144 research outputs found

    Zielonka's Recursive Algorithm: dull, weak and solitaire games and tighter bounds

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    Dull, weak and nested solitaire games are important classes of parity games, capturing, among others, alternation-free mu-calculus and ECTL* model checking problems. These classes can be solved in polynomial time using dedicated algorithms. We investigate the complexity of Zielonka's Recursive algorithm for solving these special games, showing that the algorithm runs in O(d (n + m)) on weak games, and, somewhat surprisingly, that it requires exponential time to solve dull games and (nested) solitaire games. For the latter classes, we provide a family of games G, allowing us to establish a lower bound of 2^(n/3). We show that an optimisation of Zielonka's algorithm permits solving games from all three classes in polynomial time. Moreover, we show that there is a family of (non-special) games M that permits us to establish a lower bound of 2^(n/3), improving on the previous lower bound for the algorithm.Comment: In Proceedings GandALF 2013, arXiv:1307.416

    Strategy Derivation for Small Progress Measures

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    Small Progress Measures is one of the most efficient parity game solving algorithms. The original algorithm provides the full solution (winning regions and strategies) in O(dmβ‹…(n/⌈d/2βŒ‰)⌈d/2βŒ‰)O(dm \cdot (n/\lceil d / 2 \rceil)^{\lceil d/2 \rceil}) time, and requires a re-run of the algorithm on one of the winning regions. We provide a novel operational interpretation of progress measures, and modify the algorithm so that it derives the winning strategies for both players in one pass. This reduces the upper bound on strategy derivation for SPM to O(dmβ‹…(n/⌊d/2βŒ‹)⌊d/2βŒ‹)O(dm \cdot (n/\lfloor d / 2 \rfloor)^{\lfloor d/2 \rfloor}).Comment: polished the tex

    A Comparison of BDD-Based Parity Game Solvers

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    Parity games are two player games with omega-winning conditions, played on finite graphs. Such games play an important role in verification, satisfiability and synthesis. It is therefore important to identify algorithms that can efficiently deal with large games that arise from such applications. In this paper, we describe our experiments with BDD-based implementations of four parity game solving algorithms, viz. Zielonka's recursive algorithm, the more recent Priority Promotion algorithm, the Fixpoint-Iteration algorithm and the automata based APT algorithm. We compare their performance on several types of random games and on a number of cases taken from the Keiren benchmark set.Comment: In Proceedings GandALF 2018, arXiv:1809.0241

    Correct and Efficient Antichain Algorithms for Refinement Checking

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    The notion of refinement plays an important role in software engineering. It is the basis of a stepwise development methodology in which the correctness of a system can be established by proving, or computing, that a system refines its specification. Wang et al. describe algorithms based on antichains for efficiently deciding trace refinement, stable failures refinement and failures-divergences refinement. We identify several issues pertaining to the soundness and performance in these algorithms and propose new, correct, antichain-based algorithms. Using a number of experiments we show that our algorithms outperform the original ones in terms of running time and memory usage. Furthermore, we show that additional run time improvements can be obtained by applying divergence-preserving branching bisimulation minimisation

    Structural Analysis of Boolean Equation Systems

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    We analyse the problem of solving Boolean equation systems through the use of structure graphs. The latter are obtained through an elegant set of Plotkin-style deduction rules. Our main contribution is that we show that equation systems with bisimilar structure graphs have the same solution. We show that our work conservatively extends earlier work, conducted by Keiren and Willemse, in which dependency graphs were used to analyse a subclass of Boolean equation systems, viz., equation systems in standard recursive form. We illustrate our approach by a small example, demonstrating the effect of simplifying an equation system through minimisation of its structure graph

    Partial-order reduction for parity games with an application on parameterised Boolean Equation Systems (Technical Report)

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    Partial-order reduction (POR) is a well-established technique to combat the problem of state-space explosion. Most approaches in literature focus on Kripke structures or labelled transition systems and preserve a form of stutter/weak trace equivalence or weak bisimulation. Therefore, they are at best applicable when checking weak modal mucalculus. We propose to apply POR on parity games, which can encode the combination of a transition system and a temporal property. Our technique allows one to apply POR in the setting of mu-calculus model checking. We show with an example that the reduction achieved on parity games can be significantly larger. Furthermore, we identify and repair an issue where stubborn sets do not preserve stutter equivalence

    Real Equation Systems with Alternating Fixed-Points

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    Real Equation Systems with Alternating Fixed-points (full version with proofs)

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    We introduce the notion of a Real Equation System (RES), which lifts Boolean Equation Systems (BESs) to the domain of extended real numbers. Our RESs allow arbitrary nesting of least and greatest fixed-point operators. We show that each RES can be rewritten into an equivalent RES in normal form. These normal forms provide the basis for a complete procedure to solve RESs. This employs the elimination of the fixed-point variable at the left side of an equation from its right-hand side, combined with a technique often referred to as Gau{\ss}-elimination. We illustrate how this framework can be used to verify quantitative modal formulas with alternating fixed-point operators interpreted over probabilistic labelled transition systems.Comment: 25 pages. 2 Figures. 1 Table. This paper is published at Concur 2023, September 2023, Antwerp, Belgiu

    A symmetric protocol to establish service level agreements

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    We present a symmetrical protocol to repeatedly negotiate a desired service level between two parties, where the service levels are taken from some totally ordered finite domain. The agreed service level is selected from levels dynamically proposed by both parties and parties can only decrease the desired service level during a negotiation. The correctness of the protocol is stated using modal formulas and its behaviour is explained using behavioural reductions of the external behaviour modulo weak trace equivalence and divergence-preserving branching bisimulation. Our protocol originates from an industrial use case and it turned out to be remarkably tricky to design correctly
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