352 research outputs found

    Verifying Safety Properties With the TLA+ Proof System

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    TLAPS, the TLA+ proof system, is a platform for the development and mechanical verification of TLA+ proofs written in a declarative style requiring little background beyond elementary mathematics. The language supports hierarchical and non-linear proof construction and verification, and it is independent of any verification tool or strategy. A Proof Manager uses backend verifiers such as theorem provers, proof assistants, SMT solvers, and decision procedures to check TLA+ proofs. This paper documents the first public release of TLAPS, distributed with a BSD-like license. It handles almost all the non-temporal part of TLA+ as well as the temporal reasoning needed to prove standard safety properties, in particular invariance and step simulation, but not liveness properties

    LNCS

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    We introduce the monitoring of trace properties under assumptions. An assumption limits the space of possible traces that the monitor may encounter. An assumption may result from knowledge about the system that is being monitored, about the environment, or about another, connected monitor. We define monitorability under assumptions and study its theoretical properties. In particular, we show that for every assumption A, the boolean combinations of properties that are safe or co-safe relative to A are monitorable under A. We give several examples and constructions on how an assumption can make a non-monitorable property monitorable, and how an assumption can make a monitorable property monitorable with fewer resources, such as integer registers

    Encrypt-to-self:Securely outsourcing storage

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    We put forward a symmetric encryption primitive tailored towards a specific application: outsourced storage. The setting assumes a memory-bounded computing device that inflates the amount of volatile or permanent memory available to it by letting other (untrusted) devices hold encryptions of information that they return on request. For instance, web servers typically hold for each of the client connections they manage a multitude of data, ranging from user preferences to technical information like database credentials. If the amount of data per session is considerable, busy servers sooner or later run out of memory. One admissible solution to this is to let the server encrypt the session data to itself and to let the client store the ciphertext, with the agreement that the client reproduce the ciphertext in each subsequent request (e.g., via a cookie) so that the session data can be recovered when required. In this article we develop the cryptographic mechanism that should be used to achieve confidential and authentic data storage in the encrypt-to-self setting, i.e., where encryptor and decryptor coincide and constitute the only entity holding keys. We argue that standard authenticated encryption represents only a suboptimal solution for preserving confidentiality, as much as message authentication codes are suboptimal for preserving authenticity. The crucial observation is that such schemes instantaneously give up on all security promises the moment the key is compromised. In contrast, data protected with our new primitive remains fully integrity protected and unmalleable. In the course of this paper we develop a formal model for encrypt-to-self systems, show that it solves the outsourced storage problem, propose surprisingly efficient provably secure constructions, and report on our implementations

    Fast Two-Robot Disk Evacuation with Wireless Communication

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    In the fast evacuation problem, we study the path planning problem for two robots who want to minimize the worst-case evacuation time on the unit disk. The robots are initially placed at the center of the disk. In order to evacuate, they need to reach an unknown point, the exit, on the boundary of the disk. Once one of the robots finds the exit, it will instantaneously notify the other agent, who will make a beeline to it. The problem has been studied for robots with the same speed~\cite{s1}. We study a more general case where one robot has speed 11 and the other has speed s1s \geq 1. We provide optimal evacuation strategies in the case that sc2.752.75s \geq c_{2.75} \approx 2.75 by showing matching upper and lower bounds on the worst-case evacuation time. For 1s<c2.751\leq s < c_{2.75}, we show (non-matching) upper and lower bounds on the evacuation time with a ratio less than 1.221.22. Moreover, we demonstrate that a generalization of the two-robot search strategy from~\cite{s1} is outperformed by our proposed strategies for any sc1.711.71s \geq c_{1.71} \approx 1.71.Comment: 18 pages, 10 figure

    Almost optimal asynchronous rendezvous in infinite multidimensional grids

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    Two anonymous mobile agents (robots) moving in an asynchronous manner have to meet in an infinite grid of dimension δ&gt; 0, starting from two arbitrary positions at distance at most d. Since the problem is clearly infeasible in such general setting, we assume that the grid is embedded in a δ-dimensional Euclidean space and that each agent knows the Cartesian coordinates of its own initial position (but not the one of the other agent). We design an algorithm permitting the agents to meet after traversing a trajectory of length O(d δ polylog d). This bound for the case of 2d-grids subsumes the main result of [12]. The algorithm is almost optimal, since the Ω(d δ) lower bound is straightforward. Further, we apply our rendezvous method to the following network design problem. The ports of the δ-dimensional grid have to be set such that two anonymous agents starting at distance at most d from each other will always meet, moving in an asynchronous manner, after traversing a O(d δ polylog d) length trajectory. We can also apply our method to a version of the geometric rendezvous problem. Two anonymous agents move asynchronously in the δ-dimensional Euclidean space. The agents have the radii of visibility of r1 and r2, respectively. Each agent knows only its own initial position and its own radius of visibility. The agents meet when one agent is visible to the other one. We propose an algorithm designing the trajectory of each agent, so that they always meet after traveling a total distance of O( ( d)), where r = min(r1, r2) and for r ≥ 1. r)δpolylog ( d r

