254 research outputs found
Determinising Parity Automata
Parity word automata and their determinisation play an important role in
automata and game theory. We discuss a determinisation procedure for
nondeterministic parity automata through deterministic Rabin to deterministic
parity automata. We prove that the intermediate determinisation to Rabin
automata is optimal. We show that the resulting determinisation to parity
automata is optimal up to a small constant. Moreover, the lower bound refers to
the more liberal Streett acceptance. We thus show that determinisation to
Streett would not lead to better bounds than determinisation to parity. As a
side-result, this optimality extends to the determinisation of B\"uchi
automata
Optimal Time-Abstract Schedulers for CTMDPs and Markov Games
We study time-bounded reachability in continuous-time Markov decision
processes for time-abstract scheduler classes. Such reachability problems play
a paramount role in dependability analysis and the modelling of manufacturing
and queueing systems. Consequently, their analysis has been studied
intensively, and techniques for the approximation of optimal control are well
understood. From a mathematical point of view, however, the question of
approximation is secondary compared to the fundamental question whether or not
optimal control exists.
We demonstrate the existence of optimal schedulers for the time-abstract
scheduler classes for all CTMDPs. Our proof is constructive: We show how to
compute optimal time-abstract strategies with finite memory. It turns out that
these optimal schedulers have an amazingly simple structure - they converge to
an easy-to-compute memoryless scheduling policy after a finite number of steps.
Finally, we show that our argument can easily be lifted to Markov games: We
show that both players have a likewise simple optimal strategy in these more
general structures
Software Synthesis is Hard -- and Simple
While the components of distributed hardware systems can reasonably be assumed to be synchronised, this is not the case for the components of distributed software systems. This has a strong impact on the class of synthesis problems for which decision procedures exist: While there is a rich family of distributed systems, including pipelines, chains, and rings, for which the realisability and synthesis problem is decidable if the system components are composed synchronously, it is well known that the asynchronous synthesis problem is only decidable for monolithic systems. From a theoretical point of view, this renders distributed software synthesis undecidable, and one is tempted to conclude that synthesis of asynchronous systems, and hence of software, is much harder than the synthesis of synchronous systems. Taking a more practical approach, however, reveals that bounded synthesis, one of the most promising synthesis techniques, can easily be extended to asynchronous systems. This merits the hope that the promising results from bounded synthesis will carry over to asynchronous systems as well
Time and Parallelizability Results for Parity Games with Bounded Tree and DAG Width
Parity games are a much researched class of games in NP intersect CoNP that
are not known to be in P. Consequently, researchers have considered specialised
algorithms for the case where certain graph parameters are small. In this
paper, we study parity games on graphs with bounded treewidth, and graphs with
bounded DAG width. We show that parity games with bounded DAG width can be
solved in O(n^(k+3) k^(k + 2) (d + 1)^(3k + 2)) time, where n, k, and d are the
size, treewidth, and number of priorities in the parity game. This is an
improvement over the previous best algorithm, given by Berwanger et al., which
runs in n^O(k^2) time. We also show that, if a tree decomposition is provided,
then parity games with bounded treewidth can be solved in O(n k^(k + 5) (d +
1)^(3k + 5)) time. This improves over previous best algorithm, given by
Obdrzalek, which runs in O(n d^(2(k+1)^2)) time. Our techniques can also be
adapted to show that the problem of solving parity games with bounded treewidth
lies in the complexity class NC^2, which is the class of problems that can be
efficiently parallelized. This is in stark contrast to the general parity game
problem, which is known to be P-hard, and thus unlikely to be contained in NC
Rapid Recovery for Systems with Scarce Faults
Our goal is to achieve a high degree of fault tolerance through the control
of a safety critical systems. This reduces to solving a game between a
malicious environment that injects failures and a controller who tries to
establish a correct behavior. We suggest a new control objective for such
systems that offers a better balance between complexity and precision: we seek
systems that are k-resilient. In order to be k-resilient, a system needs to be
able to rapidly recover from a small number, up to k, of local faults
infinitely many times, provided that blocks of up to k faults are separated by
short recovery periods in which no fault occurs. k-resilience is a simple but
powerful abstraction from the precise distribution of local faults, but much
more refined than the traditional objective to maximize the number of local
faults. We argue why we believe this to be the right level of abstraction for
safety critical systems when local faults are few and far between. We show that
the computational complexity of constructing optimal control with respect to
resilience is low and demonstrate the feasibility through an implementation and
experimental results.Comment: In Proceedings GandALF 2012, arXiv:1210.202
Bounded Satisfiability for PCTL
While model checking PCTL for Markov chains is decidable in polynomial-time,
the decidability of PCTL satisfiability, as well as its finite model property,
are long standing open problems. While general satisfiability is an intriguing
challenge from a purely theoretical point of view, we argue that general
solutions would not be of interest to practitioners: such solutions could be
too big to be implementable or even infinite. Inspired by bounded synthesis
techniques, we turn to the more applied problem of seeking models of a bounded
size: we restrict our search to implementable -- and therefore reasonably
simple -- models. We propose a procedure to decide whether or not a given PCTL
formula has an implementable model by reducing it to an SMT problem. We have
implemented our techniques and found that they can be applied to the practical
problem of sanity checking -- a procedure that allows a system designer to
check whether their formula has an unexpectedly small model
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