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Anne-Kathrin Schmuck

Publications and source records attributed to Anne-Kathrin Schmuck.

At least 37 records · Page 2Linked to original sources

Most General Winning Secure Equilibria Synthesis in Graph Games

This paper considers the problem of co-synthesis in $k$-player games over a finite graph where each player has an individual $ω$-regular specification $ϕ_i$. In this context, a secure equilibrium (SE) is a Nash equilibrium w.r.t. the lexicographically ordered objectives of each player to first satisfy their own specification, and second, to falsify other players' specifications. A winning secure equilibrium (WSE) is an SE strategy profile $(π_i)_{i\in[1;k]}$ that ensures the specification $ϕ:=\bigwedge_{i\in[1;k]}ϕ_i$ if no player deviates from their strategy $π_i$. Distributed implementations generated from a WSE make components act rationally by ensuring that a deviation from the WSE strategy profile is immediately punished by a retaliating strategy that makes the involved players lose. In this paper, we move from deviation punishment in WSE-based implementations to a distributed, assume-guarantee based realization of WSE. This shift is obtained by generalizing WSE from strategy profiles to specification profiles $(φ_i)_{i\in[1;k]}$ with $\bigwedge_{i\in[1;k]}φ_i = ϕ$, which we call most general winning secure equilibria (GWSE). Such GWSE have the property that each player can individually pick a strategy $π_i$ winning for $φ_i$ (against all other players) and all resulting strategy profiles $(π_i)_{i\in[1;k]}$ are guaranteed to be a WSE. The obtained flexibility in players' strategy choices can be utilized for robustness and adaptability of local implementations. Concretely, our contribution is three-fold: (1) we formalize GWSE for $k$-player games over finite graphs, where each player has an $ω$-regular specification $ϕ_i$; (2) we devise an iterative semi-algorithm for GWSE synthesis in such games, and (3) obtain an exponential-time algorithm for GWSE synthesis with parity specifications $ϕ_i$.

cs.GT↗

Solving Odd-Fair Parity Games

This paper discusses the problem of efficiently solving parity games where player Odd has to obey an additional 'strong transition fairness constraint' on its vertices -- given that a player Odd vertex $v$ is visited infinitely often, a particular subset of the outgoing edges (called live edges) of $v$ has to be taken infinitely often. Such games, which we call 'Odd-fair parity games', naturally arise from abstractions of cyber-physical systems for planning and control. In this paper, we present a new Zielonka-type algorithm for solving Odd-fair parity games. This algorithm not only shares 'the same worst-case time complexity' as Zielonka's algorithm for (normal) parity games but also preserves the algorithmic advantage Zielonka's algorithm possesses over other parity solvers with exponential time complexity. We additionally introduce a formalization of Odd player winning strategies in such games, which were unexplored previous to this work. This formalization serves dual purposes: firstly, it enables us to prove our Zielonka-type algorithm; secondly, it stands as a noteworthy contribution in its own right, augmenting our understanding of additional fairness assumptions in two-player games.

cs.GT↗

Solving Two-Player Games under Progress Assumptions

This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph G, a temporal specification $Φ$ and a temporal assumption $ψ$, where both are given as linear temporal logic (LTL) formulas over the vertex set of G. We call the tuple $(G,Φ,ψ)$ an 'augmented game' and interpret it in the classical way, i.e., winning the augmented game $(G,Φ,ψ)$ is equivalent to winning the (standard) game $(G,ψ\implies Φ)$. Given a reachability or parity game $(G,Φ)$ and some progress assumption $ψ$, this paper establishes whether solving the augmented game $(G,Φ,ψ)$ lies in the same complexity class as solving $(G,Φ)$. While the answer to this question is negative for arbitrary combinations of $Φ$ and $ψ$, a positive answer results in more efficient algorithms, in particular for large game graphs. We therefore restrict our attention to particular classes of CPS-motivated progress assumptions and establish the worst-case time complexity of the resulting augmented games. Thereby, we pave the way towards a better understanding of assumption classes that can enable the development of efficient solution algorithms in augmented two-player games.

