184 research outputs found

    Approximating the Termination Value of One-Counter MDPs and Stochastic Games

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    One-counter MDPs (OC-MDPs) and one-counter simple stochastic games (OC-SSGs) are 1-player, and 2-player turn-based zero-sum, stochastic games played on the transition graph of classic one-counter automata (equivalently, pushdown automata with a 1-letter stack alphabet). A key objective for the analysis and verification of these games is the termination objective, where the players aim to maximize (minimize, respectively) the probability of hitting counter value 0, starting at a given control state and given counter value. Recently, we studied qualitative decision problems ("is the optimal termination value = 1?") for OC-MDPs (and OC-SSGs) and showed them to be decidable in P-time (in NP and coNP, respectively). However, quantitative decision and approximation problems ("is the optimal termination value ? p", or "approximate the termination value within epsilon") are far more challenging. This is so in part because optimal strategies may not exist, and because even when they do exist they can have a highly non-trivial structure. It thus remained open even whether any of these quantitative termination problems are computable. In this paper we show that all quantitative approximation problems for the termination value for OC-MDPs and OC-SSGs are computable. Specifically, given a OC-SSG, and given epsilon > 0, we can compute a value v that approximates the value of the OC-SSG termination game within additive error epsilon, and furthermore we can compute epsilon-optimal strategies for both players in the game. A key ingredient in our proofs is a subtle martingale, derived from solving certain LPs that we can associate with a maximizing OC-MDP. An application of Azuma's inequality on these martingales yields a computable bound for the "wealth" at which a "rich person's strategy" becomes epsilon-optimal for OC-MDPs.Comment: 35 pages, 1 figure, full version of a paper presented at ICALP 2011, invited for submission to Information and Computatio

    Qualitative Multi-Objective Reachability for Ordered Branching MDPs

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    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, A\mathcal{A}, given a starting non-terminal, and given a set of target non-terminals KK of size k=Kk = |K|, our first algorithm decides whether the supremum probability, of generating a tree that contains every target non-terminal in set KK, is 11. Our second algorithm decides whether there is a strategy for the player to almost-surely (with probability 11) generate a tree that contains every target non-terminal in set KK. The two separate algorithms are needed: we show that indeed, in this context, "almost-sure" \not= "limit-sure" for multi-target reachability, meaning that there are OBMDPs for which the player may not have any strategy to achieve probability exactly 11 of reaching all targets in set KK in the same generated tree, but may have a sequence of strategies that achieve probability arbitrarily close to 11. Both algorithms run in time 2O(k)AO(1)2^{O(k)} \cdot |\mathcal{A}|^{O(1)}, where A|\mathcal{A}| is the total bit encoding length of the given OBMDP, A\mathcal{A}. Hence they run in polynomial time when kk is fixed, and are fixed-parameter tractable with respect to kk. 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 kk of the set KK of target non-terminals is not fixed.Comment: 47 page

    Polynomial Time Algorithms for Branching Markov Decision Processes and Probabilistic Min(Max) Polynomial Bellman Equations

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    We show that one can approximate the least fixed point solution for a multivariate system of monotone probabilistic max(min) polynomial equations, referred to as maxPPSs (and minPPSs, respectively), in time polynomial in both the encoding size of the system of equations and in log(1/epsilon), where epsilon > 0 is the desired additive error bound of the solution. (The model of computation is the standard Turing machine model.) We establish this result using a generalization of Newton's method which applies to maxPPSs and minPPSs, even though the underlying functions are only piecewise-differentiable. This generalizes our recent work which provided a P-time algorithm for purely probabilistic PPSs. These equations form the Bellman optimality equations for several important classes of infinite-state Markov Decision Processes (MDPs). Thus, as a corollary, we obtain the first polynomial time algorithms for computing to within arbitrary desired precision the optimal value vector for several classes of infinite-state MDPs which arise as extensions of classic, and heavily studied, purely stochastic processes. These include both the problem of maximizing and mininizing the termination (extinction) probability of multi-type branching MDPs, stochastic context-free MDPs, and 1-exit Recursive MDPs. Furthermore, we also show that we can compute in P-time an epsilon-optimal policy for both maximizing and minimizing branching, context-free, and 1-exit-Recursive MDPs, for any given desired epsilon > 0. This is despite the fact that actually computing optimal strategies is Sqrt-Sum-hard and PosSLP-hard in this setting. We also derive, as an easy consequence of these results, an FNP upper bound on the complexity of computing the value (within arbitrary desired precision) of branching simple stochastic games (BSSGs)

    Quasi-Birth-Death Processes, Tree-Like QBDs, Probabilistic 1-Counter Automata, and Pushdown Systems

