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Ashutosh Trivedi

Publications and source records attributed to Ashutosh Trivedi.

At least 91 records · Page 5Linked to original sources

Almost-Sure Reachability in Stochastic Multi-Mode System

A constant-rate multi-mode system is a hybrid system that can switch freely among a finite set of modes, and whose dynamics is specified by a finite number of real-valued variables with mode-dependent constant rates. We introduce and study a stochastic extension of a constant-rate multi-mode system where the dynamics is specified by mode-dependent compactly supported probability distributions over a set of constant rate vectors. Given a tolerance $\varepsilon > 0$, the almost-sure reachability problem for stochastic multi-mode systems is to decide the existence of a control strategy that steers the system almost-surely from an arbitrary start state to an $\varepsilon$-neighborhood of an arbitrary target state while staying inside a pre-specified safety set. We prove a necessary and sufficient condition to decide almost-sure reachability and, using this condition, we show that almost-sure reachability can be decided in polynomial time. Our algorithm can be used as a path-following algorithm in combination with any off-the-shelf path-planning algorithm to make a robot or an autonomous vehicle with noisy low-level controllers follow a given path with arbitrary precision.

math.OC↗

Mean-Payoff Games on Timed Automata

Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite run. The goal of Player Min is to minimize the limit average weight of the run, while the goal of the Player Max is the opposite. Brenguier, Cassez, and Raskin recently studied a variation of these games and showed that mean-payoff games are undecidable for timed automata with five or more clocks. We refine this result by proving the undecidability of mean-payoff games with three clocks. On a positive side, we show the decidability of mean-payoff games on one-clock timed automata with binary price-rates. A key contribution of this paper is the application of dynamic programming based proof techniques applied in the context of average reward optimization on an uncountable state and action space.

cs.GT↗

Stochastic Timed Games Revisited

Stochastic timed games (STGs), introduced by Bouyer and Forejt, naturally generalize both continuous-time Markov chains and timed automata by providing a partition of the locations between those controlled by two players (Player Box and Player Diamond) with competing objectives and those governed by stochastic laws. Depending on the number of players---$2$, $1$, or $0$---subclasses of stochastic timed games are often classified as $2\frac{1}{2}$-player, $1\frac{1}{2}$-player, and $\frac{1}{2}$-player games where the $\frac{1}{2}$ symbolizes the presence of the stochastic "nature" player. For STGs with reachability objectives it is known that $1\frac{1}{2}$-player one-clock STGs are decidable for qualitative objectives, and that $2\frac{1}{2}$-player three-clock STGs are undecidable for quantitative reachability objectives. This paper further refines the gap in this decidability spectrum. We show that quantitative reachability objectives are already undecidable for $1\frac{1}{2}$ player four-clock STGs, and even under the time-bounded restriction for $2\frac{1}{2}$-player five-clock STGs. We also obtain a class of $1\frac{1}{2}$, $2\frac{1}{2}$ player STGs for which the quantitative reachability problem is decidable.

cs.LO↗

FO-definable transformations of infinite strings

The theory of regular and aperiodic transformations of finite strings has recently received a lot of interest. These classes can be equivalently defined using logic (Monadic second-order logic and first-order logic), two-way machines (regular two-way and aperiodic two-way transducers), and one-way register machines (regular streaming string and aperiodic streaming string transducers). These classes are known to be closed under operations such as sequential composition and regular (star-free) choice; and problems such as functional equivalence and type checking, are decidable for these classes. On the other hand, for infinite strings these results are only known for $ω$-regular transformations: Alur, Filiot, and Trivedi studied transformations of infinite strings and introduced an extension of streaming string transducers over $ω$-strings and showed that they capture monadic second-order definable transformations for infinite strings. In this paper we extend their work to recover connection for infinite strings among first-order logic definable transformations, aperiodic two-way transducers, and aperiodic streaming string transducers.

cs.FL↗

Expected Reachability-Time Games

Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the expected time to reach a target. The two players---called player Min and player Max---compete by proposing timed moves simultaneously and the move with a shorter delay is performed. The first player attempts to minimise the given objective while the second tries to maximise the objective. We observe that these games are not determined, and study decision problems related to computing the upper and lower values, showing that the problems are decidable and lie in the complexity class NEXPTIME $\cap$ co-NEXPTIME.