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Context-triggered Abstraction-based Control Design

We consider the problem of automatically synthesizing a hybrid controller for non-linear dynamical systems which ensures that the closed-loop fulfills an arbitrary \emph{Linear Temporal Logic} specification. Moreover, the specification may take into account logical context switches induced by an external environment or the system itself. Finally, we want to avoid classical brute-force time- and space-discretization for scalability. We achieve these goals by a novel two-layer strategy synthesis approach, where the controller generated in the lower layer provides invariant sets and basins of attraction, which are exploited at the upper logical layer in an abstract way. In order to achieve this, we provide new techniques for both the upper- and lower-level synthesis. Our new methodology allows to leverage both the computing power of state space control techniques and the intelligence of finite game solving for complex specifications, in a scalable way.

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Synthesizing Permissive Winning Strategy Templates for Parity Games

We present a novel method to compute \emph{permissive winning strategies} in two-player games over finite graphs with $ ω$-regular winning conditions. Given a game graph $G$ and a parity winning condition $Φ$, we compute a \emph{winning strategy template} $Ψ$ that collects an infinite number of winning strategies for objective $Φ$ in a concise data structure. We use this new representation of sets of winning strategies to tackle two problems arising from applications of two-player games in the context of cyber-physical system design -- (i) \emph{incremental synthesis}, i.e., adapting strategies to newly arriving, \emph{additional} $ω$-regular objectives $Φ'$, and (ii) \emph{fault-tolerant control}, i.e., adapting strategies to the occasional or persistent unavailability of actuators. The main features of our strategy templates -- which we utilize for solving these challenges -- are their easy computability, adaptability, and compositionality. For \emph{incremental synthesis}, we empirically show on a large set of benchmarks that our technique vastly outperforms existing approaches if the number of added specifications increases. While our method is not complete, our prototype implementation returns the full winning region in all 1400 benchmark instances, i.e., handling a large problem class efficiently in practice.

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Computing Adequately Permissive Assumptions for Synthesis

We solve the problem of automatically computing a new class of environment assumptions in two-player turn-based finite graph games which characterize an ``adequate cooperation'' needed from the environment to allow the system player to win. Given an $ω$-regular winning condition $Φ$ for the system player, we compute an $ω$-regular assumption $Ψ$ for the environment player, such that (i) every environment strategy compliant with $Ψ$ allows the system to fulfill $Φ$ (sufficiency), (ii) $Ψ$ can be fulfilled by the environment for every strategy of the system (implementability), and (iii) $Ψ$ does not prevent any cooperative strategy choice (permissiveness). For parity games, which are canonical representations of $ω$-regular games, we present a polynomial-time algorithm for the symbolic computation of adequately permissive assumptions and show that our algorithm runs faster and produces better assumptions than existing approaches -- both theoretically and empirically. To the best of our knowledge, for $ω$-regular games, we provide the first algorithm to compute sufficient and implementable environment assumptions that are also permissive.

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Fast Symbolic Algorithms for Omega-Regular Games under Strong Transition Fairness