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    We begin by observing that (discrete-time) Quasi-Birth-Death Processes (QBDs) are equivalent, in a precise sense, to probabilistic 1-Counter Automata (p1CAs), and both Tree-Like QBDs (TL-QBDs) and Tree-Structured QBDs (TS-QBDs) are equivalent to both probabilistic Pushdown Systems (pPDSs) and Recursive Markov Chains (RMCs). We then proceed to exploit these connections to obtain a number of new algorithmic upper and lower bounds for central computational problems about these models. Our main result is this: for an arbitrary QBD, we can approximate its termination probabilities (i.e., its GG matrix) to within ii bits of precision (i.e., within additive error 1/2i1/2^i), in time polynomial in \underline{both} the encoding size of the QBD and in ii, in the unit-cost rational arithmetic RAM model of computation. Specifically, we show that a decomposed Newton's method can be used to achieve this. We emphasize that this bound is very different from the well-known ``linear/quadratic convergence'' of numerical analysis, known for QBDs and TL-QBDs, which typically gives no constructive bound in terms of the encoding size of the system being solved. In fact, we observe (based on recent results) that for the more general TL-QBDs such a polynomial upper bound on Newton's method fails badly. Our upper bound proof for QBDs combines several ingredients: a detailed analysis of the structure of 1-counter automata, an iterative application of a classic condition number bound for errors in linear systems, and a very recent constructive bound on the performance of Newton's method for strongly connected monotone systems of polynomial equations. We show that the quantitative termination decision problem for QBDs (namely, ``is Gu,v1/2G_{u,v} \geq 1/2?'') is at least as hard as long standing open problems in the complexity of exact numerical computation, specifically the square-root sum problem. On the other hand, it follows from our earlier results for RMCs that any non-trivial approximation of termination probabilities for TL-QBDs is sqrt-root-sum-hard

    Query Complexity of Approximate Equilibria in Anonymous Games

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    We study the computation of equilibria of anonymous games, via algorithms that may proceed via a sequence of adaptive queries to the game's payoff function, assumed to be unknown initially. The general topic we consider is \emph{query complexity}, that is, how many queries are necessary or sufficient to compute an exact or approximate Nash equilibrium. We show that exact equilibria cannot be found via query-efficient algorithms. We also give an example of a 2-strategy, 3-player anonymous game that does not have any exact Nash equilibrium in rational numbers. However, more positive query-complexity bounds are attainable if either further symmetries of the utility functions are assumed or we focus on approximate equilibria. We investigate four sub-classes of anonymous games previously considered by \cite{bfh09, dp14}. Our main result is a new randomized query-efficient algorithm that finds a O(n1/4)O(n^{-1/4})-approximate Nash equilibrium querying O~(n3/2)\tilde{O}(n^{3/2}) payoffs and runs in time O~(n3/2)\tilde{O}(n^{3/2}). This improves on the running time of pre-existing algorithms for approximate equilibria of anonymous games, and is the first one to obtain an inverse polynomial approximation in poly-time. We also show how this can be utilized as an efficient polynomial-time approximation scheme (PTAS). Furthermore, we prove that Ω(nlogn)\Omega(n \log{n}) payoffs must be queried in order to find any ϵ\epsilon-well-supported Nash equilibrium, even by randomized algorithms

    Two Variable vs. Linear Temporal Logic in Model Checking and Games

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    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

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    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

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    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

    Quantitative multi-objective verification for probabilistic systems

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    We present a verification framework for analysing multiple quantitative objectives of systems that exhibit both nondeterministic and stochastic behaviour. These systems are modelled as probabilistic automata, enriched with cost or reward structures that capture, for example, energy usage or performance metrics. Quantitative properties of these models are expressed in a specification language that incorporates probabilistic safety and liveness properties, expected total cost or reward, and supports multiple objectives of these types. We propose and implement an efficient verification framework for such properties and then present two distinct applications of it: firstly, controller synthesis subject to multiple quantitative objectives; and, secondly, quantitative compositional verification. The practical applicability of both approaches is illustrated with experimental results from several large case studies

    Probably Safe or Live

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    This paper presents a formal characterisation of safety and liveness properties \`a la Alpern and Schneider for fully probabilistic systems. As for the classical setting, it is established that any (probabilistic tree) property is equivalent to a conjunction of a safety and liveness property. A simple algorithm is provided to obtain such property decomposition for flat probabilistic CTL (PCTL). A safe fragment of PCTL is identified that provides a sound and complete characterisation of safety properties. For liveness properties, we provide two PCTL fragments, a sound and a complete one. We show that safety properties only have finite counterexamples, whereas liveness properties have none. We compare our characterisation for qualitative properties with the one for branching time properties by Manolios and Trefler, and present sound and complete PCTL fragments for characterising the notions of strong safety and absolute liveness coined by Sistla
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