7,285 research outputs found

    Streaming Tree Transducers

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    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

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    The \v{C}ern\'y conjecture states that every nn-state synchronizing automaton has a reset word of length at most (n1)2(n-1)^2. 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 O(logn)O(\log n) 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 ϵ>0\epsilon>0, it is NP-hard to approximate the length of the shortest reset word within a factor of n1ϵn^{1-\epsilon}. This is essentially tight since a simple O(n)O(n)-approximation algorithm exists.Comment: extended abstract to appear in MFCS 201

    Fault Tolerance in Cellular Automata at High Fault Rates

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    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 1/2ξ1/2 - \xi (with ξ>0\xi>0) with degree O((1/ξ2)log(1/ξ))O((1/\xi^2)\log(1/\xi)), 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 Ω(1/ξ2)\Omega(1/\xi^2), even with purely probabilistic transient faults only

    Strategy Logic with Imperfect Information

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    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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