6 research outputs found

    Stochastic Parity Games on Lossy Channel Systems

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    We give an algorithm for solving stochastic parity games with almost-sure winning conditions on lossy channel systems, for the case where the players are restricted to finite-memory strategies. First, we describe a general framework, where we consider the class of 2.5-player games with almost-sure parity winning conditions on possibly infinite game graphs, assuming that the game contains a finite attractor. An attractor is a set of states (not necessarily absorbing) that is almost surely re-visited regardless of the players' decisions. We present a scheme that characterizes the set of winning states for each player. Then, we instantiate this scheme to obtain an algorithm for stochastic game lossy channel systems.Comment: 19 page

    Taming denumerable Markov decision processes with decisiveness

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    Decisiveness has proven to be an elegant concept for denumerable Markov chains: it is general enough to encompass several natural classes of denumerable Markov chains, and is a sufficient condition for simple qualitative and approximate quantitative model checking algorithms to exist. In this paper, we explore how to extend the notion of decisiveness to Markov decision processes. Compared to Markov chains, the extra non-determinism can be resolved in an adversarial or cooperative way, yielding two natural notions of decisiveness. We then explore whether these notions yield model checking procedures concerning the infimum and supremum probabilities of reachability properties

    Zero-Reachability in Probabilistic Multi-Counter Automata

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    We study the qualitative and quantitative zero-reachability problem in probabilistic multi-counter systems. We identify the undecidable variants of the problems, and then we concentrate on the remaining two cases. In the first case, when we are interested in the probability of all runs that visit zero in some counter, we show that the qualitative zero-reachability is decidable in time which is polynomial in the size of a given pMC and doubly exponential in the number of counters. Further, we show that the probability of all zero-reaching runs can be effectively approximated up to an arbitrarily small given error epsilon > 0 in time which is polynomial in log(epsilon), exponential in the size of a given pMC, and doubly exponential in the number of counters. In the second case, we are interested in the probability of all runs that visit zero in some counter different from the last counter. Here we show that the qualitative zero-reachability is decidable and SquareRootSum-hard, and the probability of all zero-reaching runs can be effectively approximated up to an arbitrarily small given error epsilon > 0 (these result applies to pMC satisfying a suitable technical condition that can be verified in polynomial time). The proof techniques invented in the second case allow to construct counterexamples for some classical results about ergodicity in stochastic Petri nets.Comment: 20 page

    Stochastic Parity Games on Lossy Channel Systems

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    We give an algorithm for solving stochastic parity games with almost-sure winning conditions on {\it lossy channel systems}, under the constraint that both players are restricted to finite-memory strategies. First, we describe a general framework, where we consider the class of 2 1/2-player games with almost-sure parity winning conditions on possibly infinite game graphs, assuming that the game contains a {\it finite attractor}. An attractor is a set of states (not necessarily absorbing) that is almost surely re-visited regardless of the players' decisions. We present a scheme that characterizes the set of winning states for each player. Then, we instantiate this scheme to obtain an algorithm for {\it stochastic game lossy channel systems}

