548 research outputs found

    Chaining Test Cases for Reactive System Testing (extended version)

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    Testing of synchronous reactive systems is challenging because long input sequences are often needed to drive them into a state at which a desired feature can be tested. This is particularly problematic in on-target testing, where a system is tested in its real-life application environment and the time required for resetting is high. This paper presents an approach to discovering a test case chain---a single software execution that covers a group of test goals and minimises overall test execution time. Our technique targets the scenario in which test goals for the requirements are given as safety properties. We give conditions for the existence and minimality of a single test case chain and minimise the number of test chains if a single test chain is infeasible. We report experimental results with a prototype tool for C code generated from Simulink models and compare it to state-of-the-art test suite generators.Comment: extended version of paper published at ICTSS'1

    Verifiable Reinforcement Learning via Policy Extraction

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    While deep reinforcement learning has successfully solved many challenging control tasks, its real-world applicability has been limited by the inability to ensure the safety of learned policies. We propose an approach to verifiable reinforcement learning by training decision tree policies, which can represent complex policies (since they are nonparametric), yet can be efficiently verified using existing techniques (since they are highly structured). The challenge is that decision tree policies are difficult to train. We propose VIPER, an algorithm that combines ideas from model compression and imitation learning to learn decision tree policies guided by a DNN policy (called the oracle) and its Q-function, and show that it substantially outperforms two baselines. We use VIPER to (i) learn a provably robust decision tree policy for a variant of Atari Pong with a symbolic state space, (ii) learn a decision tree policy for a toy game based on Pong that provably never loses, and (iii) learn a provably stable decision tree policy for cart-pole. In each case, the decision tree policy achieves performance equal to that of the original DNN policy
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