35 research outputs found

    Process Symmetry in Probabilistic Transducers

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    Model checking is the process of deciding whether a system satisfies a given specification. Often, when the setting comprises multiple processes, the specifications are over sets of input and output signals that correspond to individual processes. Then, many of the properties one wishes to specify are symmetric with respect to the processes identities. In this work, we consider the problem of deciding whether the given system exhibits symmetry with respect to the processes\u27 identities. When the system is symmetric, this gives insight into the behaviour of the system, as well as allows the designer to use only representative specifications, instead of iterating over all possible process identities. Specifically, we consider probabilistic systems, and we propose several variants of symmetry. We start with precise symmetry, in which, given a permutation ?, the system maintains the exact distribution of permuted outputs, given a permuted inputs. We proceed to study approximate versions of symmetry, including symmetry induced by small L_? norm, variants of Parikh-image based symmetry, and qualitative symmetry. For each type of symmetry, we consider the problem of deciding whether a given system exhibits this type of symmetry

    Minimizing Expected Cost Under Hard Boolean Constraints, with Applications to Quantitative Synthesis

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    In Boolean synthesis, we are given an LTL specification, and the goal is to construct a transducer that realizes it against an adversarial environment. Often, a specification contains both Boolean requirements that should be satisfied against an adversarial environment, and multi-valued components that refer to the quality of the satisfaction and whose expected cost we would like to minimize with respect to a probabilistic environment. In this work we study, for the first time, mean-payoff games in which the system aims at minimizing the expected cost against a probabilistic environment, while surely satisfying an ω\omega-regular condition against an adversarial environment. We consider the case the ω\omega-regular condition is given as a parity objective or by an LTL formula. We show that in general, optimal strategies need not exist, and moreover, the limit value cannot be approximated by finite-memory strategies. We thus focus on computing the limit-value, and give tight complexity bounds for synthesizing ϵ\epsilon-optimal strategies for both finite-memory and infinite-memory strategies. We show that our game naturally arises in various contexts of synthesis with Boolean and multi-valued objectives. Beyond direct applications, in synthesis with costs and rewards to certain behaviors, it allows us to compute the minimal sensing cost of ω\omega-regular specifications -- a measure of quality in which we look for a transducer that minimizes the expected number of signals that are read from the input

    Determinization of One-Counter Nets

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    One-Counter Nets (OCNs) are finite-state automata equipped with a counter that is not allowed to become negative, but does not have zero tests. Their simplicity and close connection to various other models (e.g., VASS, Counter Machines and Pushdown Automata) make them an attractive model for studying the border of decidability for the classical decision problems. The deterministic fragment of OCNs (DOCNs) typically admits more tractable decision problems, and while these problems and the expressive power of DOCNs have been studied, the determinization problem, namely deciding whether an OCN admits an equivalent DOCN, has not received attention. We introduce four notions of OCN determinizability, which arise naturally due to intricacies in the model, and specifically, the interpretation of the initial counter value. We show that in general, determinizability is undecidable under most notions, but over a singleton alphabet (i.e., 1 dimensional VASS) one definition becomes decidable, and the rest become trivial, in that there is always an equivalent DOCN

    High-Quality Synthesis Against Stochastic Environments

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    In the classical synthesis problem, we are given a linear temporal logic (LTL) formula psi over sets of input and output signals, and we synthesize a transducer that realizes psi: with every sequence of input signals, the transducer associates a sequence of output signals so that the generated computation satisfies psi. One weakness of automated synthesis in practice is that it pays no attention to the quality of the synthesized system. Indeed, the classical setting is Boolean: a computation satisfies a specification or does not satisfy it. Accordingly, while the synthesized system is correct, there is no guarantee about its quality. In recent years, researchers have considered extensions of the classical Boolean setting to a quantitative one. The logic FLTL is a multi-valued logic that augments LTL with quality operators. The satisfaction value of an FLTL formula is a real value in [0,1], where the higher the value is, the higher is the quality in which the computation satisfies the specification. Decision problems for LTL become search or optimization problems for FLTL. In particular, in the synthesis problem, the goal is to generate a transducer that satisfies the specification in the highest possible quality. Previous work considered the worst-case setting, where the goal is to maximize the quality of the computation with the minimal quality. We introduce and solve the stochastic setting, where the goal is to generate a transducer that maximizes the expected quality of a computation, subject to a given distribution of the input signals. Thus, rather than being hostile, the environment is assumed to be probabilistic, which corresponds to many realistic settings. We show that the problem is 2EXPTIME-complete, like classical LTL synthesis. The complexity stays 2EXPTIME also in two extensions we consider: one that maximizes the expected quality while guaranteeing that the minimal quality is, with probability 1, above a given threshold, and one that allows assumptions on the environment