cs.LO↗

Incentive Stackelberg Mean-payoff Games

We introduce and study incentive equilibria for multi-player meanpayoff games. Incentive equilibria generalise well-studied solution concepts such as Nash equilibria and leader equilibria (also known as Stackelberg equilibria). Recall that a strategy profile is a Nash equilibrium if no player can improve his payoff by changing his strategy unilaterally. In the setting of incentive and leader equilibria, there is a distinguished player called the leader who can assign strategies to all other players, referred to as her followers. A strategy profile is a leader strategy profile if no player, except for the leader, can improve his payoff by changing his strategy unilaterally, and a leader equilibrium is a leader strategy profile with a maximal return for the leader. In the proposed case of incentive equilibria, the leader can additionally influence the behaviour of her followers by transferring parts of her payoff to her followers. The ability to incentivise her followers provides the leader with more freedom in selecting strategy profiles, and we show that this can indeed improve the payoff for the leader in such games. The key fundamental result of the paper is the existence of incentive equilibria in mean-payoff games. We further show that the decision problem related to constructing incentive equilibria is NP-complete. On a positive note, we show that, when the number of players is fixed, the complexity of the problem falls in the same class as two-player mean-payoff games. We also present an implementation of the proposed algorithms, and discuss experimental results that demonstrate the feasibility of the analysis of medium sized games.

cs.GT↗

Skolem Functions for Factored Formulas

Given a propositional formula F(x,y), a Skolem function for x is a function Ψ(y), such that substituting Ψ(y) for x in F gives a formula semantically equivalent to \exists F. Automatically generating Skolem functions is of significant interest in several applications including certified QBF solving, finding strategies of players in games, synthesising circuits and bit-vector programs from specifications, disjunctive decomposition of sequential circuits etc. In many such applications, F is given as a conjunction of factors, each of which depends on a small subset of variables. Existing algorithms for Skolem function generation ignore any such factored form and treat F as a monolithic function. This presents scalability hurdles in medium to large problem instances. In this paper, we argue that exploiting the factored form of F can give significant performance improvements in practice when computing Skolem functions. We present a new CEGAR style algorithm for generating Skolem functions from factored propositional formulas. In contrast to earlier work, our algorithm neither requires a proof of QBF satisfiability nor uses composition of monolithic conjunctions of factors. We show experimentally that our algorithm generates smaller Skolem functions and outperforms state-of-the-art approaches on several large benchmarks.

cs.LO↗

Revisiting Robustness in Priced Timed Games

Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the controller is to reach a given set of target locations as cheaply as possible, while the goal of the environment is the opposite. Priced timed games are known to be undecidable for timed automata with $3$ or more clocks, while they are known to be decidable for automata with $1$ clock. In an attempt to recover decidability for priced timed games Bouyer, Markey, and Sankur studied robust priced timed games where the environment has the power to slightly perturb delays proposed by the controller. Unfortunately, however, they showed that the natural problem of deciding the existence of optimal limit-strategy---optimal strategy of the controller where the perturbations tend to vanish in the limit---is undecidable with $10$ or more clocks. In this paper we revisit this problem and improve our understanding of the decidability of these games. We show that the limit-strategy problem is already undecidable for a subclass of robust priced timed games with $5$ or more clocks. On a positive side, we show the decidability of the existence of almost optimal strategies for the same subclass of one-clock robust priced timed games by adapting a classical construction by Bouyer at al. for one-clock priced timed games.

cs.LO↗

Hybrid Automata for Formal Modeling and Verification of Cyber-Physical Systems

The presence of a tight integration between the discrete control (the "cyber") and the analog environment (the "physical")---via sensors and actuators over wired or wireless communication networks---is the defining feature of cyber-physical systems. Hence, the functional correctness of a cyber- physical system is crucially dependent not only on the dynamics of the analog physical environment, but also on the decisions taken by the discrete control that alter the dynamics of the environment. The framework of Hybrid automata---introduced by Alur, Courcoubetis, Henzinger, and Ho---provides a formal modeling and specification environment to analyze the interaction between the discrete and continuous parts of a cyber-physical system. Hybrid automata can be considered as generalizations of finite state automata augmented with a finite set of real-valued variables whose dynamics in each state is governed by a system of ordinary differential equations. Moreover, the discrete transitions of hybrid automata are guarded by constraints over the values of these real-valued variables, and enable discontinuous jumps in the evolution of these variables. Considering the richness of the dynamics in a hybrid automaton, it is perhaps not surprising that the fundamental verification questions, like reachability and schedulability, for the general model are undecidable. In this article we present a review of hybrid automata as modeling and verification framework for cyber-physical systems, and survey some of the key results related to practical verification questions related to hybrid automata.

