8 research outputs found

    On Termination for Faulty Channel Machines

    Get PDF
    A channel machine consists of a finite controller together with several fifo channels; the controller can read messages from the head of a channel and write messages to the tail of a channel. In this paper, we focus on channel machines with insertion errors, i.e., machines in whose channels messages can spontaneously appear. Such devices have been previously introduced in the study of Metric Temporal Logic. We consider the termination problem: are all the computations of a given insertion channel machine finite? We show that this problem has non-elementary, yet primitive recursive complexity

    Forward Analysis for WSTS, Part III: Karp-Miller Trees

    Get PDF
    This paper is a sequel of "Forward Analysis for WSTS, Part I: Completions" [STACS 2009, LZI Intl. Proc. in Informatics 3, 433-444] and "Forward Analysis for WSTS, Part II: Complete WSTS" [Logical Methods in Computer Science 8(3), 2012]. In these two papers, we provided a framework to conduct forward reachability analyses of WSTS, using finite representations of downward-closed sets. We further develop this framework to obtain a generic Karp-Miller algorithm for the new class of very-WSTS. This allows us to show that coverability sets of very-WSTS can be computed as their finite ideal decompositions. Under natural effectiveness assumptions, we also show that LTL model checking for very-WSTS is decidable. The termination of our procedure rests on a new notion of acceleration levels, which we study. We characterize those domains that allow for only finitely many accelerations, based on ordinal ranks

    Verifying nondeterministic probabilistic channel systems against ω\omega-regular linear-time properties

    Full text link
    Lossy channel systems (LCSs) are systems of finite state automata that communicate via unreliable unbounded fifo channels. In order to circumvent the undecidability of model checking for nondeterministic LCSs, probabilistic models have been introduced, where it can be decided whether a linear-time property holds almost surely. However, such fully probabilistic systems are not a faithful model of nondeterministic protocols. We study a hybrid model for LCSs where losses of messages are seen as faults occurring with some given probability, and where the internal behavior of the system remains nondeterministic. Thus the semantics is in terms of infinite-state Markov decision processes. The purpose of this article is to discuss the decidability of linear-time properties formalized by formulas of linear temporal logic (LTL). Our focus is on the qualitative setting where one asks, e.g., whether a LTL-formula holds almost surely or with zero probability (in case the formula describes the bad behaviors). Surprisingly, it turns out that -- in contrast to finite-state Markov decision processes -- the satisfaction relation for LTL formulas depends on the chosen type of schedulers that resolve the nondeterminism. While all variants of the qualitative LTL model checking problem for the full class of history-dependent schedulers are undecidable, the same questions for finite-memory scheduler can be solved algorithmically. However, the restriction to reachability properties and special kinds of recurrent reachability properties yields decidable verification problems for the full class of schedulers, which -- for this restricted class of properties -- are as powerful as finite-memory schedulers, or even a subclass of them.Comment: 39 page

    Forward Analysis and Model Checking for Trace Bounded WSTS

    Full text link
    We investigate a subclass of well-structured transition systems (WSTS), the bounded---in the sense of Ginsburg and Spanier (Trans. AMS 1964)---complete deterministic ones, which we claim provide an adequate basis for the study of forward analyses as developed by Finkel and Goubault-Larrecq (Logic. Meth. Comput. Sci. 2012). Indeed, we prove that, unlike other conditions considered previously for the termination of forward analysis, boundedness is decidable. Boundedness turns out to be a valuable restriction for WSTS verification, as we show that it further allows to decide all ω\omega-regular properties on the set of infinite traces of the system

    Undecidable Verification Problems for Programs with Unreliable Channels

    No full text
    We consider the verification of a particular class of infinite-state systems, namely systems consisting of finite-state processes that communicate via unbounded lossy FIFO channels. This class is able to model e.g. link protocols such as the Alternating Bit Protocol and HDLC. In an earlier paper, we showed that the problems of checking reachability, safety properties, and eventuality properties are decidable for this class of systems. In this paper, we show that the following problems are undecidable, namely ffl The model checking problem in propositional temporal logics such as Propositional Linear Time Temporal Logic (PTL) and Computation Tree Logic (CTL). ffl The problem of deciding eventuality properties with fair channels: do all computations eventually reach a given set of states if the unreliable channels satisfy fairness assumptions. The results are obtained through a reduction from a variant of Post's Correspondence Problem. This research report is a revised and extended ..

