7,285 research outputs found
Streaming Tree Transducers
Theory of tree transducers provides a foundation for understanding
expressiveness and complexity of analysis problems for specification languages
for transforming hierarchically structured data such as XML documents. We
introduce streaming tree transducers as an analyzable, executable, and
expressive model for transforming unranked ordered trees in a single pass.
Given a linear encoding of the input tree, the transducer makes a single
left-to-right pass through the input, and computes the output in linear time
using a finite-state control, a visibly pushdown stack, and a finite number of
variables that store output chunks that can be combined using the operations of
string-concatenation and tree-insertion. We prove that the expressiveness of
the model coincides with transductions definable using monadic second-order
logic (MSO). Existing models of tree transducers either cannot implement all
MSO-definable transformations, or require regular look ahead that prohibits
single-pass implementation. We show a variety of analysis problems such as
type-checking and checking functional equivalence are solvable for our model.Comment: 40 page
Strong inapproximability of the shortest reset word
The \v{C}ern\'y conjecture states that every -state synchronizing
automaton has a reset word of length at most . We study the hardness
of finding short reset words. It is known that the exact version of the
problem, i.e., finding the shortest reset word, is NP-hard and coNP-hard, and
complete for the DP class, and that approximating the length of the shortest
reset word within a factor of is NP-hard [Gerbush and Heeringa,
CIAA'10], even for the binary alphabet [Berlinkov, DLT'13]. We significantly
improve on these results by showing that, for every , it is NP-hard
to approximate the length of the shortest reset word within a factor of
. This is essentially tight since a simple -approximation
algorithm exists.Comment: extended abstract to appear in MFCS 201
Fault Tolerance in Cellular Automata at High Fault Rates
A commonly used model for fault-tolerant computation is that of cellular
automata. The essential difficulty of fault-tolerant computation is present in
the special case of simply remembering a bit in the presence of faults, and
that is the case we treat in this paper. We are concerned with the degree (the
number of neighboring cells on which the state transition function depends)
needed to achieve fault tolerance when the fault rate is high (nearly 1/2). We
consider both the traditional transient fault model (where faults occur
independently in time and space) and a recently introduced combined fault model
which also includes manufacturing faults (which occur independently in space,
but which affect cells for all time). We also consider both a purely
probabilistic fault model (in which the states of cells are perturbed at
exactly the fault rate) and an adversarial model (in which the occurrence of a
fault gives control of the state to an omniscient adversary). We show that
there are cellular automata that can tolerate a fault rate (with
) with degree , even with adversarial combined
faults. The simplest such automata are based on infinite regular trees, but our
results also apply to other structures (such as hyperbolic tessellations) that
contain infinite regular trees. We also obtain a lower bound of
, even with purely probabilistic transient faults only
Strategy Logic with Imperfect Information
We introduce an extension of Strategy Logic for the imperfect-information
setting, called SLii, and study its model-checking problem. As this logic
naturally captures multi-player games with imperfect information, the problem
turns out to be undecidable. We introduce a syntactical class of "hierarchical
instances" for which, intuitively, as one goes down the syntactic tree of the
formula, strategy quantifications are concerned with finer observations of the
model. We prove that model-checking SLii restricted to hierarchical instances
is decidable. This result, because it allows for complex patterns of
existential and universal quantification on strategies, greatly generalises
previous ones, such as decidability of multi-player games with imperfect
information and hierarchical observations, and decidability of distributed
synthesis for hierarchical systems. To establish the decidability result, we
introduce and study QCTL*ii, an extension of QCTL* (itself an extension of CTL*
with second-order quantification over atomic propositions) by parameterising
its quantifiers with observations. The simple syntax of QCTL* ii allows us to
provide a conceptually neat reduction of SLii to QCTL*ii that separates
concerns, allowing one to forget about strategies and players and focus solely
on second-order quantification. While the model-checking problem of QCTL*ii is,
in general, undecidable, we identify a syntactic fragment of hierarchical
formulas and prove, using an automata-theoretic approach, that it is decidable.
The decidability result for SLii follows since the reduction maps hierarchical
instances of SLii to hierarchical formulas of QCTL*ii
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