887 research outputs found

    The Parametric Complexity of Lossy Counter Machines

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    The reachability problem in lossy counter machines is the best-known ACKERMANN-complete problem and has been used to establish most of the ACKERMANN-hardness statements in the literature. This hides however a complexity gap when the number of counters is fixed. We close this gap and prove F_d-completeness for machines with d counters, which provides the first known uncontrived problems complete for the fast-growing complexity classes at levels 3 < d < omega. We develop for this an approach through antichain factorisations of bad sequences and analysing the length of controlled antichains

    IST Austria Thesis

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    This dissertation focuses on algorithmic aspects of program verification, and presents modeling and complexity advances on several problems related to the static analysis of programs, the stateless model checking of concurrent programs, and the competitive analysis of real-time scheduling algorithms. Our contributions can be broadly grouped into five categories. Our first contribution is a set of new algorithms and data structures for the quantitative and data-flow analysis of programs, based on the graph-theoretic notion of treewidth. It has been observed that the control-flow graphs of typical programs have special structure, and are characterized as graphs of small treewidth. We utilize this structural property to provide faster algorithms for the quantitative and data-flow analysis of recursive and concurrent programs. In most cases we make an algebraic treatment of the considered problem, where several interesting analyses, such as the reachability, shortest path, and certain kind of data-flow analysis problems follow as special cases. We exploit the constant-treewidth property to obtain algorithmic improvements for on-demand versions of the problems, and provide data structures with various tradeoffs between the resources spent in the preprocessing and querying phase. We also improve on the algorithmic complexity of quantitative problems outside the algebraic path framework, namely of the minimum mean-payoff, minimum ratio, and minimum initial credit for energy problems. Our second contribution is a set of algorithms for Dyck reachability with applications to data-dependence analysis and alias analysis. In particular, we develop an optimal algorithm for Dyck reachability on bidirected graphs, which are ubiquitous in context-insensitive, field-sensitive points-to analysis. Additionally, we develop an efficient algorithm for context-sensitive data-dependence analysis via Dyck reachability, where the task is to obtain analysis summaries of library code in the presence of callbacks. Our algorithm preprocesses libraries in almost linear time, after which the contribution of the library in the complexity of the client analysis is (i)~linear in the number of call sites and (ii)~only logarithmic in the size of the whole library, as opposed to linear in the size of the whole library. Finally, we prove that Dyck reachability is Boolean Matrix Multiplication-hard in general, and the hardness also holds for graphs of constant treewidth. This hardness result strongly indicates that there exist no combinatorial algorithms for Dyck reachability with truly subcubic complexity. Our third contribution is the formalization and algorithmic treatment of the Quantitative Interprocedural Analysis framework. In this framework, the transitions of a recursive program are annotated as good, bad or neutral, and receive a weight which measures the magnitude of their respective effect. The Quantitative Interprocedural Analysis problem asks to determine whether there exists an infinite run of the program where the long-run ratio of the bad weights over the good weights is above a given threshold. We illustrate how several quantitative problems related to static analysis of recursive programs can be instantiated in this framework, and present some case studies to this direction. Our fourth contribution is a new dynamic partial-order reduction for the stateless model checking of concurrent programs. Traditional approaches rely on the standard Mazurkiewicz equivalence between traces, by means of partitioning the trace space into equivalence classes, and attempting to explore a few representatives from each class. We present a new dynamic partial-order reduction method called the Data-centric Partial Order Reduction (DC-DPOR). Our algorithm is based on a new equivalence between traces, called the observation equivalence. DC-DPOR explores a coarser partitioning of the trace space than any exploration method based on the standard Mazurkiewicz equivalence. Depending on the program, the new partitioning can be even exponentially coarser. Additionally, DC-DPOR spends only polynomial time in each explored class. Our fifth contribution is the use of automata and game-theoretic verification techniques in the competitive analysis and synthesis of real-time scheduling algorithms for firm-deadline tasks. On the analysis side, we leverage automata on infinite words to compute the competitive ratio of real-time schedulers subject to various environmental constraints. On the synthesis side, we introduce a new instance of two-player mean-payoff partial-information games, and show how the synthesis of an optimal real-time scheduler can be reduced to computing winning strategies in this new type of games

    Alternating Vector Addition Systems with States

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    International audienceAlternating vector addition systems are obtained by equipping vector addition systems with states (VASS) with 'fork' rules, and provide a natural setting for infinite-arena games played over a VASS. Initially introduced in the study of propositional linear logic, they have more recently gathered attention in the guise of multi-dimensional energy games for quantitative verification and synthesis. We show that establishing who is the winner in such a game with a state reachability objective is 2-ExpTime-complete. As a further application, we show that the same complexity result applies to the problem of whether a VASS is simulated by a finite-state system

