622 research outputs found

    LTLf and LDLf Synthesis under Partial Observability

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    In this paper, we study synthesis under partial observability for logical specifications over finite traces expressed in LTLf/LDLf. This form of synthesis can be seen as a generalization of planning under partial observability in nondeterministic domains, which is known to be 2EXPTIME-complete. We start by showing that the usual "belief-state construction" used in planning under partial observability works also for general LTLf/LDLf synthesis, though with a jump in computational complexity from 2EXPTIME to 3EXPTIME. Then we show that the belief-state construction can be avoided in favor of a direct automata construction which exploits projection to hide unobservable propositions. This allow us to prove that the problem remains 2EXPTIME-complete. The new synthesis technique proposed is effective and readily implementable

    Branching vs. Linear Time: Semantical Perspective

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    The discussion of the relative merits of linear- versus branching-time frameworks goes back to the early 1980s. We revisit here this issue from a fresh perspective and postulate three principles that we view as fundamental to any discussion of process equivalence. We show that our principles yield a unique notion of process equivalence, which is trace based, rather than tree based

    Comparator automata in quantitative verification

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    The notion of comparison between system runs is fundamental in formal verification. This concept is implicitly present in the verification of qualitative systems, and is more pronounced in the verification of quantitative systems. In this work, we identify a novel mode of comparison in quantitative systems: the online comparison of the aggregate values of two sequences of quantitative weights. This notion is embodied by {\em comparator automata} ({\em comparators}, in short), a new class of automata that read two infinite sequences of weights synchronously and relate their aggregate values. We show that {aggregate functions} that can be represented with B\"uchi automaton result in comparators that are finite-state and accept by the B\"uchi condition as well. Such {\em ω\omega-regular comparators} further lead to generic algorithms for a number of well-studied problems, including the quantitative inclusion and winning strategies in quantitative graph games with incomplete information, as well as related non-decision problems, such as obtaining a finite representation of all counterexamples in the quantitative inclusion problem. We study comparators for two aggregate functions: discounted-sum and limit-average. We prove that the discounted-sum comparator is ω\omega-regular iff the discount-factor is an integer. Not every aggregate function, however, has an ω\omega-regular comparator. Specifically, we show that the language of sequence-pairs for which limit-average aggregates exist is neither ω\omega-regular nor ω\omega-context-free. Given this result, we introduce the notion of {\em prefix-average} as a relaxation of limit-average aggregation, and show that it admits ω\omega-context-free comparators

    Flow Games

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    In the traditional maximal-flow problem, the goal is to transfer maximum flow in a network by directing, in each vertex in the network, incoming flow into outgoing edges. While the problem has been extensively used in order to optimize the performance of networks in numerous application areas, it corresponds to a setting in which the authority has control on all vertices of the network. Today\u27s computing environment involves parties that should be considered adversarial. We introduce and study {em flow games}, which capture settings in which the authority can control only part of the vertices. In these games, the vertices are partitioned between two players: the authority and the environment. While the authority aims at maximizing the flow, the environment need not cooperate. We argue that flow games capture many modern settings, such as partially-controlled pipe or road systems or hybrid software-defined communication networks. We show that the problem of finding the maximal flow as well as an optimal strategy for the authority in an acyclic flow game is Sigma2PSigma_2^P-complete, and is already Sigma2PSigma_2^P-hard to approximate. We study variants of the game: a restriction to strategies that ensure no loss of flow, an extension to strategies that allow non-integral flows, which we prove to be stronger, and a dynamic setting in which a strategy for a vertex is chosen only once flow reaches the vertex. We discuss additional variants and their applications, and point to several interesting open problems

    Balancing Scalability and Uniformity in SAT Witness Generator

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    Constrained-random simulation is the predominant approach used in the industry for functional verification of complex digital designs. The effectiveness of this approach depends on two key factors: the quality of constraints used to generate test vectors, and the randomness of solutions generated from a given set of constraints. In this paper, we focus on the second problem, and present an algorithm that significantly improves the state-of-the-art of (almost-)uniform generation of solutions of large Boolean constraints. Our algorithm provides strong theoretical guarantees on the uniformity of generated solutions and scales to problems involving hundreds of thousands of variables.Comment: This is a full version of DAC 2014 pape
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