    Algorithmic Analysis of Infinite-State Systems

    Get PDF
    Many important software systems, including communication protocols and concurrent and distributed algorithms generate infinite state-spaces. Model-checking which is the most prominent algorithmic technique for the verification of concurrent systems is restricted to the analysis of finite-state models. Algorithmic analysis of infinite-state models is complicated--most interesting properties are undecidable for sufficiently expressive classes of infinite-state models. In this thesis, we focus on the development of algorithmic analysis techniques for two important classes of infinite-state models: FIFO Systems and Parameterized Systems. FIFO systems consisting of a set of finite-state machines that communicate via unbounded, perfect, FIFO channels arise naturally in the analysis of distributed protocols. We study the problem of computing the set of reachable states of a FIFO system composed of piecewise components. This problem is closely related to calculating the set of all possible channel contents, i.e. the limit language. We present new algorithms for calculating the limit language of a system with a single communication channel and important subclasses of multi-channel systems. We also discuss the complexity of these algorithms. Furthermore, we present a procedure that translates a piecewise FIFO system to an abridged structure, representing an expressive abstraction of the system. We show that we can analyze the infinite computations of the more concrete model by analyzing the computations of the finite, abridged model. Parameterized systems are a common model of computation for concurrent systems consisting of an arbitrary number of homogenous processes. We study the reachability problem in parameterized systems of infinite-state processes. We describe a framework that combines Abstract Interpretation with a backward-reachability algorithm. Our key idea is to create an abstract domain in which each element (a) represents the lower bound on the number of processes at a control location and (b) employs a numeric abstract domain to capture arithmetic relations among variables of the processes. We also provide an extrapolation operator for the domain to guarantee sound termination of the backward-reachability algorithm

