3,021 research outputs found
Quantitative reactive modeling and verification
Formal verification aims to improve the quality of software by detecting errors before they do harm. At the basis of formal verification is the logical notion of correctness, which purports to capture whether or not a program behaves as desired. We suggest that the boolean partition of software into correct and incorrect programs falls short of the practical need to assess the behavior of software in a more nuanced fashion against multiple criteria. We therefore propose to introduce quantitative fitness measures for programs, specifically for measuring the function, performance, and robustness of reactive programs such as concurrent processes. This article describes the goals of the ERC Advanced Investigator Project QUAREM. The project aims to build and evaluate a theory of quantitative fitness measures for reactive models. Such a theory must strive to obtain quantitative generalizations of the paradigms that have been success stories in qualitative reactive modeling, such as compositionality, property-preserving abstraction and abstraction refinement, model checking, and synthesis. The theory will be evaluated not only in the context of software and hardware engineering, but also in the context of systems biology. In particular, we will use the quantitative reactive models and fitness measures developed in this project for testing hypotheses about the mechanisms behind data from biological experiments
Compositionality for Quantitative Specifications
We provide a framework for compositional and iterative design and
verification of systems with quantitative information, such as rewards, time or
energy. It is based on disjunctive modal transition systems where we allow
actions to bear various types of quantitative information. Throughout the
design process the actions can be further refined and the information made more
precise. We show how to compute the results of standard operations on the
systems, including the quotient (residual), which has not been previously
considered for quantitative non-deterministic systems. Our quantitative
framework has close connections to the modal nu-calculus and is compositional
with respect to general notions of distances between systems and the standard
operations
Interface Simulation Distances
The classical (boolean) notion of refinement for behavioral interfaces of
system components is the alternating refinement preorder. In this paper, we
define a distance for interfaces, called interface simulation distance. It
makes the alternating refinement preorder quantitative by, intuitively,
tolerating errors (while counting them) in the alternating simulation game. We
show that the interface simulation distance satisfies the triangle inequality,
that the distance between two interfaces does not increase under parallel
composition with a third interface, and that the distance between two
interfaces can be bounded from above and below by distances between
abstractions of the two interfaces. We illustrate the framework, and the
properties of the distances under composition of interfaces, with two case
studies.Comment: In Proceedings GandALF 2012, arXiv:1210.202
Weighted Branching Simulation Distance for Parametric Weighted Kripke Structures
This paper concerns branching simulation for weighted Kripke structures with
parametric weights. Concretely, we consider a weighted extension of branching
simulation where a single transitions can be matched by a sequence of
transitions while preserving the branching behavior. We relax this notion to
allow for a small degree of deviation in the matching of weights, inducing a
directed distance on states. The distance between two states can be used
directly to relate properties of the states within a sub-fragment of weighted
CTL. The problem of relating systems thus changes to minimizing the distance
which, in the general parametric case, corresponds to finding suitable
parameter valuations such that one system can approximately simulate another.
Although the distance considers a potentially infinite set of transition
sequences we demonstrate that there exists an upper bound on the length of
relevant sequences, thereby establishing the computability of the distance.Comment: In Proceedings Cassting'16/SynCoP'16, arXiv:1608.0017
MeGARA: Menu-based Game Abstraction and Abstraction Refinement of Markov Automata
Markov automata combine continuous time, probabilistic transitions, and
nondeterminism in a single model. They represent an important and powerful way
to model a wide range of complex real-life systems. However, such models tend
to be large and difficult to handle, making abstraction and abstraction
refinement necessary. In this paper we present an abstraction and abstraction
refinement technique for Markov automata, based on the game-based and
menu-based abstraction of probabilistic automata. First experiments show that a
significant reduction in size is possible using abstraction.Comment: In Proceedings QAPL 2014, arXiv:1406.156
Average-energy games
Two-player quantitative zero-sum games provide a natural framework to
synthesize controllers with performance guarantees for reactive systems within
an uncontrollable environment. Classical settings include mean-payoff games,
where the objective is to optimize the long-run average gain per action, and
energy games, where the system has to avoid running out of energy.
We study average-energy games, where the goal is to optimize the long-run
average of the accumulated energy. We show that this objective arises naturally
in several applications, and that it yields interesting connections with
previous concepts in the literature. We prove that deciding the winner in such
games is in NP inter coNP and at least as hard as solving mean-payoff games,
and we establish that memoryless strategies suffice to win. We also consider
the case where the system has to minimize the average-energy while maintaining
the accumulated energy within predefined bounds at all times: this corresponds
to operating with a finite-capacity storage for energy. We give results for
one-player and two-player games, and establish complexity bounds and memory
requirements.Comment: In Proceedings GandALF 2015, arXiv:1509.0685
Computing Branching Distances Using Quantitative Games
We lay out a general method for computing branching distances between labeled
transition systems. We translate the quantitative games used for defining these
distances to other, path-building games which are amenable to methods from the
theory of quantitative games. We then show for all common types of branching
distances how the resulting path-building games can be solved. In the end, we
achieve a method which can be used to compute all branching distances in the
linear-time--branching-time spectrum
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