13 research outputs found

    Non-Zero Sum Games for Reactive Synthesis

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    In this invited contribution, we summarize new solution concepts useful for the synthesis of reactive systems that we have introduced in several recent publications. These solution concepts are developed in the context of non-zero sum games played on graphs. They are part of the contributions obtained in the inVEST project funded by the European Research Council.Comment: LATA'16 invited pape

    The Impatient May Use Limited Optimism to Minimize Regret

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    Discounted-sum games provide a formal model for the study of reinforcement learning, where the agent is enticed to get rewards early since later rewards are discounted. When the agent interacts with the environment, she may regret her actions, realizing that a previous choice was suboptimal given the behavior of the environment. The main contribution of this paper is a PSPACE algorithm for computing the minimum possible regret of a given game. To this end, several results of independent interest are shown. (1) We identify a class of regret-minimizing and admissible strategies that first assume that the environment is collaborating, then assume it is adversarial---the precise timing of the switch is key here. (2) Disregarding the computational cost of numerical analysis, we provide an NP algorithm that checks that the regret entailed by a given time-switching strategy exceeds a given value. (3) We show that determining whether a strategy minimizes regret is decidable in PSPACE

    Streamability of nested word transductions

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    We consider the problem of evaluating in streaming (i.e., in a single left-to-right pass) a nested word transduction with a limited amount of memory. A transduction T is said to be height bounded memory (HBM) if it can be evaluated with a memory that depends only on the size of T and on the height of the input word. We show that it is decidable in coNPTime for a nested word transduction defined by a visibly pushdown transducer (VPT), if it is HBM. In this case, the required amount of memory may depend exponentially on the height of the word. We exhibit a sufficient, decidable condition for a VPT to be evaluated with a memory that depends quadratically on the height of the word. This condition defines a class of transductions that strictly contains all determinizable VPTs

    Computing the Width of Non-deterministic Automata

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    International audienceWe introduce a measure called width, quantifying the amount of nondetermin-ism in automata. Width generalises the notion of good-for-games (GFG) automata, that correspond to NFAs of width 1, and where an accepting run can be built on-the-fly on any accepted input. We describe an incremental determinisation construction on NFAs, which can be more efficient than the full powerset determinisation, depending on the width of the input NFA. This construction can be generalised to infinite words, and is particularly well-suited to coBĂĽchi automata. For coBĂĽchi automata, this procedure can be used to compute either a deterministic automaton or a GFG one, and it is algorithmically more efficient in the last case. We show this fact by proving that checking whether a coBĂĽchi automaton is determinisable by pruning is NP-complete. On finite or infinite words, we show that computing the width of an automaton is EXPTIME-complete. This implies EXPTIME-completeness for multipebble simulation games on NFAs

    Computer Aided Verification

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    This open access two-volume set LNCS 11561 and 11562 constitutes the refereed proceedings of the 31st International Conference on Computer Aided Verification, CAV 2019, held in New York City, USA, in July 2019. The 52 full papers presented together with 13 tool papers and 2 case studies, were carefully reviewed and selected from 258 submissions. The papers were organized in the following topical sections: Part I: automata and timed systems; security and hyperproperties; synthesis; model checking; cyber-physical systems and machine learning; probabilistic systems, runtime techniques; dynamical, hybrid, and reactive systems; Part II: logics, decision procedures; and solvers; numerical programs; verification; distributed systems and networks; verification and invariants; and concurrency
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