2,421 research outputs found
Solving Parity Games on Integer Vectors
We consider parity games on infinite graphs where configurations are
represented by control-states and integer vectors. This framework subsumes two
classic game problems: parity games on vector addition systems with states
(vass) and multidimensional energy parity games. We show that the
multidimensional energy parity game problem is inter-reducible with a subclass
of single-sided parity games on vass where just one player can modify the
integer counters and the opponent can only change control-states. Our main
result is that the minimal elements of the upward-closed winning set of these
single-sided parity games on vass are computable. This implies that the Pareto
frontier of the minimal initial credit needed to win multidimensional energy
parity games is also computable, solving an open question from the literature.
Moreover, our main result implies the decidability of weak simulation
preorder/equivalence between finite-state systems and vass, and the
decidability of model checking vass with a large fragment of the modal
mu-calculus.Comment: 30 page
K-Fibonacci sequences and minimal winning quota in Parsimonious game
Parsimonious games are a subset of constant sum homogeneous weighted majority
games unequivocally described by their free type representation vector. We show
that the minimal winning quota of parsimonious games satisfies a second order,
linear, homogeneous, finite difference equation with nonconstant coefficients
except for uniform games. We provide the solution of such an equation which may
be thought as the generalized version of the polynomial expansion of a proper
k-Fibonacci sequence. In addition we show that the minimal winning quota is a
symmetric function of the representation vector; exploiting this property it is
straightforward to prove that twin Parsimonious games, i.e. a couple of games
whose free type representations are each other symmetric, share the same
minimal winning quota
Efficient Instantiation of Parameterised Boolean Equation Systems to Parity Games
Parameterised Boolean Equation Systems (PBESs) are sequences of Boolean fixed point equations with data variables, used for, e.g., verification of modal Ī¼-calculus formulae for process algebraic specifications with data. Solving a PBES is usually done by instantiation to a Parity Game and then solving the game. Practical game solvers exist, but the instantiation step is the bottleneck. We enhance the instantiation in two steps. First, we transform the PBES to a Parameterised Parity Game (PPG), a PBES with each equation either conjunctive or disjunctive. Then we use LTSmin, that offers transition caching, efficient storage of states and both distributed and symbolic state space generation, for generating the game graph. To that end we define a language module for LTSmin, consisting of an encoding of variables with parameters into state vectors, a grouped transition relation and a dependency matrix to indicate the dependencies between parts of the state vector and transition groups. Benchmarks on some large case studies, show that the method speeds up the instantiation significantly and decreases memory usage drastically
Hyperplane Separation Technique for Multidimensional Mean-Payoff Games
We consider both finite-state game graphs and recursive game graphs (or
pushdown game graphs), that can model the control flow of sequential programs
with recursion, with multi-dimensional mean-payoff objectives. In pushdown
games two types of strategies are relevant: global strategies, that depend on
the entire global history; and modular strategies, that have only local memory
and thus do not depend on the context of invocation. We present solutions to
several fundamental algorithmic questions and our main contributions are as
follows: (1) We show that finite-state multi-dimensional mean-payoff games can
be solved in polynomial time if the number of dimensions and the maximal
absolute value of the weight is fixed; whereas if the number of dimensions is
arbitrary, then problem is already known to be coNP-complete. (2) We show that
pushdown graphs with multi-dimensional mean-payoff objectives can be solved in
polynomial time. (3) For pushdown games under global strategies both single and
multi-dimensional mean-payoff objectives problems are known to be undecidable,
and we show that under modular strategies the multi-dimensional problem is also
undecidable (whereas under modular strategies the single dimensional problem is
NP-complete). We show that if the number of modules, the number of exits, and
the maximal absolute value of the weight is fixed, then pushdown games under
modular strategies with single dimensional mean-payoff objectives can be solved
in polynomial time, and if either of the number of exits or the number of
modules is not bounded, then the problem is NP-hard. (4) Finally we show that a
fixed parameter tractable algorithm for finite-state multi-dimensional
mean-payoff games or pushdown games under modular strategies with
single-dimensional mean-payoff objectives would imply the solution of the
long-standing open problem of fixed parameter tractability of parity games.Comment: arXiv admin note: text overlap with arXiv:1201.282
A Multi-Core Solver for Parity Games
