91 research outputs found

    Revisiting Parameter Synthesis for One-Counter Automata

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    We study the synthesis problem for one-counter automata with parameters. One-counter automata are obtained by extending classical finite-state automata with a counter whose value can range over non-negative integers and be tested for zero. The updates and tests applicable to the counter can further be made parametric by introducing a set of integer-valued variables called parameters. The synthesis problem for such automata asks whether there exists a valuation of the parameters such that all infinite runs of the automaton satisfy some ?-regular property. Lechner showed that (the complement of) the problem can be encoded in a restricted one-alternation fragment of Presburger arithmetic with divisibility. In this work (i) we argue that said fragment, called ??_RPAD^+, is unfortunately undecidable. Nevertheless, by a careful re-encoding of the problem into a decidable restriction of ??_RPAD^+, (ii) we prove that the synthesis problem is decidable in general and in 2NEXP for several fixed ?-regular properties. Finally, (iii) we give polynomial-space algorithms for the special cases of the problem where parameters can only be used in counter tests

    The Well Structured Problem for Presburger Counter Machines

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    International audienceWe introduce the well structured problem as the question of whether a model (here a counter machine) is well structured (here for the usual ordering on integers). We show that it is undecidable for most of the (Presburger-defined) counter machines except for Affine VASS of dimension one. However, the strong well structured problem is decidable for all Presburger counter machines. While Affine VASS of dimension one are not, in general, well structured, we give an algorithm that computes the set of predecessors of a configuration; as a consequence this allows to decide the well structured problem for 1-Affine VASS

    Reachability games with relaxed energy constraints

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    We study games with reachability objectives under energy constraints. We first prove that under strict energy constraints (either only lower-bound constraint or interval constraint), those games are LOGSPACE-equivalent to energy games with the same energy constraints but without reachability objective (i.e., for infinite runs). We then consider two relaxations of the upper-bound constraints (while keeping the lower-bound constraint strict): in the first one, called weak upper bound, the upper bound is absorbing, i.e., when the upper bound is reached, the extra energy is not stored; in the second one, we allow for temporary violations of the upper bound, imposing limits on the number or on the amount of violations. We prove that when considering weak upper bound, reachability objectives require memory, but can still be solved in polynomial-time for one-player arenas ; we prove that they are in coNP in the two-player setting. Allowing for bounded violations makes the problem PSPACE-complete for one-player arenas and EXPTIME-complete for two players. We then address the problem of existence of bounds for a given arena. We show that with reachability objectives, existence can be a simpler problem than the game itself, and conversely that with infinite games, existence can be harder

    Energy Mean-Payoff Games

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    In this paper, we study one-player and two-player energy mean-payoff games. Energy mean-payoff games are games of infinite duration played on a finite graph with edges labeled by 2-dimensional weight vectors. The objective of the first player (the protagonist) is to satisfy an energy objective on the first dimension and a mean-payoff objective on the second dimension. We show that optimal strategies for the first player may require infinite memory while optimal strategies for the second player (the antagonist) do not require memory. In the one-player case (where only the first player has choices), the problem of deciding who is the winner can be solved in polynomial time while for the two-player case we show co-NP membership and we give effective constructions for the infinite-memory optimal strategies of the protagonist

    Porous Invariants

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    AbstractWe introduce the notion of porous invariants for multipath (or branching/nondeterministic) affine loops over the integers; these invariants are not necessarily convex, and can in fact contain infinitely many ‘holes’. Nevertheless, we show that in many cases such invariants can be automatically synthesised, and moreover can be used to settle (non-)reachability questions for various interesting classes of affine loops and target sets. </jats:p

    Acta Cybernetica : Volume 23. Number 1.

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