130 research outputs found
Qualitative Multi-Objective Reachability for Ordered Branching MDPs
We study qualitative multi-objective reachability problems for Ordered
Branching Markov Decision Processes (OBMDPs), or equivalently context-free
MDPs, building on prior results for single-target reachability on Branching
Markov Decision Processes (BMDPs).
We provide two separate algorithms for "almost-sure" and "limit-sure"
multi-target reachability for OBMDPs. Specifically, given an OBMDP,
, given a starting non-terminal, and given a set of target
non-terminals of size , our first algorithm decides whether the
supremum probability, of generating a tree that contains every target
non-terminal in set , is . Our second algorithm decides whether there is
a strategy for the player to almost-surely (with probability ) generate a
tree that contains every target non-terminal in set .
The two separate algorithms are needed: we show that indeed, in this context,
"almost-sure" "limit-sure" for multi-target reachability, meaning that
there are OBMDPs for which the player may not have any strategy to achieve
probability exactly of reaching all targets in set in the same
generated tree, but may have a sequence of strategies that achieve probability
arbitrarily close to . Both algorithms run in time , where is the total bit encoding length
of the given OBMDP, . Hence they run in polynomial time when
is fixed, and are fixed-parameter tractable with respect to . Moreover, we
show that even the qualitative almost-sure (and limit-sure) multi-target
reachability decision problem is in general NP-hard, when the size of the
set of target non-terminals is not fixed.Comment: 47 page
Two Variable vs. Linear Temporal Logic in Model Checking and Games
Model checking linear-time properties expressed in first-order logic has
non-elementary complexity, and thus various restricted logical languages are
employed. In this paper we consider two such restricted specification logics,
linear temporal logic (LTL) and two-variable first-order logic (FO2). LTL is
more expressive but FO2 can be more succinct, and hence it is not clear which
should be easier to verify. We take a comprehensive look at the issue, giving a
comparison of verification problems for FO2, LTL, and various sublogics thereof
across a wide range of models. In particular, we look at unary temporal logic
(UTL), a subset of LTL that is expressively equivalent to FO2; we also consider
the stutter-free fragment of FO2, obtained by omitting the successor relation,
and the expressively equivalent fragment of UTL, obtained by omitting the next
and previous connectives. We give three logic-to-automata translations which
can be used to give upper bounds for FO2 and UTL and various sublogics. We
apply these to get new bounds for both non-deterministic systems (hierarchical
and recursive state machines, games) and for probabilistic systems (Markov
chains, recursive Markov chains, and Markov decision processes). We couple
these with matching lower-bound arguments. Next, we look at combining FO2
verification techniques with those for LTL. We present here a language that
subsumes both FO2 and LTL, and inherits the model checking properties of both
languages. Our results give both a unified approach to understanding the
behaviour of FO2 and LTL, along with a nearly comprehensive picture of the
complexity of verification for these logics and their sublogics.Comment: 37 pages, to be published in Logical Methods in Computer Science
journal, includes material presented in Concur 2011 and QEST 2012 extended
abstract
Analyzing probabilistic pushdown automata
The paper gives a summary of the existing results about algorithmic analysis of probabilistic pushdown automata and their subclasses.V článku je podán přehled známých výsledků o pravděpodobnostních zásobníkových automatech a některých jejich podtřídách
Decidability Results for Multi-objective Stochastic Games
We study stochastic two-player turn-based games in which the objective of one
player is to ensure several infinite-horizon total reward objectives, while the
other player attempts to spoil at least one of the objectives. The games have
previously been shown not to be determined, and an approximation algorithm for
computing a Pareto curve has been given. The major drawback of the existing
algorithm is that it needs to compute Pareto curves for finite horizon
objectives (for increasing length of the horizon), and the size of these Pareto
curves can grow unboundedly, even when the infinite-horizon Pareto curve is
small. By adapting existing results, we first give an algorithm that computes
the Pareto curve for determined games. Then, as the main result of the paper,
we show that for the natural class of stopping games and when there are two
reward objectives, the problem of deciding whether a player can ensure
satisfaction of the objectives with given thresholds is decidable. The result
relies on intricate and novel proof which shows that the Pareto curves contain
only finitely many points. As a consequence, we get that the two-objective
discounted-reward problem for unrestricted class of stochastic games is
decidable.Comment: 35 page
Permissive Controller Synthesis for Probabilistic Systems
We propose novel controller synthesis techniques for probabilistic systems
modelled using stochastic two-player games: one player acts as a controller,
the second represents its environment, and probability is used to capture
uncertainty arising due to, for example, unreliable sensors or faulty system
components. Our aim is to generate robust controllers that are resilient to
unexpected system changes at runtime, and flexible enough to be adapted if
additional constraints need to be imposed. We develop a permissive controller
synthesis framework, which generates multi-strategies for the controller,
offering a choice of control actions to take at each time step. We formalise
the notion of permissivity using penalties, which are incurred each time a
possible control action is disallowed by a multi-strategy. Permissive
controller synthesis aims to generate a multi-strategy that minimises these
penalties, whilst guaranteeing the satisfaction of a specified system property.