    Concurrent Games with Multiple Topologies

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    Concurrent multi-player games with ?-regular objectives are a standard model for systems that consist of several interacting components, each with its own objective. The standard solution concept for such games is Nash Equilibrium, which is a "stable" strategy profile for the players. In many settings, the system is not fully observable by the interacting components, e.g., due to internal variables. Then, the interaction is modelled by a partial information game. Unfortunately, the problem of whether a partial information game has an NE is not known to be decidable. A particular setting of partial information arises naturally when processes are assigned IDs by the system, but these IDs are not known to the processes. Then, the processes have full information about the state of the system, but are uncertain of the effect of their actions on the transitions. We generalize the setting above and introduce Multi-Topology Games (MTGs) - concurrent games with several possible topologies, where the players do not know which topology is actually used. We show that extending the concept of NE to these games can take several forms. To this end, we propose two notions of NE: Conservative NE, in which a player deviates if she can strictly add topologies to her winning set, and Greedy NE, where she deviates if she can win in a previously-losing topology. We study the properties of these NE, and show that the problem of whether a game admits them is decidable

    Simulation by Rounds of Letter-To-Letter Transducers

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    Letter-to-letter transducers are a standard formalism for modeling reactive systems. Often, two transducers that model similar systems differ locally from one another, by behaving similarly, up to permutations of the input and output letters within "rounds". In this work, we introduce and study notions of simulation by rounds and equivalence by rounds of transducers. In our setting, words are partitioned to consecutive subwords of a fixed length k, called rounds. Then, a transducer ?? is k-round simulated by transducer ?? if, intuitively, for every input word x, we can permute the letters within each round in x, such that the output of ?? on the permuted word is itself a permutation of the output of ?? on x. Finally, two transducers are k-round equivalent if they simulate each other. We solve two main decision problems, namely whether ?? k-round simulates ?? (1) when k is given as input, and (2) for an existentially quantified k. We demonstrate the usefulness of the definitions by applying them to process symmetry: a setting in which a permutation in the identities of processes in a multi-process system naturally gives rise to two transducers, whose k-round equivalence corresponds to stability against such permutations

    Invariants for Continuous Linear Dynamical Systems

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    Continuous linear dynamical systems are used extensively in mathematics, computer science, physics, and engineering to model the evolution of a system over time. A central technique for certifying safety properties of such systems is by synthesising inductive invariants. This is the task of finding a set of states that is closed under the dynamics of the system and is disjoint from a given set of error states. In this paper we study the problem of synthesising inductive invariants that are definable in o-minimal expansions of the ordered field of real numbers. In particular, assuming Schanuel's conjecture in transcendental number theory, we establish effective synthesis of o-minimal invariants in the case of semi-algebraic error sets. Without using Schanuel's conjecture, we give a procedure for synthesizing o-minimal invariants that contain all but a bounded initial segment of the orbit and are disjoint from a given semi-algebraic error set. We further prove that effective synthesis of semi-algebraic invariants that contain the whole orbit, is at least as hard as a certain open problem in transcendental number theory.Comment: Full version of a ICALP 2020 pape

    Repairing Multi-Player Games

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    Synthesis is the automated construction of systems from their specifications. Modern systems often consist of interacting components, each having its own objective. The interaction among the components is modeled by a multi-player game. Strategies of the components induce a trace in the game, and the objective of each component is to force the game into a trace that satisfies its specification. This is modeled by augmenting the game with omega-regular winning conditions. Unlike traditional synthesis games, which are zero-sum, here the objectives of the components do not necessarily contradict each other. Accordingly, typical questions about these games concern their stability - whether the players reach an equilibrium, and their social welfare - maximizing the set of (possibly weighted) specifications that are satisfied. We introduce and study repair of multi-player games. Given a game, we study the possibility of modifying the objectives of the players in order to obtain stability or to improve the social welfare. Specifically, we solve the problem of modifying the winning conditions in a given concurrent multi-player game in a way that guarantees the existence of a Nash equilibrium. Each modification has a value, reflecting both the cost of strengthening or weakening the underlying specifications, as well as the benefit of satisfying specifications in the obtained equilibrium. We seek optimal modifications, and we study the problem for various omega-regular objectives and various cost and benefit functions. We analyze the complexity of the problem in the general setting as well as in one with a fixed number of players. We also study two additional types of repair, namely redirection of transitions and control of a subset of the players

    O-Minimal Invariants for Linear Loops

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    The termination analysis of linear loops plays a key rôle in several areas of computer science, including program verification and abstract interpretation. Such deceptively simple questions also relate to a number of deep open problems, such as the decidability of the Skolem and Positivity Problems for linear recurrence sequences, or equivalently reachability questions for discrete-time linear dynamical systems. In this paper, we introduce the class of o-minimal invariants, which is broader than any previously considered, and study the decidability of the existence and algorithmic synthesis of such invariants as certificates of non-termination for linear loops equipped with a large class of halting conditions. We establish two main decidability results, one of them conditional on Schanuel’s conjecture
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