2,351 research outputs found
History-Preserving Bisimilarity for Higher-Dimensional Automata via Open Maps
We show that history-preserving bisimilarity for higher-dimensional automata
has a simple characterization directly in terms of higher-dimensional
transitions. This implies that it is decidable for finite higher-dimensional
automata. To arrive at our characterization, we apply the open-maps framework
of Joyal, Nielsen and Winskel in the category of unfoldings of precubical sets.Comment: Minor updates in accordance with reviewer comments. Submitted to MFPS
201
Petri Games: Synthesis of Distributed Systems with Causal Memory
We present a new multiplayer game model for the interaction and the flow of
information in a distributed system. The players are tokens on a Petri net. As
long as the players move in independent parts of the net, they do not know of
each other; when they synchronize at a joint transition, each player gets
informed of the causal history of the other player. We show that for Petri
games with a single environment player and an arbitrary bounded number of
system players, deciding the existence of a safety strategy for the system
players is EXPTIME-complete.Comment: In Proceedings GandALF 2014, arXiv:1408.556
Homotopy Bisimilarity for Higher-Dimensional Automata
We introduce a new category of higher-dimensional automata in which the
morphisms are functional homotopy simulations, i.e. functional simulations up
to concurrency of independent events. For this, we use unfoldings of
higher-dimensional automata into higher-dimensional trees. Using a notion of
open maps in this category, we define homotopy bisimilarity. We show that
homotopy bisimilarity is equivalent to a straight-forward generalization of
standard bisimilarity to higher dimensions, and that it is finer than split
bisimilarity and incomparable with history-preserving bisimilarity.Comment: Heavily revised version of arXiv:1209.492
Polynomial Synthesis of Asynchronous Automata
Zielonka's theorem shows that each regular set of Mazurkiewicz traces can be
implemented as a system of synchronized processes with a distributed control
structure called asynchronous automaton. This paper gives a polynomial
algorithm for the synthesis of a non-deterministic asynchronous automaton from
a regular Mazurkiewicz trace language. This new construction is based on an
unfolding approach that improves the complexity of Zielonka's and Pighizzini's
techniques in terms of the number of states.Comment: The MOdelling and VErification (MOVE) tea
Higher Dimensional Transition Systems
We introduce the notion of higher dimensional transition systems as a model of concurrency providing an elementary, set-theoretic formalisation of the idea of higher dimensional transition. We show an embedding of the category of higher dimensional transition systems into that of higher dimensional automata which cuts down to an equivalence when we restrict to non-degenerate automata. Moreover, we prove that the natural notion of bisimulation for such structures is a generalisation of the strong history preserving bisimulation, and provide an abstract categorical account of it via open maps. Finally, we define a notion of unfolding for higher dimensional transition systems and characterise the structures so obtained as a generalisation of event structures
Tree games with regular objectives
We study tree games developed recently by Matteo Mio as a game interpretation
of the probabilistic -calculus. With expressive power comes complexity.
Mio showed that tree games are able to encode Blackwell games and,
consequently, are not determined under deterministic strategies.
We show that non-stochastic tree games with objectives recognisable by
so-called game automata are determined under deterministic, finite memory
strategies. Moreover, we give an elementary algorithmic procedure which, for an
arbitrary regular language L and a finite non-stochastic tree game with a
winning objective L decides if the game is determined under deterministic
strategies.Comment: In Proceedings GandALF 2014, arXiv:1408.556
Connectors meet Choreographies
We present Cho-Reo-graphies (CR), a new language model that unites two
powerful programming paradigms for concurrent software based on communicating
processes: Choreographic Programming and Exogenous Coordination. In CR,
programmers specify the desired communications among processes using a
choreography, and define how communications should be concretely animated by
connectors given as constraint automata (e.g., synchronous barriers and
asynchronous multi-casts). CR is the first choreography calculus where
different communication semantics (determined by connectors) can be freely
mixed; since connectors are user-defined, CR also supports many communication
semantics that were previously unavailable for choreographies. We develop a
static analysis that guarantees that a choreography in CR and its user-defined
connectors are compatible, define a compiler from choreographies to a process
calculus based on connectors, and prove that compatibility guarantees
deadlock-freedom of the compiled process implementations
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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