We establish several key results about the optimality of multi-strategies and
the complexity of synthesising them. Then, we develop methods to perform
permissive controller synthesis using mixed integer linear programming and
illustrate their effectiveness on a selection of case studies
Greatest Fixed Points of Probabilistic Min/Max Polynomial Equations, and Reachability for Branching Markov Decision Processes?
We give polynomial time algorithms for quantitative (and qualitative)
reachability analysis for Branching Markov Decision Processes (BMDPs).
Specifically, given a BMDP, and given an initial population, where the
objective of the controller is to maximize (or minimize) the probability of
eventually reaching a population that contains an object of a desired (or
undesired) type, we give algorithms for approximating the supremum (infimum)
reachability probability, within desired precision epsilon > 0, in time
polynomial in the encoding size of the BMDP and in log(1/epsilon). We
furthermore give P-time algorithms for computing epsilon-optimal strategies for
both maximization and minimization of reachability probabilities. We also give
P-time algorithms for all associated qualitative analysis problems, namely:
deciding whether the optimal (supremum or infimum) reachability probabilities
are 0 or 1. Prior to this paper, approximation of optimal reachability
probabilities for BMDPs was not even known to be decidable.
Our algorithms exploit the following basic fact: we show that for any BMDP,
its maximum (minimum) non-reachability probabilities are given by the greatest
fixed point (GFP) solution g* in [0,1]^n of a corresponding monotone max (min)
Probabilistic Polynomial System of equations (max/min-PPS), x=P(x), which are
the Bellman optimality equations for a BMDP with non-reachability objectives.
We show how to compute the GFP of max/min PPSs to desired precision in P-time.
We also study more general Branching Simple Stochastic Games (BSSGs) with
(non-)reachability objectives. We show that: (1) the value of these games is
captured by the GFP of a corresponding max-minPPS; (2) the quantitative problem
of approximating the value is in TFNP; and (3) the qualitative problems
associated with the value are all solvable in P-time
Optimizing Performance of Continuous-Time Stochastic Systems using Timeout Synthesis
We consider parametric version of fixed-delay continuous-time Markov chains
(or equivalently deterministic and stochastic Petri nets, DSPN) where
fixed-delay transitions are specified by parameters, rather than concrete
values. Our goal is to synthesize values of these parameters that, for a given
cost function, minimise expected total cost incurred before reaching a given
set of target states. We show that under mild assumptions, optimal values of
parameters can be effectively approximated using translation to a Markov
decision process (MDP) whose actions correspond to discretized values of these
parameters
Multi-objective Robust Strategy Synthesis for Interval Markov Decision Processes
Interval Markov decision processes (IMDPs) generalise classical MDPs by
having interval-valued transition probabilities. They provide a powerful
modelling tool for probabilistic systems with an additional variation or
uncertainty that prevents the knowledge of the exact transition probabilities.
In this paper, we consider the problem of multi-objective robust strategy
synthesis for interval MDPs, where the aim is to find a robust strategy that
guarantees the satisfaction of multiple properties at the same time in face of
the transition probability uncertainty. We first show that this problem is
PSPACE-hard. Then, we provide a value iteration-based decision algorithm to
approximate the Pareto set of achievable points. We finally demonstrate the
practical effectiveness of our proposed approaches by applying them on several
case studies using a prototypical tool.Comment: This article is a full version of a paper accepted to the Conference
on Quantitative Evaluation of SysTems (QEST) 201
The Complexity of Nash Equilibria in Simple Stochastic Multiplayer Games
We analyse the computational complexity of finding Nash equilibria in simple
stochastic multiplayer games. We show that restricting the search space to
equilibria whose payoffs fall into a certain interval may lead to
undecidability. In particular, we prove that the following problem is
undecidable: Given a game G, does there exist a pure-strategy Nash equilibrium
of G where player 0 wins with probability 1. Moreover, this problem remains
undecidable if it is restricted to strategies with (unbounded) finite memory.
However, if mixed strategies are allowed, decidability remains an open problem.
One way to obtain a provably decidable variant of the problem is restricting
the strategies to be positional or stationary. For the complexity of these two
problems, we obtain a common lower bound of NP and upper bounds of NP and
PSPACE respectively.Comment: 23 pages; revised versio
Is there a best Büchi automaton for explicit model checking?
LTL to Büchi automata (BA) translators are traditionally optimized to produce automata with a small number of states or a small number of non-deterministic states. In this paper, we search for properties of Büchi automata that really influence the performance of explicit model checkers. We do that by manual analysis of several automata and by experiments with common LTL-to-BA translators and realistic verification tasks. As a result of these experiences, we gain a better insight into the characteristics of automata that work well with Spin.Překladače LTL na Büchiho automaty jsou obvykle optimalizovány tak, aby produkovaly automaty s co nejmenším počtem stavů, či s co nejmenším počtem nedeterministických stavů. V této publikaci hledáme vlastnosti Büchiho automatů, které skutečně ovlivňují výkon nástrojů pro explicitní metodu ověřování modelu (model checking). A to pomocí manuální analýzy několika automatů a experimenty s běžnými překladače LTL na automaty a realistickými verifikačními úlohami. Výsledkem těchto experimentů je lepší porozumění charakteristik automatů, které jsou dobré pro model checker Spin
- …