    Synthesis and control of infinite-state systems with partial observability

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    Complex computer systems play an important role in every part of everyday life and their correctness is often vital to human safety. In light of the recent advances in the area of formal methods and the increasing availability and maturity of tools and techniques, the use of verification techniques to show that a system satisfies a specified property is about to become an integral part of the development process. To minimize the development costs, formal methods must be applied as early as possible, before the entire system is fully developed, or even at the stage when only its specification is available. The goal of synthesis is to automatically construct an implementation guaranteed to fulfill the provided specification, and, if no implementation exists, to report that the given requirements cannot be realized. When synthesizing an individual component within a system and its external environment, the synthesis procedure must take into account the component’s interface and deliver implementations that comply with it. For example, what a component can observe about its environment may be restricted by imprecise sensors or inaccessible communication channels. In addition, sufficiently precise models of a component’s environment are typically infinite-state, for example due to modeling real time or unbounded communication buffers. This thesis presents novel synthesis methods that respect the given interface limitations of the synthesized system components and are applicable to infinite-state models. The studied computational model is that of infinite-state two-player games under incomplete information. The contributions are structured into three parts, corresponding to a classification of such games according to the interface between the synthesized component and its environment. In the first part, we obtain decidability results for a class of game structures where the player corresponding to the synthesized component has a given finite set of possible observations and a finite set of possible actions. A prominent type of systems for which the interface of a component naturally defines a finite set of observations are Lossy Channel Systems. We provide symbolic game solving and strategy synthesis algorithms for lossy channel games under incomplete information with safety and reachability winning conditions. Our second contribution is a counterexample-guided abstraction refinement scheme for solving infinite-state under incomplete information in which the actions available to the component are still finitely many, but no finite set of possible observations is given. This situation is common, for example, in the synthesis of mutex protocols or robot controllers. In this setting, the observations correspond to observation predicates, which are logical formulas, and their computation is an integral part of our synthesis procedure. The resulting game solving method is applicable to games that are out of the scope of other available techniques. Last we study systems in which, in addition to the possibly infinite set of observation predicates, the component can choose between infinitely many possible actions. Timed games under incomplete information are a fundamental class of games for which this is the case. We extend the abstraction-refinement procedure to develop the first systematic method for the synthesis of observation predicates for timed control. Automatically refining the set of candidate observations based on counterexamples demonstrates better potential than brute-force enumeration of observation sets, in particular for systems where fine granularity of the observations is necessary.Komplexe Computer Systeme spielen eine wichtige Rolle in jedem Teil des Alltags und ihre Korrektheit ist oft entscheidend fĂŒr die menschliche Sicherheit. Angesichts der neuesten Fortschritte auf dem Gebiet der formalen Methoden und die zunehmende VerfĂŒgbarkeit und Reife von Tools und Verfahren, wird die Verwendung von Techniken zur PrĂŒfung, dass ein System eine bestimmte Eigenschaft erfĂŒllt, zu einem integralen Bestandteil des Entwicklungsprozesses. Um die Entwicklungskosten zu minimieren, sollen formale Methoden so frĂŒh wie möglich angewendet werden, bevor das System vollstĂ€ndig entwickelt ist, oder sogar in der Phase, wenn nur seine Spezifikation zur VerfĂŒgung steht. Das Ziel von Synthese ist, automatisch eine Implementierung zu konstruieren, die garantiert die gegebene Spezifikation erfĂŒllt. Falls keine solche Implementierung existiert, soll die Unrealisierbarkeit der Spezifikation ausgewiesen werden. Bei der Synthese einer einzelnen Komponente innerhalb eines Systems und seiner Ă€ußeren Umgebung mĂŒssen synthetisierte Implementierungen die Schnittstelle der Komponente berĂŒcksichtigen. Beispielsweise kann eine Komponente ihre Umgebung nur ĂŒber wenige, unprĂ€zise Sensoren beobachten. DarĂŒber hinaus haben prĂ€zise Modelle einer Umgebung einer Komponente normalerweise einen unendlichen Zustandsraum, z.B. durch die Modellierung von Realzeit oder durch unbegrenzte Kommunikationspuffer. Diese Dissertation stellt neuartige Syntheseverfahren fĂŒr Modelle mit unendlichem Zustandsraum vor, die die EinschrĂ€nkungen berĂŒcksichtigen, die durch die Schnittstelle der synthetisierten Systemkomponenten gegeben sind. Das grundlegende Berechnungsmodell sind Spiele mit zwei Spielern und einem unendlichen Zustandsraum. Der Beitrag der Dissertation ist in drei Teile gegliedert. Der erste Teil der Dissertation liefert Entscheidbarkeitsresultate fĂŒr eine Klasse von Spielen, in der der Spieler, der die Systemkomponente reprĂ€sentiert, eine endliche Menge von Beobachtungen und Aktionen hat. Ein prominenter ReprĂ€sentant dieser Klasse sind Lossy Channel Systeme. Es werden symbolische Algorithmen zur Strategiesynthese fĂŒr Lossy Channel Spiele unter unvollstĂ€ndiger Information mit Sicherheits und Erreichbarkeits-Gewinnzielen prĂ€sentiert. Der zweite Beitrag besteht aus einem Gegenbeispiel-gefĂŒhrten Abstraktionsverfeinerungs-Schema zum Lösen von Spielen mit unendlichem Zustandsraum unter unvollstĂ€ndiger Information, in denen die Komponente endlich viele Aktionen hat aber keine endliche Menge von möglichen Beobachtungen gegeben ist. Diese Situation ist weit verbreitet z.B. bei der Synthese von Mutex-Protokollen oder Robotersteuerungen. In diesem Kontext entsprechen die Beobachtungen BeobachtungsprĂ€dikaten, die durch logische Formeln reprĂ€sentiert sind, wobei deren Berechnung ein integraler Bestandteil des Syntheseverfahrens ist. Das resultierende Verfahren kann zum Lösen von Spielen benutzt werden, die mit keiner verfĂŒgbaren Technik gelöst werden können. Letztlich werden Systeme untersucht, in denen die Komponente unendlich viele BeobachtungsprĂ€dikate hat und zwischen unendlich vielen Aktionen auswĂ€hlen kann. Gezeitete Spiele unter unvollstĂ€ndiger Information sind eine grundlegende Klasse von Spielen, bei denen dies der Fall ist. Wir erweitern das Abstraktionsverfeinerungs-Schema, um die erste systematische Methode zur Synthese von BeobachtungsprĂ€dikaten fĂŒr gezeitete Controller zu entwickeln. Es wird demonstriert, dass eine Verfeinerung der Beobachtungen, basierend auf Gegenbeispielen, ein höheres Potential aufzeigt als eine Brute-Force-AufzĂ€hlung der Beobachtungen, insbesondere fĂŒr Systeme, bei denen eine feine GranularitĂ€t der Beobachtungen notwendig ist
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