1,988 research outputs found

    Revisiting Synthesis for One-Counter Automata

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    We study the (parameter) synthesis problem for one-counter automata with parameters. One-counter automata are obtained by extending classical finite-state automata with a counter whose value can range over non-negative integers and be tested for zero. The updates and tests applicable to the counter can further be made parametric by introducing a set of integer-valued variables called parameters. The synthesis problem for such automata asks whether there exists a valuation of the parameters such that all infinite runs of the automaton satisfy some omega-regular property. Lechner showed that (the complement of) the problem can be encoded in a restricted one-alternation fragment of Presburger arithmetic with divisibility. In this work (i) we argue that said fragment, called AERPADPLUS, is unfortunately undecidable. Nevertheless, by a careful re-encoding of the problem into a decidable restriction of AERPADPLUS, (ii) we prove that the synthesis problem is decidable in general and in N2EXP for several fixed omega-regular properties. Finally, (iii) we give a polynomial-space algorithm for the special case of the problem where parameters can only be used in tests, and not updates, of the counter

    Looking at Mean-Payoff through Foggy Windows

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    Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in NP-intersect-coNP. MPGs are suitable quantitative models for open reactive systems. However, in this context the assumption of perfect information is not always realistic. For the partial-observation case, the problem that asks if the first player has an observation-based winning strategy that enforces a given threshold on the mean-payoff, is undecidable. In this paper, we study the window mean-payoff objectives that were introduced recently as an alternative to the classical mean-payoff objectives. We show that, in sharp contrast to the classical mean-payoff objectives, some of the window mean-payoff objectives are decidable in games with partial-observation

    Robustness Verification for Classifier Ensembles

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    We give a formal verification procedure that decides whether a classifier ensemble is robust against arbitrary randomized attacks. Such attacks consist of a set of deterministic attacks and a distribution over this set. The robustness-checking problem consists of assessing, given a set of classifiers and a labelled data set, whether there exists a randomized attack that induces a certain expected loss against all classifiers. We show the NP-hardness of the problem and provide an upper bound on the number of attacks that is sufficient to form an optimal randomized attack. These results provide an effective way to reason about the robustness of a classifier ensemble. We provide SMT and MILP encodings to compute optimal randomized attacks or prove that there is no attack inducing a certain expected loss. In the latter case, the classifier ensemble is provably robust. Our prototype implementation verifies multiple neural-network ensembles trained for image-classification tasks. The experimental results using the MILP encoding are promising both in terms of scalability and the general applicability of our verification procedure

    Compositional Algorithms for Succinct Safety Games

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    We study the synthesis of circuits for succinct safety specifications given in the AIG format. We show how AIG safety specifications can be decomposed automatically into sub specifications. Then we propose symbolic compositional algorithms to solve the synthesis problem compositionally starting for the sub-specifications. We have evaluated the compositional algorithms on a set of benchmarks including those proposed for the first synthesis competition organised in 2014 by the Synthesis Workshop affiliated to the CAV conference. We show that a large number of benchmarks can be decomposed automatically and solved more efficiently with the compositional algorithms that we propose in this paper.Comment: In Proceedings SYNT 2015, arXiv:1602.0078

    Ocho décadas de «cuestión kurda» (1923-2003): Un foco de tensión en el Medio y Próximo Oriente.

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    Frustrado un primer intento panislámico con la desaparición del Imperio Otomano, a partir de los años de entreguerras y, sobre todo, después de la Segunda Guerra Mundial el Oriente Medio y Próximo ha vivido en permanente conflicto. Uno de estos conflictos ha estado alimentado durante las últimas ocho décadas por la pervivencia de la «cuestión Kurda»

    AbsSynthe: abstract synthesis from succinct safety specifications

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    In this paper, we describe a synthesis algorithm for safety specifications described as circuits. Our algorithm is based on fixpoint computations, abstraction and refinement, it uses binary decision diagrams as symbolic data structure. We evaluate our tool on the benchmarks provided by the organizers of the synthesis competition organized within the SYNT'14 workshop.Comment: In Proceedings SYNT 2014, arXiv:1407.493

    Quantitative Games under Failures

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    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
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