1,462 research outputs found
Strategy Derivation for Small Progress Measures
Small Progress Measures is one of the most efficient parity game solving
algorithms. The original algorithm provides the full solution (winning regions
and strategies) in
time, and requires a re-run of the algorithm on one of the winning regions. We
provide a novel operational interpretation of progress measures, and modify the
algorithm so that it derives the winning strategies for both players in one
pass. This reduces the upper bound on strategy derivation for SPM to .Comment: polished the tex
Zielonka's Recursive Algorithm: dull, weak and solitaire games and tighter bounds
Dull, weak and nested solitaire games are important classes of parity games,
capturing, among others, alternation-free mu-calculus and ECTL* model checking
problems. These classes can be solved in polynomial time using dedicated
algorithms. We investigate the complexity of Zielonka's Recursive algorithm for
solving these special games, showing that the algorithm runs in O(d (n + m)) on
weak games, and, somewhat surprisingly, that it requires exponential time to
solve dull games and (nested) solitaire games. For the latter classes, we
provide a family of games G, allowing us to establish a lower bound of 2^(n/3).
We show that an optimisation of Zielonka's algorithm permits solving games from
all three classes in polynomial time. Moreover, we show that there is a family
of (non-special) games M that permits us to establish a lower bound of 2^(n/3),
improving on the previous lower bound for the algorithm.Comment: In Proceedings GandALF 2013, arXiv:1307.416
Structural Analysis of Boolean Equation Systems
We analyse the problem of solving Boolean equation systems through the use of
structure graphs. The latter are obtained through an elegant set of
Plotkin-style deduction rules. Our main contribution is that we show that
equation systems with bisimilar structure graphs have the same solution. We
show that our work conservatively extends earlier work, conducted by Keiren and
Willemse, in which dependency graphs were used to analyse a subclass of Boolean
equation systems, viz., equation systems in standard recursive form. We
illustrate our approach by a small example, demonstrating the effect of
simplifying an equation system through minimisation of its structure graph
A Comparison of BDD-Based Parity Game Solvers
Parity games are two player games with omega-winning conditions, played on
finite graphs. Such games play an important role in verification,
satisfiability and synthesis. It is therefore important to identify algorithms
that can efficiently deal with large games that arise from such applications.
In this paper, we describe our experiments with BDD-based implementations of
four parity game solving algorithms, viz. Zielonka's recursive algorithm, the
more recent Priority Promotion algorithm, the Fixpoint-Iteration algorithm and
the automata based APT algorithm. We compare their performance on several types
of random games and on a number of cases taken from the Keiren benchmark set.Comment: In Proceedings GandALF 2018, arXiv:1809.0241
Parity Game Reductions
Parity games play a central role in model checking and satisfiability
checking. Solving parity games is computationally expensive, among others due
to the size of the games, which, for model checking problems, can easily
contain vertices or beyond. Equivalence relations can be used to reduce
the size of a parity game, thereby potentially alleviating part of the
computational burden. We reconsider (governed) bisimulation and (governed)
stuttering bisimulation, and we give detailed proofs that these relations are
equivalences, have unique quotients and they approximate the winning regions of
parity games. Furthermore, we present game-based characterisations of these
relations. Using these characterisations our equivalences are compared to
relations for parity games that can be found in the literature, such as direct
simulation equivalence and delayed simulation equivalence. To complete the
overview we develop coinductive characterisations of direct- and delayed
simulation equivalence and we establish a lattice of equivalences for parity
games
Correct and Efficient Antichain Algorithms for Refinement Checking
The notion of refinement plays an important role in software engineering. It
is the basis of a stepwise development methodology in which the correctness of
a system can be established by proving, or computing, that a system refines its
specification. Wang et al. describe algorithms based on antichains for
efficiently deciding trace refinement, stable failures refinement and
failures-divergences refinement. We identify several issues pertaining to the
soundness and performance in these algorithms and propose new, correct,
antichain-based algorithms. Using a number of experiments we show that our
algorithms outperform the original ones in terms of running time and memory
usage. Furthermore, we show that additional run time improvements can be
obtained by applying divergence-preserving branching bisimulation minimisation
Real Equation Systems with Alternating Fixed-points (full version with proofs)
We introduce the notion of a Real Equation System (RES), which lifts Boolean
Equation Systems (BESs) to the domain of extended real numbers. Our RESs allow
arbitrary nesting of least and greatest fixed-point operators. We show that
each RES can be rewritten into an equivalent RES in normal form. These normal
forms provide the basis for a complete procedure to solve RESs. This employs
the elimination of the fixed-point variable at the left side of an equation
from its right-hand side, combined with a technique often referred to as
Gau{\ss}-elimination. We illustrate how this framework can be used to verify
quantitative modal formulas with alternating fixed-point operators interpreted
over probabilistic labelled transition systems.Comment: 25 pages. 2 Figures. 1 Table. This paper is published at Concur 2023,
September 2023, Antwerp, Belgiu
A symmetric protocol to establish service level agreements
We present a symmetrical protocol to repeatedly negotiate a desired service
level between two parties, where the service levels are taken from some totally
ordered finite domain. The agreed service level is selected from levels
dynamically proposed by both parties and parties can only decrease the desired
service level during a negotiation. The correctness of the protocol is stated
using modal formulas and its behaviour is explained using behavioural
reductions of the external behaviour modulo weak trace equivalence and
divergence-preserving branching bisimulation. Our protocol originates from an
industrial use case and it turned out to be remarkably tricky to design
correctly
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