cs.LO↗

Symmetric Strategy Improvement

Symmetry is inherent in the definition of most of the two-player zero-sum games, including parity, mean-payoff, and discounted-payoff games. It is therefore quite surprising that no symmetric analysis techniques for these games exist. We develop a novel symmetric strategy improvement algorithm where, in each iteration, the strategies of both players are improved simultaneously. We show that symmetric strategy improvement defies Friedmann's traps, which shook the belief in the potential of classic strategy improvement to be polynomial.

cs.GT↗

Bounded-Rate Multi-Mode Systems Based Motion Planning

Bounded-rate multi-mode systems are hybrid systems that can switch among a finite set of modes. Its dynamics is specified by a finite number of real-valued variables with mode-dependent rates that can vary within given bounded sets. Given an arbitrary piecewise linear trajectory, we study the problem of following the trajectory with arbitrary precision, using motion primitives given as bounded-rate multi-mode systems. We give an algorithm to solve the problem and show that the problem is co-NP complete. We further prove that the problem can be solved in polynomial time for multi-mode systems with fixed dimension. We study the problem with dwell-time requirement and show the decidability of the problem under certain positivity restriction on the rate vectors. Finally, we show that introducing structure to the multi-mode systems leads to undecidability, even when using only a single clock variable.

cs.LO↗

Improved Undecidability Results for Reachability Games on Recursive Timed Automata

We study reachability games on recursive timed automata (RTA) that generalize Alur-Dill timed automata with recursive procedure invocation mechanism similar to recursive state machines. It is known that deciding the winner in reachability games on RTA is undecidable for automata with two or more clocks, while the problem is decidable for automata with only one clock. Ouaknine and Worrell recently proposed a time-bounded theory of real-time verification by claiming that restriction to bounded-time recovers decidability for several key decision problem related to real-time verification. We revisited games on recursive timed automata with time-bounded restriction in the hope of recovering decidability. However, we found that the problem still remains undecidable for recursive timed automata with three or more clocks. Using similar proof techniques we characterize a decidability frontier for a generalization of RTA to recursive stopwatch automata.

cs.FL↗

On The Reachability Problem for Recursive Hybrid Automata with One and Two Players

Motivated by the success of bounded model checking framework for finite state machines, Ouaknine and Worrell proposed a time-bounded theory of real-time verification by claiming that restriction to bounded-time recovers decidability for several key decision problem related to real-time verification. In support of this theory, the list of undecidable problems recently shown decidable under time-bounded restriction is rather impressive: language inclusion for timed automata, emptiness problem for alternating timed automata, and emptiness problem for rectangular hybrid automata. The objective of our study was to recover decidability for general recursive timed automata---and perhaps for recursive hybrid automata---under time-bounded restriction in order to provide an appealing verification framework for powerful modeling environments such as Stateflow/Simulink. Unfortunately, however, we answer this question in negative by showing that time-bounded reachability problem stays undecidable for recursive timed automata with five or more clocks. While the bad news continues even when one considers well-behaved subclasses of recursive hybrid automata, we recover decidability by considering recursive hybrid automata with bounded context using a pass-by-reference mechanism, or by restricting the number of variables to two, with rates in $\{0,1\}$.

cs.LO↗

First-order definable string transformations

The connection between languages defined by computational models and logic for languages is well-studied. Monadic second-order logic and finite automata are shown to closely correspond to each-other for the languages of strings, trees, and partial-orders. Similar connections are shown for first-order logic and finite automata with certain aperiodicity restriction. Courcelle in 1994 proposed a way to use logic to define functions over structures where the output structure is defined using logical formulas interpreted over the input structure. Engelfriet and Hoogeboom discovered the corresponding "automata connection" by showing that two-way generalised sequential machines capture the class of monadic-second order definable transformations. Alur and Cerny further refined the result by proposing a one-way deterministic transducer model with string variables---called the streaming string transducers---to capture the same class of transformations. In this paper we establish a transducer-logic correspondence for Courcelle's first-order definable string transformations. We propose a new notion of transition monoid for streaming string transducers that involves structural properties of both underlying input automata and variable dependencies. By putting an aperiodicity restriction on the transition monoids, we define a class of streaming string transducers that captures exactly the class of first-order definable transformations.