    Automated competitive analysis of real time scheduling with graph games

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    This paper is devoted to automatic competitive analysis of real-time scheduling algorithms for firm-deadline tasksets, where only completed tasks con- tribute some utility to the system. Given such a taskset T , the competitive ratio of an on-line scheduling algorithm A for T is the worst-case utility ratio of A over the utility achieved by a clairvoyant algorithm. We leverage the theory of quantitative graph games to address the competitive analysis and competitive synthesis problems. For the competitive analysis case, given any taskset T and any finite-memory on- line scheduling algorithm A , we show that the competitive ratio of A in T can be computed in polynomial time in the size of the state space of A . Our approach is flexible as it also provides ways to model meaningful constraints on the released task sequences that determine the competitive ratio. We provide an experimental study of many well-known on-line scheduling algorithms, which demonstrates the feasibility of our competitive analysis approach that effectively replaces human ingenuity (required Preliminary versions of this paper have appeared in Chatterjee et al. ( 2013 , 2014 ). B Andreas Pavlogiannis [email protected] Krishnendu Chatterjee [email protected] Alexander Kößler [email protected] Ulrich Schmid [email protected] 1 IST Austria (Institute of Science and Technology Austria), Am Campus 1, 3400 Klosterneuburg, Austria 2 Embedded Computing Systems Group, Vienna University of Technology, Treitlstrasse 3, 1040 Vienna, Austria 123 Real-Time Syst for finding worst-case scenarios) by computing power. For the competitive synthesis case, we are just given a taskset T , and the goal is to automatically synthesize an opti- mal on-line scheduling algorithm A , i.e., one that guarantees the largest competitive ratio possible for T . We show how the competitive synthesis problem can be reduced to a two-player graph game with partial information, and establish that the compu- tational complexity of solving this game is Np -complete. The competitive synthesis problem is hence in Np in the size of the state space of the non-deterministic labeled transition system encoding the taskset. Overall, the proposed framework assists in the selection of suitable scheduling algorithms for a given taskset, which is in fact the most common situation in real-time systems design

    From Security Enforcement to Supervisory Control in Discrete Event Systems: Qualitative and Quantitative Analyses

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    Cyber-physical systems are technological systems that involve physical components that are monitored and controlled by multiple computational units that exchange information through a communication network. Examples of cyber-physical systems arise in transportation, power, smart manufacturing, and other classes of systems that have a large degree of automation. Analysis and control of cyber-physical systems is an active area of research. The increasing demands for safety, security and performance improvement of cyber-physical systems put stringent constraints on their design and necessitate the use of formal model-based methods to synthesize control strategies that provably enforce required properties. This dissertation focuses on the higher level control logic in cyber-physical systems using the framework of discrete event systems. It tackles two classes of problems for discrete event systems. The first class of problems is related to system security. This problem is formulated in terms of the information flow property of opacity. In this part of the dissertation, an interface-based approach called insertion/edit function is developed to enforce opacity under the potential inference of malicious intruders that may or may not know the implementation of the insertion/edit function. The focus is the synthesis of insertion/edit functions that solve the opacity enforcement problem in the framework of qualitative and quantitative games on finite graphs. The second problem treated in the dissertation is that of performance optimization in the context of supervisory control under partial observation. This problem is transformed to a two-player quantitative game and an information structure where the game is played is constructed. A novel approach to synthesize supervisors by solving the game is developed. The main contributions of this dissertation are grouped into the following five categories. (i) The transformation of the formulated opacity enforcement and supervisory control problems to games on finite graphs provides a systematic way of performing worst case analysis in design of discrete event systems. (ii) These games have state spaces that are as compact as possible using the notion of information states in each corresponding problem. (iii) A formal model-based approach is employed in the entire dissertation, which results in provably correct solutions. (iv) The approaches developed in this dissertation reveal the interconnection between control theory and formal methods. (v) The results in this dissertation are applicable to many types of cyber-physical systems with security-critical and performance-aware requirements.PHDElectrical and Computer EngineeringUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttps://deepblue.lib.umich.edu/bitstream/2027.42/150002/1/jiyiding_1.pd

    Game theory for cooperation in multi-access edge computing

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    Cooperative strategies amongst network players can improve network performance and spectrum utilization in future networking environments. Game Theory is very suitable for these emerging scenarios, since it models high-complex interactions among distributed decision makers. It also finds the more convenient management policies for the diverse players (e.g., content providers, cloud providers, edge providers, brokers, network providers, or users). These management policies optimize the performance of the overall network infrastructure with a fair utilization of their resources. This chapter discusses relevant theoretical models that enable cooperation amongst the players in distinct ways through, namely, pricing or reputation. In addition, the authors highlight open problems, such as the lack of proper models for dynamic and incomplete information scenarios. These upcoming scenarios are associated to computing and storage at the network edge, as well as, the deployment of large-scale IoT systems. The chapter finalizes by discussing a business model for future networks.info:eu-repo/semantics/acceptedVersio

    Computer Science Logic 2018: CSL 2018, September 4-8, 2018, Birmingham, United Kingdom

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    Aprendizagem de coordenação em sistemas multi-agente

