169 research outputs found

    The Frontier of Decidability in Partially Observable Recursive Games

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    revised 2011, accepted 2011, in pressInternational audienceThe classical decision problem associated with a game is whether a given player has a winning strategy, i.e. some strategy that leads almost surely to a victory, regardless of the other players' strategies. While this problem is relevant for deterministic fully observable games, for a partially observable game the requirement of winning with probability 1 is too strong. In fact, as shown in this paper, a game might be decidable for the simple criterion of almost sure victory, whereas optimal play (even in an approximate sense) is not computable. We therefore propose another criterion, the decidability of which is equivalent to the computability of approximately optimal play. Then, we show that (i) this criterion is undecidable in the general case, even with deterministic games (no random part in the game), (ii) that it is in the jump 0', and that, even in the stochastic case, (iii) it becomes decidable if we add the requirement that the game halts almost surely whatever maybe the strategies of the players

    Diagnosis and Opacity Problems for Infinite State Systems Modeled by Recursive Tile Systems

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    International audienceThe analysis of discrete event systems under partial observation is an important topic, with major applications such as the detection of information flow and the diagnosis of faulty behaviors. These questions have, mostly, not been addressed for classical models of recursive systems, such as pushdown systems and recursive state machines. In this paper, we consider recursive tile systems, which are recursive infinite systems generated by a finite collection of finite tiles, a simplified variant of deterministic graph grammars (slightly more general than pushdown systems). Since these systems are infinite-state in general powerset constructions for monitoring do not always apply. We exhibit computable conditions on recursive tile systems and present non-trivial constructions that yield effective computation of the monitors.We apply these results to the classic problems of state-based opacity and diagnosability (off-line verification of opacity and diagnosability, and also run-time monitoring of these properties). For a decidable subclass of recursive tile systems, we also establish the decidability of the problems of state-based opacity and diagnosability

    Topics in Programming Languages, a Philosophical Analysis through the case of Prolog

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    [EN]Programming languages seldom find proper anchorage in philosophy of logic, language and science. is more, philosophy of language seems to be restricted to natural languages and linguistics, and even philosophy of logic is rarely framed into programming languages topics. The logic programming paradigm and Prolog are, thus, the most adequate paradigm and programming language to work on this subject, combining natural language processing and linguistics, logic programming and constriction methodology on both algorithms and procedures, on an overall philosophizing declarative status. Not only this, but the dimension of the Fifth Generation Computer system related to strong Al wherein Prolog took a major role. and its historical frame in the very crucial dialectic between procedural and declarative paradigms, structuralist and empiricist biases, serves, in exemplar form, to treat straight ahead philosophy of logic, language and science in the contemporaneous age as well. In recounting Prolog's philosophical, mechanical and algorithmic harbingers, the opportunity is open to various routes. We herein shall exemplify some: - the mechanical-computational background explored by Pascal, Leibniz, Boole, Jacquard, Babbage, Konrad Zuse, until reaching to the ACE (Alan Turing) and EDVAC (von Neumann), offering the backbone in computer architecture, and the work of Turing, Church, Gödel, Kleene, von Neumann, Shannon, and others on computability, in parallel lines, throughly studied in detail, permit us to interpret ahead the evolving realm of programming languages. The proper line from lambda-calculus, to the Algol-family, the declarative and procedural split with the C language and Prolog, and the ensuing branching and programming languages explosion and further delimitation, are thereupon inspected as to relate them with the proper syntax, semantics and philosophical élan of logic programming and Prolog

    Logical and deep learning methods for temporal reasoning

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    In this thesis, we study logical and deep learning methods for the temporal reasoning of reactive systems. In Part I, we determine decidability borders for the satisfiability and realizability problem of temporal hyperproperties. Temporal hyperproperties relate multiple computation traces to each other and are expressed in a temporal hyperlogic. In particular, we identify decidable fragments of the highly expressive hyperlogics HyperQPTL and HyperCTL*. As an application, we elaborate on an enforcement mechanism for temporal hyperproperties. We study explicit enforcement algorithms for specifications given as formulas in universally quantified HyperLTL. In Part II, we train a (deep) neural network on the trace generation and realizability problem of linear-time temporal logic (LTL). We consider a method to generate large amounts of additional training data from practical specification patterns. The training data is generated with classical solvers, which provide one of many possible solutions to each formula. We demonstrate that it is sufficient to train on those particular solutions such that the neural network generalizes to the semantics of the logic. The neural network can predict solutions even for formulas from benchmarks from the literature on which the classical solver timed out. Additionally, we show that it solves a significant portion of problems from the annual synthesis competition (SYNTCOMP) and even out-of-distribution examples from a recent case study.Diese Arbeit befasst sich mit logischen Methoden und mehrschichtigen Lernmethoden für das zeitabhängige Argumentieren über reaktive Systeme. In Teil I werden die Grenzen der Entscheidbarkeit des Erfüllbarkeits- und des Realisierbarkeitsproblem von temporalen Hypereigenschaften bestimmt. Temporale Hypereigenschaften setzen mehrere Berechnungsspuren zueinander in Beziehung und werden in einer temporalen Hyperlogik ausgedrückt. Insbesondere werden entscheidbare Fragmente der hochexpressiven Hyperlogiken HyperQPTL und HyperCTL* identifiziert. Als Anwendung wird ein Enforcement-Mechanismus für temporale Hypereigenschaften erarbeitet. Explizite Enforcement-Algorithmen für Spezifikationen, die als Formeln in universell quantifiziertem HyperLTL angegeben werden, werden untersucht. In Teil II wird ein (mehrschichtiges) neuronales Netz auf den Problemen der Spurgenerierung und Realisierbarkeit von Linear-zeit Temporallogik (LTL) trainiert. Es wird eine Methode betrachtet, um aus praktischen Spezifikationsmustern große Mengen zusätzlicher Trainingsdaten zu generieren. Die Trainingsdaten werden mit klassischen Solvern generiert, die zu jeder Formel nur eine von vielen möglichen Lösungen liefern. Es wird gezeigt, dass es ausreichend ist, an diesen speziellen Lösungen zu trainieren, sodass das neuronale Netz zur Semantik der Logik generalisiert. Das neuronale Netz kann Lösungen sogar für Formeln aus Benchmarks aus der Literatur vorhersagen, bei denen der klassische Solver eine Zeitüberschreitung hatte. Zusätzlich wird gezeigt, dass das neuronale Netz einen erheblichen Teil der Probleme aus dem jährlichen Synthesewettbewerb (SYNTCOMP) und sogar Beispiele außerhalb der Distribution aus einer aktuellen Fallstudie lösen kann