We consider fixpoint algorithms for two-player games on graphs with $ω$-regular winning conditions, where the environment is constrained by a strong transition fairness assumption. Strong transition fairness is a widely occurring special case of strong fairness, which requires that any execution is strongly fair with respect to a specified set of live edges: whenever the source vertex of a live edge is visited infinitely often along a play, the edge itself is traversed infinitely often along the play as well. We show that, surprisingly, strong transition fairness retains the algorithmic characteristics of the fixpoint algorithms for $ω$-regular games -- the new algorithms have the same alternation depth as the classical algorithms but invoke a new type of predecessor operator. For Rabin games with $k$ pairs, the complexity of the new algorithm is $O(n^{k+2}k!)$ symbolic steps, which is independent of the number of live edges in the strong transition fairness assumption. Further, we show that GR(1) specifications with strong transition fairness assumptions can be solved with a 3-nested fixpoint algorithm, same as the usual algorithm. In contrast, strong fairness necessarily requires increasing the alternation depth depending on the number of fairness assumptions. We get symbolic algorithms for (generalized) Rabin, parity and GR(1) objectives under strong transition fairness assumptions as well as a direct symbolic algorithm for qualitative winning in stochastic $ω$-regular games that runs in $O(n^{k+2}k!)$ symbolic steps, improving the state of the art. Finally, we have implemented a BDD-based synthesis engine based on our algorithm. We show on a set of synthetic and real benchmarks that our algorithm is scalable, parallelizable, and outperforms previous algorithms by orders of magnitude.

cs.FL↗

Symbolic Control for Stochastic Systems via Finite Parity Games

We consider the problem of computing the maximal probability of satisfying an omega-regular specification for stochastic nonlinear systems evolving in discrete time. The problem reduces, after automata-theoretic constructions, to finding the maximal probability of satisfying a parity condition on a (possibly hybrid) state space. While characterizing the exact satisfaction probability is open, we show that a lower bound on this probability can be obtained by (I) computing an under-approximation of the qualitative winning region, i.e., states from which the parity condition can be enforced almost surely, and (II) computing the maximal probability of reaching this qualitative winning region. The heart of our approach is a technique to symbolically compute the under-approximation of the qualitative winning region in step (I) via a finite-state abstraction of the original system as a 2.5-player parity game. Our abstraction procedure uses only the support of the probabilistic evolution; it does not use precise numerical transition probabilities. We prove that the winning set in the abstract 2.5-player game induces an under-approximation of the qualitative winning region in the original synthesis problem, along with a policy to solve it. By combining these contributions with (a) a symbolic fixpoint algorithm to solve 2.5-player games and (b) existing techniques for reachability policy synthesis in stochastic nonlinear systems, we get an abstraction-based algorithm for finding a lower bound on the maximal satisfaction probability. We have implemented the abstraction-based algorithm in Mascot-SDS (Majumdar et al., 2020), where we combined the outlined abstraction step with our recent tool FairSyn. We evaluated our implementation on the nonlinear model of a perturbed bistable switch from the literature. We outperform a recently proposed tool for solving this problem by a large margin.

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Supervisory Controller Synthesis for Non-terminating Processes is an Obliging Game

We present a new algorithm to solve the supervisory control problem over non-terminating processes modeled as $ω$-regular automata. A solution to this problem was obtained by Thistle in 1995 which uses complex manipulations of automata. We show a new solution to the problem through a reduction to obliging games, which, in turn, can be reduced to $ω$-regular reactive synthesis. Therefore, our reduction results in a symbolic algorithm based on manipulating sets of states using tools from reactive synthesis.

cs.LO↗

Abstraction-Based Output-Feedback Control with State-Based Specifications

We consider abstraction-based design of output-feedback controllers for non-linear dynamical systems against specifications over state-based predicates in linear-time temporal logic (LTL). In this context, our contribution is two-fold: (I) we generalize feedback-refinement relations for abstraction-based output-feedback control to systems with arbitrary predicate and observation maps, and (II) we introduce a new algorithm for the synthesis of abstract output-feedback controllers w.r.t. LTL specifications over unobservable state-based predicates. Our abstraction-based output-feedback controller synthesis algorithm consists of two steps. First, we compute a finite state abstraction of the original system using existing techniques. This process typically leads to an abstract system with non-deterministic predicate and observation maps which are not necessarily related to each other. Second, we introduce an algorithm to compute an output-feedback controller for such abstract systems. Our algorithm is inspired by reactive synthesis under partial observation and utilizes bounded synthesis.