    Synthesis and control of infinite-state systems with partial observability

    Get PDF
    Complex computer systems play an important role in every part of everyday life and their correctness is often vital to human safety. In light of the recent advances in the area of formal methods and the increasing availability and maturity of tools and techniques, the use of verification techniques to show that a system satisfies a specified property is about to become an integral part of the development process. To minimize the development costs, formal methods must be applied as early as possible, before the entire system is fully developed, or even at the stage when only its specification is available. The goal of synthesis is to automatically construct an implementation guaranteed to fulfill the provided specification, and, if no implementation exists, to report that the given requirements cannot be realized. When synthesizing an individual component within a system and its external environment, the synthesis procedure must take into account the component’s interface and deliver implementations that comply with it. For example, what a component can observe about its environment may be restricted by imprecise sensors or inaccessible communication channels. In addition, sufficiently precise models of a component’s environment are typically infinite-state, for example due to modeling real time or unbounded communication buffers. This thesis presents novel synthesis methods that respect the given interface limitations of the synthesized system components and are applicable to infinite-state models. The studied computational model is that of infinite-state two-player games under incomplete information. The contributions are structured into three parts, corresponding to a classification of such games according to the interface between the synthesized component and its environment. In the first part, we obtain decidability results for a class of game structures where the player corresponding to the synthesized component has a given finite set of possible observations and a finite set of possible actions. A prominent type of systems for which the interface of a component naturally defines a finite set of observations are Lossy Channel Systems. We provide symbolic game solving and strategy synthesis algorithms for lossy channel games under incomplete information with safety and reachability winning conditions. Our second contribution is a counterexample-guided abstraction refinement scheme for solving infinite-state under incomplete information in which the actions available to the component are still finitely many, but no finite set of possible observations is given. This situation is common, for example, in the synthesis of mutex protocols or robot controllers. In this setting, the observations correspond to observation predicates, which are logical formulas, and their computation is an integral part of our synthesis procedure. The resulting game solving method is applicable to games that are out of the scope of other available techniques. Last we study systems in which, in addition to the possibly infinite set of observation predicates, the component can choose between infinitely many possible actions. Timed games under incomplete information are a fundamental class of games for which this is the case. We extend the abstraction-refinement procedure to develop the first systematic method for the synthesis of observation predicates for timed control. Automatically refining the set of candidate observations based on counterexamples demonstrates better potential than brute-force enumeration of observation sets, in particular for systems where fine granularity of the observations is necessary.Komplexe Computer Systeme spielen eine wichtige Rolle in jedem Teil des Alltags und ihre Korrektheit ist oft entscheidend für die menschliche Sicherheit. Angesichts der neuesten Fortschritte auf dem Gebiet der formalen Methoden und die zunehmende Verfügbarkeit und Reife von Tools und Verfahren, wird die Verwendung von Techniken zur Prüfung, dass ein System eine bestimmte Eigenschaft erfüllt, zu einem integralen Bestandteil des Entwicklungsprozesses. Um die Entwicklungskosten zu minimieren, sollen formale Methoden so früh wie möglich angewendet werden, bevor das System vollständig entwickelt ist, oder sogar in der Phase, wenn nur seine Spezifikation zur Verfügung steht. Das Ziel von Synthese ist, automatisch eine Implementierung zu konstruieren, die garantiert die gegebene Spezifikation erfüllt. Falls keine solche Implementierung existiert, soll die Unrealisierbarkeit der Spezifikation ausgewiesen werden. Bei der Synthese einer einzelnen Komponente innerhalb eines Systems und seiner äußeren Umgebung müssen synthetisierte Implementierungen die Schnittstelle der Komponente berücksichtigen. Beispielsweise kann eine Komponente ihre Umgebung nur über wenige, unpräzise Sensoren beobachten. Darüber hinaus haben präzise Modelle einer Umgebung einer Komponente normalerweise einen unendlichen Zustandsraum, z.B. durch die Modellierung von Realzeit oder durch unbegrenzte Kommunikationspuffer. Diese Dissertation stellt neuartige Syntheseverfahren für Modelle mit unendlichem Zustandsraum vor, die die Einschränkungen berücksichtigen, die durch die Schnittstelle der synthetisierten Systemkomponenten gegeben sind. Das grundlegende Berechnungsmodell sind Spiele mit zwei Spielern und einem unendlichen Zustandsraum. Der Beitrag der Dissertation ist in drei Teile gegliedert. Der erste Teil der Dissertation liefert Entscheidbarkeitsresultate für eine Klasse von Spielen, in der der Spieler, der die Systemkomponente repräsentiert, eine endliche Menge von Beobachtungen und Aktionen hat. Ein prominenter Repräsentant dieser Klasse sind Lossy Channel Systeme. Es werden symbolische Algorithmen zur Strategiesynthese für Lossy Channel Spiele unter unvollständiger Information mit Sicherheits und Erreichbarkeits-Gewinnzielen präsentiert. Der zweite Beitrag besteht aus einem Gegenbeispiel-geführten Abstraktionsverfeinerungs-Schema zum Lösen von Spielen mit unendlichem Zustandsraum unter unvollständiger Information, in denen die Komponente endlich viele Aktionen hat aber keine endliche Menge von möglichen Beobachtungen gegeben ist. Diese Situation ist weit verbreitet z.B. bei der Synthese von Mutex-Protokollen oder Robotersteuerungen. In diesem Kontext entsprechen die Beobachtungen Beobachtungsprädikaten, die durch logische Formeln repräsentiert sind, wobei deren Berechnung ein integraler Bestandteil des Syntheseverfahrens ist. Das resultierende Verfahren kann zum Lösen von Spielen benutzt werden, die mit keiner verfügbaren Technik gelöst werden können. Letztlich werden Systeme untersucht, in denen die Komponente unendlich viele Beobachtungsprädikate hat und zwischen unendlich vielen Aktionen auswählen kann. Gezeitete Spiele unter unvollständiger Information sind eine grundlegende Klasse von Spielen, bei denen dies der Fall ist. Wir erweitern das Abstraktionsverfeinerungs-Schema, um die erste systematische Methode zur Synthese von Beobachtungsprädikaten für gezeitete Controller zu entwickeln. Es wird demonstriert, dass eine Verfeinerung der Beobachtungen, basierend auf Gegenbeispielen, ein höheres Potential aufzeigt als eine Brute-Force-Aufzählung der Beobachtungen, insbesondere für Systeme, bei denen eine feine Granularität der Beobachtungen notwendig ist
    corecore