    Tools and Algorithms for the Construction and Analysis of Systems

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    This open access book constitutes the proceedings of the 28th International Conference on Tools and Algorithms for the Construction and Analysis of Systems, TACAS 2022, which was held during April 2-7, 2022, in Munich, Germany, as part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2022. The 46 full papers and 4 short papers presented in this volume were carefully reviewed and selected from 159 submissions. The proceedings also contain 16 tool papers of the affiliated competition SV-Comp and 1 paper consisting of the competition report. TACAS is a forum for researchers, developers, and users interested in rigorously based tools and algorithms for the construction and analysis of systems. The conference aims to bridge the gaps between different communities with this common interest and to support them in their quest to improve the utility, reliability, exibility, and efficiency of tools and algorithms for building computer-controlled systems

    Synthesis of recursive state machines from libraries of game modules

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    2013 - 2014This thesis is focused on synthesis. In formal veri cation synthesis can be referred to the controller synthesis and the system synthesis. This work combines both this area of research. First we focus on synthesizing modular controllers considering game on recursive game graph with the requirement that the strategy for the protagonist must be modular. A recursive game graph is composed of a set of modules, whose vertices can be standard vertices or can correspond to invocations of other modules and the standard and the set of vertices is split into two sets each controlled by one of the players. A strategy is modular if it is local to a module and is oblivious to previous module invocations, and thus does not depend on the context of invocation. We study for the rst time modular strategies with respect to winning conditions that can be expressed languages of pushdown automata. We show that pushdown modular games are undecidable in general, and become decidable for visibly pushdown automata speci cations. We carefully characterize the computational complexity of the considered decision problem. In particular, we show that modular games with a universal B uchi or co-B uchi visibly pushdown winning condition are Exptime-complete, and when the winning condition is given as a CaRet or Nwtl temporal logic formula the problem is 2Exptime-complete, and it remains 2Exptime-hard even for simple fragments of these logics. As a further contribution, we present a di erent synthesis algorithm that runs faster than known solutions for large speci cations and many exits. In the second part of this thesis, we introduce and solve a new componentbased synthesis problem that subsumes the synthesis from libraries of recursive components introduced by Lustig and Vardi with the modular synthesis introduced by Alur et al. for recursive game graphs. We model the components of our libraries as game modules of a recursive game graph with unmapped boxes, and consider as correctness speci cation a target set of vertices. To solve this problem, we give an exponential-time xed-point algorithm that computes annotations for the vertices of the library components by exploring them backwards. We show a matching lower-bound via a direct reduction from linear-space alternating Turing machines, thus proving Exptime-completeness. We also give a second algorithm that solves this problem by annotating in a table the result of many local reachability game queries on each game component. This algorithm is exponential only in the number of the exits of the game components, and thus shows that the problem is xed-parameter tractable. Finally, we study a more general synthesis problem for component-based pushdown systems, the modular synthesis from a library of components (Lms). We model each component as a game graph with boxes as placeholders for calls to components, as in the previous model, but now the library is equipped also with a box-to-component map that is a partial function from boxes to components. An instance of a component C is essentially a copy of C along with a local strategy that resolves the nondeterminism of pl 0. An RSM S synthesized from a library is a set of instances along with a total function that maps each box in S to an instance of S and is consistent with the box-to-component map of the library. We give a solution to the Lms problem with winning conditions given as internal reachability objectives, or as external deterministic nite automata (FA) and deterministic visibly pushdown automata (VPA) (6). We show that the Lms problem is Exptime-complete for any of the considered speci cations. [edited by Author]XIII n.s

    Tools and Algorithms for the Construction and Analysis of Systems

    Get PDF
    This open access book constitutes the proceedings of the 28th International Conference on Tools and Algorithms for the Construction and Analysis of Systems, TACAS 2022, which was held during April 2-7, 2022, in Munich, Germany, as part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2022. The 46 full papers and 4 short papers presented in this volume were carefully reviewed and selected from 159 submissions. The proceedings also contain 16 tool papers of the affiliated competition SV-Comp and 1 paper consisting of the competition report. TACAS is a forum for researchers, developers, and users interested in rigorously based tools and algorithms for the construction and analysis of systems. The conference aims to bridge the gaps between different communities with this common interest and to support them in their quest to improve the utility, reliability, exibility, and efficiency of tools and algorithms for building computer-controlled systems
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