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    The ability for an agent to coordinate with others within a system is a valuable property in multi-agent systems. Agents either cooperate as a team to accomplish a common goal, or adapt to opponents to complete different goals without being exploited. Research has shown that learning multi-agent coordination is significantly more complex than learning policies in singleagent environments, and requires a variety of techniques to deal with the properties of a system where agents learn concurrently. This thesis aims to determine how can machine learning be used to achieve coordination within a multi-agent system. It asks what techniques can be used to tackle the increased complexity of such systems and their credit assignment challenges, how to achieve coordination, and how to use communication to improve the behavior of a team. Many algorithms for competitive environments are tabular-based, preventing their use with high-dimension or continuous state-spaces, and may be biased against specific equilibrium strategies. This thesis proposes multiple deep learning extensions for competitive environments, allowing algorithms to reach equilibrium strategies in complex and partially-observable environments, relying only on local information. A tabular algorithm is also extended with a new update rule that eliminates its bias against deterministic strategies. Current state-of-the-art approaches for cooperative environments rely on deep learning to handle the environment’s complexity and benefit from a centralized learning phase. Solutions that incorporate communication between agents often prevent agents from being executed in a distributed manner. This thesis proposes a multi-agent algorithm where agents learn communication protocols to compensate for local partial-observability, and remain independently executed. A centralized learning phase can incorporate additional environment information to increase the robustness and speed with which a team converges to successful policies. The algorithm outperforms current state-of-the-art approaches in a wide variety of multi-agent environments. A permutation invariant network architecture is also proposed to increase the scalability of the algorithm to large team sizes. Further research is needed to identify how can the techniques proposed in this thesis, for cooperative and competitive environments, be used in unison for mixed environments, and whether they are adequate for general artificial intelligence.A capacidade de um agente se coordenar com outros num sistema é uma propriedade valiosa em sistemas multi-agente. Agentes cooperam como uma equipa para cumprir um objetivo comum, ou adaptam-se aos oponentes de forma a completar objetivos egoístas sem serem explorados. Investigação demonstra que aprender coordenação multi-agente é significativamente mais complexo que aprender estratégias em ambientes com um único agente, e requer uma variedade de técnicas para lidar com um ambiente onde agentes aprendem simultaneamente. Esta tese procura determinar como aprendizagem automática pode ser usada para encontrar coordenação em sistemas multi-agente. O documento questiona que técnicas podem ser usadas para enfrentar a superior complexidade destes sistemas e o seu desafio de atribuição de crédito, como aprender coordenação, e como usar comunicação para melhorar o comportamento duma equipa. Múltiplos algoritmos para ambientes competitivos são tabulares, o que impede o seu uso com espaços de estado de alta-dimensão ou contínuos, e podem ter tendências contra estratégias de equilíbrio específicas. Esta tese propõe múltiplas extensões de aprendizagem profunda para ambientes competitivos, permitindo a algoritmos atingir estratégias de equilíbrio em ambientes complexos e parcialmente-observáveis, com base em apenas informação local. Um algoritmo tabular é também extendido com um novo critério de atualização que elimina a sua tendência contra estratégias determinísticas. Atuais soluções de estado-da-arte para ambientes cooperativos têm base em aprendizagem profunda para lidar com a complexidade do ambiente, e beneficiam duma fase de aprendizagem centralizada. Soluções que incorporam comunicação entre agentes frequentemente impedem os próprios de ser executados de forma distribuída. Esta tese propõe um algoritmo multi-agente onde os agentes aprendem protocolos de comunicação para compensarem por observabilidade parcial local, e continuam a ser executados de forma distribuída. Uma fase de aprendizagem centralizada pode incorporar informação adicional sobre ambiente para aumentar a robustez e velocidade com que uma equipa converge para estratégias bem-sucedidas. O algoritmo ultrapassa abordagens estado-da-arte atuais numa grande variedade de ambientes multi-agente. Uma arquitetura de rede invariante a permutações é também proposta para aumentar a escalabilidade do algoritmo para grandes equipas. Mais pesquisa é necessária para identificar como as técnicas propostas nesta tese, para ambientes cooperativos e competitivos, podem ser usadas em conjunto para ambientes mistos, e averiguar se são adequadas a inteligência artificial geral.Apoio financeiro da FCT e do FSE no âmbito do III Quadro Comunitário de ApoioPrograma Doutoral em Informátic

    Fundamental Approaches to Software Engineering

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    This open access book constitutes the proceedings of the 23rd International Conference on Fundamental Approaches to Software Engineering, FASE 2020, which took place in Dublin, Ireland, in April 2020, and was held as Part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2020. The 23 full papers, 1 tool paper and 6 testing competition papers presented in this volume were carefully reviewed and selected from 81 submissions. The papers cover topics such as requirements engineering, software architectures, specification, software quality, validation, verification of functional and non-functional properties, model-driven development and model transformation, software processes, security and software evolution
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