cs.LO↗

Weak Singular Hybrid Automata

The framework of Hybrid automata, introduced by Alur, Courcourbetis, Henzinger, and Ho, provides a formal modeling and analysis environment to analyze the interaction between the discrete and the continuous parts of cyber-physical systems. Hybrid automata can be considered as generalizations of finite state automata augmented with a finite set of real-valued variables whose dynamics in each state is governed by a system of ordinary differential equations. Moreover, the discrete transitions of hybrid automata are guarded by constraints over the values of these real-valued variables, and enable discontinuous jumps in the evolution of these variables. Singular hybrid automata are a subclass of hybrid automata where dynamics is specified by state-dependent constant vectors. Henzinger, Kopke, Puri, and Varaiya showed that for even very restricted subclasses of singular hybrid automata, the fundamental verification questions, like reachability and schedulability, are undecidable. In this paper we present \emph{weak singular hybrid automata} (WSHA), a previously unexplored subclass of singular hybrid automata, and show the decidability (and the exact complexity) of various verification questions for this class including reachability (NP-Complete) and LTL model-checking (PSPACE-Complete). We further show that extending WSHA with a single unrestricted clock or extending WSHA with unrestricted variable updates lead to undecidability of reachability problem.

cs.FL↗

Safe Schedulability of Bounded-Rate Multi-Mode Systems

Bounded-rate multi-mode systems (BMMS) are hybrid systems that can switch freely among a finite set of modes, and whose dynamics is specified by a finite number of real-valued variables with mode-dependent rates that can vary within given bounded sets. The schedulability problem for BMMS is defined as an infinite-round game between two players---the scheduler and the environment---where in each round the scheduler proposes a time and a mode while the environment chooses an allowable rate for that mode, and the state of the system changes linearly in the direction of the rate vector. The goal of the scheduler is to keep the state of the system within a pre-specified safe set using a non-Zeno schedule, while the goal of the environment is the opposite. Green scheduling under uncertainty is a paradigmatic example of BMMS where a winning strategy of the scheduler corresponds to a robust energy-optimal policy. We present an algorithm to decide whether the scheduler has a winning strategy from an arbitrary starting state, and give an algorithm to compute such a winning strategy, if it exists. We show that the schedulability problem for BMMS is co-NP complete in general, but for two variables it is in PTIME. We also study the discrete schedulability problem where the environment has only finitely many choices of rate vectors in each mode and the scheduler can make decisions only at multiples of a given clock period, and show it to be EXPTIME-complete.

cs.LO↗

Quantitative Games on Probabilistic Timed Automata

Two-player zero-sum games are a well-established model for synthesising controllers that optimise some performance criterion. In such games one player represents the controller, while the other describes the (adversarial) environment, and controller synthesis corresponds to computing the optimal strategies of the controller for a given criterion. Asarin and Maler initiated the study of quantitative games on (non-probabilistic) timed automata by synthesising controllers which optimise the time to reach a final state. The correctness and termination of their approach was dependent on exploiting the properties of a special class of functions, called simple functions, that can be finitely represented. In this paper we consider quantitative games over probabilistic timed automata. Since the concept of simple functions is not sufficient to solve games in this setting, we generalise simple functions to so-called quasi-simple functions. Then, using this class of functions, we demonstrate that the problem of solving games with either expected reachability-time or expected discounted-time criteria on probabilistic timed automata are in NEXPTIME $\cap$ co-NEXPTIME.

cs.GT↗

Average-Time Games on Timed Automata

An average-time game is played on the infinite graph of configurations of a finite timed automaton. The two players, Min and Max, construct an infinite run of the automaton by taking turns to perform a timed transition. Player Min wants to minimise the average time per transition and player Max wants to maximise it. A solution of average-time games is presented using a reduction to average-price game on a finite graph. A direct consequence is an elementary proof of determinacy for average-time games. This complements our results for reachability-time games and partially solves a problem posed by Bouyer et al., to design an algorithm for solving average-price games on priced timed automata. The paper also establishes the exact computational complexity of solving average-time games: the problem is EXPTIME-complete for timed automata with at least two clocks.

cs.GT↗