882 research outputs found

    Mean-payoff Automaton Expressions

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    Quantitative languages are an extension of boolean languages that assign to each word a real number. Mean-payoff automata are finite automata with numerical weights on transitions that assign to each infinite path the long-run average of the transition weights. When the mode of branching of the automaton is deterministic, nondeterministic, or alternating, the corresponding class of quantitative languages is not robust as it is not closed under the pointwise operations of max, min, sum, and numerical complement. Nondeterministic and alternating mean-payoff automata are not decidable either, as the quantitative generalization of the problems of universality and language inclusion is undecidable. We introduce a new class of quantitative languages, defined by mean-payoff automaton expressions, which is robust and decidable: it is closed under the four pointwise operations, and we show that all decision problems are decidable for this class. Mean-payoff automaton expressions subsume deterministic mean-payoff automata, and we show that they have expressive power incomparable to nondeterministic and alternating mean-payoff automata. We also present for the first time an algorithm to compute distance between two quantitative languages, and in our case the quantitative languages are given as mean-payoff automaton expressions

    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

    Minimizing Expected Cost Under Hard Boolean Constraints, with Applications to Quantitative Synthesis

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    In Boolean synthesis, we are given an LTL specification, and the goal is to construct a transducer that realizes it against an adversarial environment. Often, a specification contains both Boolean requirements that should be satisfied against an adversarial environment, and multi-valued components that refer to the quality of the satisfaction and whose expected cost we would like to minimize with respect to a probabilistic environment. In this work we study, for the first time, mean-payoff games in which the system aims at minimizing the expected cost against a probabilistic environment, while surely satisfying an ω\omega-regular condition against an adversarial environment. We consider the case the ω\omega-regular condition is given as a parity objective or by an LTL formula. We show that in general, optimal strategies need not exist, and moreover, the limit value cannot be approximated by finite-memory strategies. We thus focus on computing the limit-value, and give tight complexity bounds for synthesizing ϵ\epsilon-optimal strategies for both finite-memory and infinite-memory strategies. We show that our game naturally arises in various contexts of synthesis with Boolean and multi-valued objectives. Beyond direct applications, in synthesis with costs and rewards to certain behaviors, it allows us to compute the minimal sensing cost of ω\omega-regular specifications -- a measure of quality in which we look for a transducer that minimizes the expected number of signals that are read from the input

    Edit Distance for Pushdown Automata

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    The edit distance between two words w1,w2w_1, w_2 is the minimal number of word operations (letter insertions, deletions, and substitutions) necessary to transform w1w_1 to w2w_2. The edit distance generalizes to languages L1,L2\mathcal{L}_1, \mathcal{L}_2, where the edit distance from L1\mathcal{L}_1 to L2\mathcal{L}_2 is the minimal number kk such that for every word from L1\mathcal{L}_1 there exists a word in L2\mathcal{L}_2 with edit distance at most kk. We study the edit distance computation problem between pushdown automata and their subclasses. The problem of computing edit distance to a pushdown automaton is undecidable, and in practice, the interesting question is to compute the edit distance from a pushdown automaton (the implementation, a standard model for programs with recursion) to a regular language (the specification). In this work, we present a complete picture of decidability and complexity for the following problems: (1)~deciding whether, for a given threshold kk, the edit distance from a pushdown automaton to a finite automaton is at most kk, and (2)~deciding whether the edit distance from a pushdown automaton to a finite automaton is finite.Comment: An extended version of a paper accepted to ICALP 2015 with the same title. The paper has been accepted to the LMCS journa

    The Theory of Universal Graphs for Infinite Duration Games

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    We introduce the notion of universal graphs as a tool for constructing algorithms solving games of infinite duration such as parity games and mean payoff games. In the first part we develop the theory of universal graphs, with two goals: showing an equivalence and normalisation result between different recently introduced related models, and constructing generic value iteration algorithms for any positionally determined objective. In the second part we give four applications: to parity games, to mean payoff games, and to combinations of them (in the form of disjunctions of objectives). For each of these four cases we construct algorithms achieving or improving over the best known time and space complexity.Comment: 43 pages, 10 figure

    Robust Multidimensional Mean-Payoff Games are Undecidable

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    Mean-payoff games play a central role in quantitative synthesis and verification. In a single-dimensional game a weight is assigned to every transition and the objective of the protagonist is to assure a non-negative limit-average weight. In the multidimensional setting, a weight vector is assigned to every transition and the objective of the protagonist is to satisfy a boolean condition over the limit-average weight of each dimension, e.g., \LimAvg(x_1) \leq 0 \vee \LimAvg(x_2)\geq 0 \wedge \LimAvg(x_3) \geq 0. We recently proved that when one of the players is restricted to finite-memory strategies then the decidability of determining the winner is inter-reducible with Hilbert's Tenth problem over rationals (a fundamental long-standing open problem). In this work we allow arbitrary (infinite-memory) strategies for both players and we show that the problem is undecidable

    Quantitative Automata under Probabilistic Semantics

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    Automata with monitor counters, where the transitions do not depend on counter values, and nested weighted automata are two expressive automata-theoretic frameworks for quantitative properties. For a well-studied and wide class of quantitative functions, we establish that automata with monitor counters and nested weighted automata are equivalent. We study for the first time such quantitative automata under probabilistic semantics. We show that several problems that are undecidable for the classical questions of emptiness and universality become decidable under the probabilistic semantics. We present a complete picture of decidability for such automata, and even an almost-complete picture of computational complexity, for the probabilistic questions we consider
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