88 research outputs found
A Backward Algorithm for the Multiprocessor Online Feasibility of Sporadic Tasks
The online feasibility problem (for a set of sporadic tasks) asks whether
there is a scheduler that always prevents deadline misses (if any), whatever
the sequence of job releases, which is a priori} unknown to the scheduler. In
the multiprocessor setting, this problem is notoriously difficult. The only
exact test for this problem has been proposed by Bonifaci and
Marchetti-Spaccamela: it consists in modelling all the possible behaviours of
the scheduler and of the tasks as a graph; and to interpret this graph as a
game between the tasks and the scheduler, which are seen as antagonistic
players. Then, computing a correct scheduler is equivalent to finding a winning
strategy for the `scheduler player', whose objective in the game is to avoid
deadline misses. In practice, however this approach is limited by the
intractable size of the graph. In this work, we consider the classical
attractor algorithm to solve such games, and introduce antichain techniques to
optimise its performance in practice and overcome the huge size of the game
graph. These techniques are inspired from results from the formal methods
community, and exploit the specific structure of the feasibility problem. We
demonstrate empirically that our approach allows to dramatically improve the
performance of the game solving algorithm.Comment: Long version of a conference paper accepted to ACSD 201
Dynamics and Coalitions in Sequential Games
We consider N-player non-zero sum games played on finite trees (i.e.,
sequential games), in which the players have the right to repeatedly update
their respective strategies (for instance, to improve the outcome wrt to the
current strategy profile). This generates a dynamics in the game which may
eventually stabilise to a Nash Equilibrium (as with Kukushkin's lazy
improvement), and we argue that it is interesting to study the conditions that
guarantee such a dynamics to terminate.
We build on the works of Le Roux and Pauly who have studied extensively one
such dynamics, namely the Lazy Improvement Dynamics. We extend these works by
first defining a turn-based dynamics, proving that it terminates on subgame
perfect equilibria, and showing that several variants do not terminate. Second,
we define a variant of Kukushkin's lazy improvement where the players may now
form coalitions to change strategies. We show how properties of the players'
preferences on the outcomes affect the termination of this dynamics, and we
thereby characterise classes of games where it always terminates (in particular
two-player games).Comment: In Proceedings GandALF 2017, arXiv:1709.0176
Safe and Optimal Scheduling for Hard and Soft Tasks
We consider a stochastic scheduling problem with both hard and soft tasks on a single machine. Each task is described by a discrete probability distribution over possible execution times, and possible inter-arrival times of the job, and a fixed deadline. Soft tasks also carry a penalty cost to be paid when they miss a deadline. We ask to compute an online and non-clairvoyant scheduler (i.e. one that must take decisions without knowing the future evolution of the system) that is safe and efficient. Safety imposes that deadline of hard tasks are never violated while efficient means that we want to minimise the mean cost of missing deadlines by soft tasks.