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Resilient Abstraction-Based Controller Design

We consider the computation of resilient controllers for perturbed non-linear dynamical systems w.r.t. linear-time temporal logic specifications. We address this problem through the paradigm of Abstraction-Based Controller Design (ABCD) where a finite state abstraction of the perturbed system dynamics is constructed and utilized for controller synthesis. In this context, our contribution is twofold: (I) We construct abstractions which model the impact of occasional high disturbance spikes on the system via so called disturbance edges. (II) We show that the application of resilient reactive synthesis techniques to these abstract models results in closed loop systems which are optimally resilient to these occasional high disturbance spikes. We have implemented this resilient ABCD workflow on top of SCOTS and showcase our method through multiple robot planning examples.

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On Abstraction-Based Controller Design With Output Feedback

We consider abstraction-based design of output-feedback controllers for dynamical systems with a finite set of inputs and outputs against specifications in linear-time temporal logic. The usual procedure for abstraction-based controller design (ABCD) first constructs a finite-state abstraction of the underlying dynamical system, and second, uses reactive synthesis techniques to compute an abstract state-feedback controller on the abstraction. In this context, our contribution is two-fold: (I) we define a suitable relation between the original system and its abstraction which characterizes the soundness and completeness conditions for an abstract state-feedback controller to be refined to a concrete output-feedback controller for the original system, and (II) we provide an algorithm to compute a sound finite-state abstraction fulfilling this relation. Our relation generalizes feedback-refinement relations from ABCD with state-feedback. Our algorithm for constructing sound finite-state abstractions is inspired by the simultaneous reachability and bisimulation minimization algorithm of Lee and Yannakakis. We lift their idea to the computation of an observation-equivalent system and show how sound abstractions can be obtained by stopping this algorithm at any point. Additionally, our new algorithm produces a realization of the topological closure of the input/output behavior of the original system if it is finite-state realizable.

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Lazy Abstraction-Based Controller Synthesis

We present lazy abstraction-based controller synthesis (ABCS) for continuous-time nonlinear dynamical systems against reach-avoid and safety specifications. State-of-the-art multi-layered ABCS pre-computes multiple finite-state abstractions of varying granularity and applies reactive synthesis to the coarsest abstraction whenever feasible, but adaptively considers finer abstractions when necessary. Lazy ABCS improves this technique by constructing abstractions on demand. Our insight is that the abstract transition relation only needs to be locally computed for a small set of frontier states at the precision currently required by the synthesis algorithm. We show that lazy ABCS can significantly outperform previous multi-layered ABCS algorithms: on standard benchmarks, lazy ABCS is more than 4 times faster.

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Lazy Abstraction-Based Control for Safety Specifications

We present a lazy version of multi-layered abstraction-based controller synthesis (ABCS) for continuous-time nonlinear dynamical systems against safety specifications. State-of-the-art multi-layered ABCS uses pre-computed finite-state abstractions of different coarseness. Our new algorithm improves this technique by computing transitions on-the-fly, and only when a particular region of the state space needs to be explored by the controller synthesis algorithm for a specific coarseness. Additionally, our algorithm improves upon existing techniques by using coarser cells on a larger subset of the state space, which leads to significant computational savings.

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Environmentally-friendly GR(1) Synthesis

Many problems in reactive synthesis are stated using two formulas ---an environment assumption and a system guarantee--- and ask for an implementation that satisfies the guarantee in environments that satisfy their assumption. Reactive synthesis tools often produce strategies that formally satisfy such specifications by actively preventing an environment assumption from holding. While formally correct, such strategies do not capture the intention of the designer. We introduce an additional requirement in reactive synthesis, non-conflictingness, which asks that a system strategy should always allow the environment to fulfill its liveness requirements. We give an algorithm for solving GR(1) synthesis that produces non-conflicting strategies. Our algorithm is given by a 4-nested fixed point in the $μ$-calculus, in contrast to the usual 3-nested fixed point for GR(1). Our algorithm ensures that, in every environment that satisfies its assumptions on its own, traces of the resulting implementation satisfy both the assumptions and the guarantees. In addition, the asymptotic complexity of our algorithm is the same as that of the usual GR(1) solution. We have implemented our algorithm and show how its performance compares to the usual GR(1) synthesis algorithm.

