we show that determining the degree of resilience of the initial configuration is PSPACE-complete and that optimally resilient strategies can be computed in doubly-exponential time
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Synthesis for defeating adversaries with limited capabilities
Reactive synthesis is a potent technique enabling the automatic generation of correct-by-construction implementations of systems based on formal specifications (Bloem et al.,2018; Ehlers et al., 2015; Majumdar et al., 2019). This approach ensures that the synthesized system satisfies its specifications, regardless of the environment’s behavior, making it a more robust alternative to planning. However, reactive synthesis may fail when no system can fulfill the specification against all potential environment behaviors, such as cases where the environment prevents the system from achieving its objectives (Kress-Gazit et al., 2018). To mitigate this issue, researchers often introduce assumptions to constrain the environment’s behavior, ensuring the synthesized system operates correctly when these assumptions hold. This method, however, introduces another challenge, as the synthesized implementations might be motivated to work against the satisfaction of these assumptions (Bloemet al., 2015; Majumdar et al., 2019). An alternative viewpoint treats the interaction between the environment and the system as a strategic game, where an equilibrium between both players’ strategies is computed to guarantee that neither has an incentive to deviate. However,this approach necessitates knowledge of the environment’s objectives to facilitate strategic reasoning. In traditional reactive synthesis, environments can exhibit arbitrary behavior within their limits, with observed behavior providing no useful information. This prompts the question of whether an alternative definition for the synthesis problem could enable the formal synthesis of a correct-by-construction system in environments with unknown behaviors. Drawing inspiration from real-world adversaries, we limit the environment’s behavior. Quantifying the environment’s capabilities is crucial for solving this problem effectively, as without such constraints, the environment could act antagonistically, as in classical reactive synthesis. Concurrently, we aim to develop a controller that consistently functions correctly against the environment’s simple behaviors. In this thesis, we address the issue by restricting the environment’s behavior through limitations on a) behavioral complexity, b) observational capability, or c) the ability to modify operational space.Computer Science
Optimality and resilience in parity games
Modeling reactive systems as infinite games has yielded a multitude of results in the fields of program verification and program synthesis. The canonical parity condition, however, neither suffices to express non-functional requirements on the modeled system, nor to capture malfunctions of the deployed system. We address these issues by investigating quantitative games in which the above characteristics can be expressed. Parity games with costs are a variant of parity games in which traversing an edge incurs some nonnegative cost. The cost of a play is the limit superior of the cost incurred between answering odd colors by larger even ones. We extend that model by using integer costs, obtaining parity games with weights, and show that the problem of solving such games is in the intersection of NP and coNP and that it is PTIME-equivalent to the problem of solving energy parity games. We moreover show that Player 0 requires exponential memory to implement a winning strategy in parity games with weights. Further, we show that the problem of determining whether Player 0 can keep the cost of a play below a given bound is EXPTIME-complete for parity games with weights and PSPACE-complete for the special cases of parity games with costs and finitary parity games, i.e., it is harder than solving the game. Thus, optimality comes at a price even in finitary parity games. We further determine the complexity of computing strategies in parity games that are resilient against malfunctions. We show that such strategies can be effectively computed and that this is as hard as solving the game without disturbances. Finally, we combine all these aspects and show that Player 0 can trade memory, cost, and resilience for one another. Furthermore, we show how to compute the possible tradeoffs for a given game.Die Modellierung von reaktiven Systemen durch unendliche Spiele ermöglichte zahlreiche Fortschritte in der Programmverifikation und der Programmsynthese. Die häufig genutzte Paritätsbedingung kann jedoch weder nichtfunktionale Anforderungen ausdrücken, noch Fehlfunktionen des Systems modellieren. Wir betrachten quantitative Spiele in denen diese Merkmale ausgedrückt werden können. Paritätsspiele mit Kosten (PSK) sind eine Variante der Paritätsspiele in denen die Benutzung einer Kante nichtnegative Kosten verursacht. Die Kosten einer Partie sind der Limes Superior der Kosten zwischen ungeraden und den jeweils nächsten größeren geraden Farben. Wir erweitern dieses Modell durch ganzzahlige Kosten zu Paritätsspielen mit Gewichten (PSG). Wir zeigen, dass das Lösen dieser Spiele im Schnitt von NP und coNP liegt, dass es PTIME-äquivalent dazu ist, Energieparitätsspiele zu lösen und dass Spieler 0 exponentiellen Speicher benötigt, um zu gewinnen. Ferner zeigen wir, dass das Problem, zu entscheiden, ob Spieler 0 die Kosten eines Spiels unter einer gegebenen Schranke halten kann, EXPTIME-vollständig für PSG ist, sowie dass es PSPACE-vollständig für die Spezialfälle PSK und finitäre Paritätsspiele (FPS) ist. Optimalität ist also selbst in FPS nicht kostenlos. Außerdem bestimmen wir die Komplexität davon, Strategien in Paritätsspielen zu berechnen, die robust gegenüber Fehlfunktionen sind, zeigen, dass solche Strategien effektiv berechnet werden können und beweisen, dass dies nur linearen Mehraufwand bedeutet. Darüberhinaus kombinieren wir die oben genannten Aspekte, zeigen, dass Spieler 0 Speicher, Kosten und Robustheit gegeneinander eintauschen kann und berechnen die möglichen Kompromisse