15,490 research outputs found

    Sparse Positional Strategies for Safety Games

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    We consider the problem of obtaining sparse positional strategies for safety games. Such games are a commonly used model in many formal methods, as they make the interaction of a system with its environment explicit. Often, a winning strategy for one of the players is used as a certificate or as an artefact for further processing in the application. Small such certificates, i.e., strategies that can be written down very compactly, are typically preferred. For safety games, we only need to consider positional strategies. These map game positions of a player onto a move that is to be taken by the player whenever the play enters that position. For representing positional strategies compactly, a common goal is to minimize the number of positions for which a winning player's move needs to be defined such that the game is still won by the same player, without visiting a position with an undefined next move. We call winning strategies in which the next move is defined for few of the player's positions sparse. Unfortunately, even roughly approximating the density of the sparsest strategy for a safety game has been shown to be NP-hard. Thus, to obtain sparse strategies in practice, one either has to apply some heuristics, or use some exhaustive search technique, like ILP (integer linear programming) solving. In this paper, we perform a comparative study of currently available methods to obtain sparse winning strategies for the safety player in safety games. We consider techniques from common knowledge, such as using ILP or SAT (satisfiability) solving, and a novel technique based on iterative linear programming. The results of this paper tell us if current techniques are already scalable enough for practical use.Comment: In Proceedings SYNT 2012, arXiv:1207.055

    Randomized Two-Process Wait-Free Test-and-Set

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    We present the first explicit, and currently simplest, randomized algorithm for 2-process wait-free test-and-set. It is implemented with two 4-valued single writer single reader atomic variables. A test-and-set takes at most 11 expected elementary steps, while a reset takes exactly 1 elementary step. Based on a finite-state analysis, the proofs of correctness and expected length are compressed into one table.Comment: 9 pages, 4 figures, LaTeX source; Submitte

    Experimentation in Psychology--Rationale, Concepts and Issues

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    An experiment is made up of two or more data-collection conditons that are identical in all aspects, but one. It owes its design to an inductive principle and its hypothesis to deductive logic. It is the most suited for corroborating explanatory theries , ascertaining functional relationship, or assessing the substantive effectiveness of a manipulation. Also discussed are (a) the three meanings of 'control,' (b) the issue of ecological validity, (c) the distinction between theory-corroboration and agricultural-model experiments, and (d) the distinction among the hypotheses at four levels of abstraction that are implicit in an experiment

    High-level Counterexamples for Probabilistic Automata

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    Providing compact and understandable counterexamples for violated system properties is an essential task in model checking. Existing works on counterexamples for probabilistic systems so far computed either a large set of system runs or a subset of the system's states, both of which are of limited use in manual debugging. Many probabilistic systems are described in a guarded command language like the one used by the popular model checker PRISM. In this paper we describe how a smallest possible subset of the commands can be identified which together make the system erroneous. We additionally show how the selected commands can be further simplified to obtain a well-understandable counterexample

    An Algorithm for Probabilistic Alternating Simulation

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    In probabilistic game structures, probabilistic alternating simulation (PA-simulation) relations preserve formulas defined in probabilistic alternating-time temporal logic with respect to the behaviour of a subset of players. We propose a partition based algorithm for computing the largest PA-simulation, which is to our knowledge the first such algorithm that works in polynomial time, by extending the generalised coarsest partition problem (GCPP) in a game-based setting with mixed strategies. The algorithm has higher complexities than those in the literature for non-probabilistic simulation and probabilistic simulation without mixed actions, but slightly improves the existing result for computing probabilistic simulation with respect to mixed actions.Comment: We've fixed a problem in the SOFSEM'12 conference versio

    Survey of Distributed Decision

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    We survey the recent distributed computing literature on checking whether a given distributed system configuration satisfies a given boolean predicate, i.e., whether the configuration is legal or illegal w.r.t. that predicate. We consider classical distributed computing environments, including mostly synchronous fault-free network computing (LOCAL and CONGEST models), but also asynchronous crash-prone shared-memory computing (WAIT-FREE model), and mobile computing (FSYNC model)
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