First, we show that the dynamics of such a system can be modelled as a finite Markov Decision Process (MDP). Second, we show that our scheduling problem is PP-hard and in EXPTime. Third, we report on a prototype tool that solves our scheduling problem by relying on the Storm tool to analyse the corresponding MDP. We show how antichain techniques can be used as a potential heuristic
Models and Algorithms for Chronology
The last decades have seen the rise of many fundamental chronological debates in Old World archaeology, with far-reaching historical implications. Yet, outside of radiocarbon dating - where Bayesian formal tools and models are applied - these chronological debates are still relying on non-formal models, and dates are mostly derived by hand, without the use of mathematical or computational tools, albeit the large number of complex constraints to be taken into account. This article presents formal models and algorithms for encoding archaeologically-relevant chronological constraints, computing optimal chronologies in an automated way, and automatically checking for chronological properties of a given model
Simple Priced Timed Games Are Not That Simple
Priced timed games are two-player zero-sum games played on priced timed
automata (whose locations and transitions are labeled by weights modeling the
costs of spending time in a state and executing an action, respectively). The
goals of the players are to minimise and maximise the cost to reach a target
location, respectively. We consider priced timed games with one clock and
arbitrary (positive and negative) weights and show that, for an important
subclass of theirs (the so-called simple priced timed games), one can compute,
in exponential time, the optimal values that the players can achieve, with
their associated optimal strategies. As side results, we also show that
one-clock priced timed games are determined and that we can use our result on
simple priced timed games to solve the more general class of so-called
reset-acyclic priced timed games (with arbitrary weights and one-clock)
Efficient Energy Distribution in a Smart Grid using Multi-Player Games
Algorithms and models based on game theory have nowadays become prominent
techniques for the design of digital controllers for critical systems. Indeed,
such techniques enable automatic synthesis: given a model of the environment
and a property that the controller must enforce, those techniques automatically
produce a correct controller, when it exists. In the present paper, we consider
a class of concurrent, weighted, multi-player games that are well-suited to
model and study the interactions of several agents who are competing for some
measurable resources like energy. We prove that a subclass of those games
always admit a Nash equilibrium, i.e. a situation in which all players play in
such a way that they have no incentive to deviate. Moreover, the strategies
yielding those Nash equilibria have a special structure: when one of the agents
deviate from the equilibrium, all the others form a coalition that will enforce
a retaliation mechanism that punishes the deviant agent. We apply those results
to a real-life case study in which several smart houses that produce their own
energy with solar panels, and can share this energy among them in micro-grid,
must distribute the use of this energy along the day in order to avoid
consuming electricity that must be bought from the global grid. We demonstrate
that our theory allows one to synthesise an efficient controller for these
houses: using penalties to be paid in the utility bill as an incentive, we
force the houses to follow a pre-computed schedule that maximises the
proportion of the locally produced energy that is consumed.Comment: In Proceedings Cassting'16/SynCoP'16, arXiv:1608.0017
Quantitative Games under Failures
We study a generalisation of sabotage games, a model of dynamic network games
introduced by van Benthem. The original definition of the game is inherently
finite and therefore does not allow one to model infinite processes. We propose
an extension of the sabotage games in which the first player (Runner) traverses
an arena with dynamic weights determined by the second player (Saboteur). In
our model of quantitative sabotage games, Saboteur is now given a budget that
he can distribute amongst the edges of the graph, whilst Runner attempts to
minimise the quantity of budget witnessed while completing his task. We show
that, on the one hand, for most of the classical cost functions considered in
the literature, the problem of determining if Runner has a strategy to ensure a
cost below some threshold is EXPTIME-complete. On the other hand, if the budget
of Saboteur is fixed a priori, then the problem is in PTIME for most cost
functions. Finally, we show that restricting the dynamics of the game also
leads to better complexity
To Reach or not to Reach? Efficient Algorithms for Total-Payoff Games
International audienceQuantitative games are two-player zero-sum games played on directed weighted graphs. Total-payoff games – that can be seen as a refinement of the well-studied mean-payoff games – are the variant where the payoff of a play is computed as the sum of the weights. Our aim is to describe the first pseudo-polynomial time algorithm for total-payoff games in the presence of arbitrary weights. It consists of a non-trivial application of the value iteration paradigm. Indeed, it requires to study, as a milestone, a refinement of these games, called min-cost reachability games, where we add a reachability objective to one of the players. For these games, we give an efficient value iteration algorithm to compute the values and optimal strategies (when they exist), that runs in pseudo-polynomial time. We also propose heuristics to speed up the computations
Timed-Automata-Based Verification of MITL over Signals
It has been argued that the most suitable semantic model for real-time formalisms is the non-negative real line (signals), i.e. the continuous semantics, which naturally captures the continuous evolution of system states. Existing tools like UPPAAL are, however, based on omega-sequences with timestamps (timed words), i.e. the pointwise semantics. Furthermore, the support for logic formalisms is very limited in these tools. In this article, we amend these issues by a compositional translation from Metric Temporal Interval Logic (MITL) to signal automata. Combined with an emptiness-preserving encoding of signal automata into timed automata, we obtain a practical automata-based approach to MITL model-checking over signals. We implement the translation in our tool MightyL and report on case studies using LTSmin as the back-end
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