cs.LO↗

Compositional Construction of Finite State Abstractions for Stochastic Control Systems

Controller synthesis techniques for continuous systems with respect to temporal logic specifications typically use a finite-state symbolic abstraction of the system. Constructing this abstraction for the entire system is computationally expensive, and does not exploit natural decompositions of many systems into interacting components. We have recently introduced a new relation, called (approximate) disturbance bisimulation for compositional symbolic abstraction to help scale controller synthesis for temporal logic to larger systems. In this paper, we extend the results to stochastic control systems modeled by stochastic differential equations. Given any stochastic control system satisfying a stochastic version of the incremental input-to-state stability property and a positive error bound, we show how to construct a finite-state transition system (if there exists one) which is disturbance bisimilar to the given stochastic control system. Given a network of stochastic control systems, we give conditions on the simultaneous existence of disturbance bisimilar abstractions to every component allowing for compositional abstraction of the network system.

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Compositional Abstraction-Based Controller Synthesis for Continuous-Time Systems

Controller synthesis techniques for continuous systems with respect to temporal logic specifications typically use a finite-state symbolic abstraction of the system model. Constructing this abstraction for the entire system is computationally expensive, and does not exploit natural decompositions of many systems into interacting components. We describe a methodology for compositional symbolic abstraction to help scale controller synthesis for temporal logic to larger systems. We introduce a new relation, called (approximate) disturbance bisimulation, as the basis for compositional symbolic abstractions. Disturbance bisimulation strengthens the standard approximate alternating bisimulation relation used in control. It extends naturally to systems which are composed of weakly interconnected sub-components possibly connected in feedback, and models the coupling signals as disturbances. After proving this composability of disturbance bisimulation for metric systems we apply this result to the compositional abstraction of networks of input-to-state stable deterministic non-linear control systems. We give conditions that allow to construct finite-state abstractions compositionally for each component in such a network, so that the abstractions are simultaneously disturbance bisimilar to their continuous counterparts. Combining these two results, we show conditions under which one can compositionally abstract a network of non-linear control systems in a modular way while ensuring that the final composed abstraction is disturbance bisimilar to the original system. We discuss how we get a compositional abstraction-based controller synthesis methodology for networks of such systems against local temporal specifications as a by-product of our construction.

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Dynamic Hierarchical Reactive Controller Synthesis

In the formal approach to reactive controller synthesis, a symbolic controller for a possibly hybrid system is obtained by algorithmically computing a winning strategy in a two-player game. Such game-solving algorithms scale poorly as the size of the game graph increases. However, in many applications, the game graph has a natural hierarchical structure. In this paper, we propose a modeling formalism and a synthesis algorithm that exploits this hierarchical structure for more scalable synthesis. We define local games on hierarchical graphs as a modeling formalism which decomposes a large-scale reactive synthesis problem in two dimensions. First, the construction of a hierarchical game graph introduces abstraction layers, where each layer is again a two-player game graph. Second, every such layer is decomposed into multiple local game graphs, each corresponding to a node in the higher level game graph. While local games have the potential to reduce the state space for controller synthesis, they lead to more complex synthesis problems where strategies computed for one local game can impose additional requirements on lower-level local games. Our second contribution is a procedure to construct a dynamic controller for local game graphs over hierarchies. The controller computes assume-admissible winning strategies that satisfy local specifications in the presence of environment assumptions, and dynamically updates specifications and strategies due to interactions between games at different abstraction layers at each step of the play. We show that our synthesis procedure is sound: the controller constructs a play which satisfies all local specifications. We illustrate our results through an example controlling an autonomous robot in a known, multistory building.

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