We describe a parallel algorithm for solving parity games,\ud
with applications in, e.g., modal mu-calculus model\ud
checking with arbitrary alternations, and (branching) bisimulation\ud
checking. The algorithm is based on Jurdzinski's Small Progress\ud
Measures. Actually, this is a class of algorithms, depending on\ud
a selection heuristics.\ud
\ud
Our algorithm operates lock-free, and mostly wait-free (except for\ud
infrequent termination detection), and thus allows maximum\ud
parallelism. Additionally, we conserve memory by avoiding storage\ud
of predecessor edges for the parity graph through strictly\ud
forward-looking heuristics.\ud
\ud
We evaluate our multi-core implementation's behaviour on parity games\ud
obtained from mu-calculus model checking problems for a set of\ud
communication protocols, randomly generated problem instances, and\ud
parametric problem instances from the literature.\ud
\u
Generating and Solving Symbolic Parity Games
We present a new tool for verification of modal mu-calculus formulae for
process specifications, based on symbolic parity games. It enhances an existing
method, that first encodes the problem to a Parameterised Boolean Equation
System (PBES) and then instantiates the PBES to a parity game. We improved the
translation from specification to PBES to preserve the structure of the
specification in the PBES, we extended LTSmin to instantiate PBESs to symbolic
parity games, and implemented the recursive parity game solving algorithm by
Zielonka for symbolic parity games. We use Multi-valued Decision Diagrams
(MDDs) to represent sets and relations, thus enabling the tools to deal with
very large systems. The transition relation is partitioned based on the
structure of the specification, which allows for efficient manipulation of the
MDDs. We performed two case studies on modular specifications, that demonstrate
that the new method has better time and memory performance than existing PBES
based tools and can be faster (but slightly less memory efficient) than the
symbolic model checker NuSMV.Comment: In Proceedings GRAPHITE 2014, arXiv:1407.767
Wave: A New Family of Trapdoor One-Way Preimage Sampleable Functions Based on Codes
We present here a new family of trapdoor one-way Preimage Sampleable
Functions (PSF) based on codes, the Wave-PSF family. The trapdoor function is
one-way under two computational assumptions: the hardness of generic decoding
for high weights and the indistinguishability of generalized -codes.
Our proof follows the GPV strategy [GPV08]. By including rejection sampling, we
ensure the proper distribution for the trapdoor inverse output. The domain
sampling property of our family is ensured by using and proving a variant of
the left-over hash lemma. We instantiate the new Wave-PSF family with ternary
generalized -codes to design a "hash-and-sign" signature scheme which
achieves existential unforgeability under adaptive chosen message attacks
(EUF-CMA) in the random oracle model. For 128 bits of classical security,
signature sizes are in the order of 15 thousand bits, the public key size in
the order of 4 megabytes, and the rejection rate is limited to one rejection
every 10 to 12 signatures.Comment: arXiv admin note: text overlap with arXiv:1706.0806
Fixed-Dimensional Energy Games are in Pseudo-Polynomial Time
We generalise the hyperplane separation technique (Chatterjee and Velner,
2013) from multi-dimensional mean-payoff to energy games, and achieve an
algorithm for solving the latter whose running time is exponential only in the
dimension, but not in the number of vertices of the game graph. This answers an
open question whether energy games with arbitrary initial credit can be solved
in pseudo-polynomial time for fixed dimensions 3 or larger (Chaloupka, 2013).
It also improves the complexity of solving multi-dimensional energy games with
given initial credit from non-elementary (Br\'azdil, Jan\v{c}ar, and
Ku\v{c}era, 2010) to 2EXPTIME, thus establishing their 2EXPTIME-completeness.Comment: Corrected proof of Lemma 6.2 (thanks to Dmitry Chistikov for spotting
an error in the previous proof
The problem with the SURF scheme
There is a serious problem with one of the assumptions made in the security
proof of the SURF scheme. This problem turns out to be easy in the regime of
parameters needed for the SURF scheme to work.
We give afterwards the old version of the paper for the reader's convenience.Comment: Warning : we found a serious problem in the security proof of the
SURF scheme. We explain this problem here and give the old version of the
paper afterward
Undecidability of Two-dimensional Robot Games
Robot game is a two-player vector addition game played on the integer lattice
. Both players have sets of vectors and in each turn the vector
chosen by a player is added to the current configuration vector of the game.
One of the players, called Eve, tries to play the game from the initial
configuration to the origin while the other player, Adam, tries to avoid the
origin. The problem is to decide whether or not Eve has a winning strategy. In
this paper we prove undecidability of the robot game in dimension two answering
the question formulated by Doyen and Rabinovich in 2011 and closing the gap
between undecidable and decidable cases
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