    A Basic Framework for the Cryptanalysis of Digital Chaos-Based Cryptography

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    Chaotic cryptography is based on the properties of chaos as source of entropy. Many different schemes have been proposed to take advantage of those properties and to design new strategies to encrypt information. However, the right and efficient use of chaos in the context of cryptography requires a thorough knowledge about the dynamics of the selected chaotic system. Indeed, if the final encryption system reveals enough information about the underlying chaotic system it could be possible for a cryptanalyst to get the key, part of the key or some information somehow equivalent to the key just analyzing those dynamical properties leaked by the cryptosystem. This paper shows what those dynamical properties are and how a cryptanalyst can use them to prove the inadequacy of an encryption system for the secure exchange of information. This study is performed through the introduction of a series of mathematical tools which should be the basic framework of cryptanalysis in the context of digital chaos-based cryptography.Comment: 6 pages, 5 figure

    Gathering in Dynamic Rings

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    The gathering problem requires a set of mobile agents, arbitrarily positioned at different nodes of a network to group within finite time at the same location, not fixed in advanced. The extensive existing literature on this problem shares the same fundamental assumption: the topological structure does not change during the rendezvous or the gathering; this is true also for those investigations that consider faulty nodes. In other words, they only consider static graphs. In this paper we start the investigation of gathering in dynamic graphs, that is networks where the topology changes continuously and at unpredictable locations. We study the feasibility of gathering mobile agents, identical and without explicit communication capabilities, in a dynamic ring of anonymous nodes; the class of dynamics we consider is the classic 1-interval-connectivity. We focus on the impact that factors such as chirality (i.e., a common sense of orientation) and cross detection (i.e., the ability to detect, when traversing an edge, whether some agent is traversing it in the other direction), have on the solvability of the problem. We provide a complete characterization of the classes of initial configurations from which the gathering problem is solvable in presence and in absence of cross detection and of chirality. The feasibility results of the characterization are all constructive: we provide distributed algorithms that allow the agents to gather. In particular, the protocols for gathering with cross detection are time optimal. We also show that cross detection is a powerful computational element. We prove that, without chirality, knowledge of the ring size is strictly more powerful than knowledge of the number of agents; on the other hand, with chirality, knowledge of n can be substituted by knowledge of k, yielding the same classes of feasible initial configurations

    Verifying Bounded Subset-Closed Hyperproperties

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    Hyperproperties are quickly becoming very popular in the context of systems security, due to their expressive power. They differ from classic trace properties since they are represented by sets of sets of executions instead of sets of executions. This allows us, for instance, to capture information flow security specifications, which cannot be expressed as trace properties, namely as predicates over single executions. In this work, we reason about how it is possible to move standard abstract interpretation-based static analysis methods, designed for trace properties, towards the verification of hyperproperties. In particular, we focus on the verification of bounded subset-closed hyperproperties which are easier to verify than generic hyperproperties. It turns out that a lot of interesting specifications (e.g., Non-Interference) lie in this category

    Network-Formation Games with Regular Objectives

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    Abstract. Classical network-formation games are played on a directed graph. Players have reachability objectives, and each player has to select a path satisfy-ing his objective. Edges are associated with costs, and when several players use the same edge, they evenly share its cost. The theoretical and practical aspects of network-formation games have been extensively studied and are well understood. We introduce and study network-formation games with regular objectives. In our setting, the edges are labeled by alphabet letters and the objective of each player is a regular language over the alphabet of labels, given by means of an automaton or a temporal-logic formula. Thus, beyond reachability properties, a player may restrict attention to paths that satisfy certain properties, referring, for example, to the providers of the traversed edges, the actions associated with them, their quality of service, security, etc. Unlike the case of network-formation games with reachability objectives, here the paths selected by the players need not be simple, thus a player may traverse some transitions several times. Edge costs are shared by the players with the share being proportional to the number of times the transition is traversed. We study the exis-tence of a pure Nash equilibrium (NE), convergence of best-response-dynamics, the complexity of finding the social optimum, and the inefficiency of a NE com-pared to a social-optimum solution. We examine several classes of networks (for example, networks with uniform edge costs, or alphabet of size 1) and several classes of regular objectives. We show that many properties of classical network-formation games are no longer valid in our game. In particular, a pure NE might not exist and the Price of Stability equals the number of players (as opposed to logarithmic in the number of players in the classic setting, where a pure NE al-ways exists). In light of these results, we also present special cases for which the resulting game is more stable.
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