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Benjamin Monmege

Publications and source records attributed to Benjamin Monmege.

At least 19 recordsLinked to original sources

A Zielonka-type Construction for Connectedly Communicating Processes

Given a global specification as a trace-closed regular language, Zielonka's theorem provides a construction to synthesise a language equivalent distributed implementation represented as a deterministic asynchronous automaton (AA). The construction is notoriously complicated, which has led to a line of work that considers restrictions on the specifications or on the distributed architectures, with the objective of providing a conceptually simpler construction. A new construction has recently been provided for "fair" specifications, in which all processes participate regularly. In this work, we enhance this construction to enable deterministic finite-state automata (DFA) specifications with "connectedly communicating processes": there should be a constant delay d such that if two processes do not hear from one another after this delay, they will never hear from one another until the end of the run. This is a relaxation of the fairness constraint, in which some process may deliberately stop communicating with another one, e.g. a client-server architecture, where a client stops asking the server for a resource if it did not get any response from it after a while. Our construction results in an AA where every process has a number of local states that is polynomial in the number of states of the DFA, and where the only exponential explosion is related to the parameter d, and the separation depth of processes.

cs.FL

Reasoning about Quality in Hyperproperties

Hyperproperties allow one to specify properties of systems that inherently involve not single executions of the system, but several of them at once: observational determinism and non-inference are two examples of such properties used to study the security of systems. Logics like HyperLTL have been studied in the past to model check hyperproperties of systems. However, most of the time, requiring strict security properties is actually ineffective as systems do not meet such requirements. To overcome this issue, we introduce qualitative reasoning in HyperLTL, inspired by a similar work on LTL by Almagor, Boker and Kupferman where a formula has a value in the interval [0, 1], obtained by considering either a propositional quality (how much the specification is satisfied), or a temporal quality (when the specification is satisfied). We show decidability of the approximated model checking problem, as well as the model checking of large fragments.

cs.LO

Synthesising Asynchronous Automata from Fair Specifications

Asynchronous automata are a model of distributed finite state processes synchronising on shared actions. A celebrated result by Zielonka shows how a deterministic asynchronous automaton (AA) can be synthesised, starting from two inputs: a global specification given as a deterministic finite-state automaton (DFA) and a distribution of the alphabet into local alphabets for each process. The DFA to AA translation is particularly complex and has been revisited several times, with no complete prototype tool provided for the full construction. In this work, we revisit this construction on a restricted class of "fair" specifications: a DFA describes a fair specification if in every loop, all processes participate in at least one action, so no process is starved. For fair specifications, we present a new construction to synthesise an AA. Our construction results in an AA where every process has a number of local states that is linear in the number of states of the DFA, and where the only exponential explosion is related to a fairness parameter: the length of the longest word that can be read in the DFA in which not every process participates. We have implemented a prototype tool showing how it can be applied to some examples, in particular, a concrete one: the dining philosophers problem. Finally, we show how this construction can be combined with an existing construction for hierarchical process architectures, in order to relax the fairness assumption. We have implemented a prototype tool showing how it can be applied to some examples, in particular, a concrete one: the dining philosophers problem. Finally, we show how this construction can be combined with an existing construction for hierarchical process architectures, in order to relax the fairness assumption.

cs.FL

Permissive Equilibria in Multiplayer Reachability Games

We study multi-strategies in multiplayer reachability games played on finite graphs. A multi-strategy prescribes a set of possible actions, instead of a single action as usual strategies: it represents a set of all strategies that are consistent with it. We aim for profiles of multi-strategies (a multi-strategy per player), where each profile of consistent strategies is a Nash equilibrium, or a subgame perfect equilibrium. The permissiveness of two multi-strategies can be compared with penalties, as already used in the two-player zero-sum setting by Bouyer, Duflot, Markey and Renault. We show that we can decide the existence of a multi-strategy that is a Nash equilibrium or a subgame perfect equilibrium, while satisfying some upper-bound constraints on the penalties in PSPACE, if the upper-bound penalties are given in unary. The same holds when we search for multi-strategies where certain players are asked to win in at least one play or in all plays

cs.GT

Synthesis of Robust Optimal Strategies in Weighted Timed Games

Weighted Timed Games (WTG for short) are the most widely used model to describe controller synthesis problems involving real-time issues. The synthesized strategies rely on a perfect measure of time elapse, which is not realistic in practice. In order to produce strategies tolerant to timing imprecisions, we rely on a notion of robustness first introduced for timed automata. More precisely, WTGs are two-player zero-sum games played in a timed automaton equipped with integer weights in which one of the players, that we call Min, wants to reach a target location while minimising the cumulated weight. In this work, we equip the underlying timed automaton with a semantics depending on some parameter (representing the maximal possible perturbation) in which the opponent of Min can in addition perturb delays chosen by Min. The robust value problem can then be stated as follows: given some threshold, determine whether there exists a positive perturbation and a strategy for Min ensuring to reach the target, with an accumulated weight below the threshold, whatever the opponent does. We provide the first decidability result for this robust value problem by computing the robust value function, in a parametric way, for the class of divergent WTGs (introduced to obtain decidability of the (classical) value problem in WTGs without bounding the number of clocks). To this end, we show that the robust value is the fixpoint of some operators, as is classically done for value iteration algorithms. We then combine in a very careful way two representations: piecewise affine functions introduced in [1] to analyse WTGs, and shrunk Difference Bound Matrices considered in [29] to analyse robustness in timed automata. Last, we also study qualitative decision problems and close an open problem on robust reachability, showing it is EXPTIME-complete for general WTGs.

cs.GT

An Automata Theoretic Characterization of Weighted First-Order Logic

Since the 1970s with the work of McNaughton, Papert and Sch\"utzenberger, a regular language is known to be definable in the first-order logic if and only if its syntactic monoid is aperiodic. This algebraic characterisation of a fundamental logical fragment has been extended in the quantitative case by Droste and Gastin, dealing with polynomially ambiguous weighted automata and a restricted fragment of weighted first-order logic. In the quantitative setting, the full weighted first-order logic (without the restriction that Droste and Gastin use, about the quantifier alternation) is more powerful than weighted automata, and extensions of the automata with two-way navigation, and pebbles or nested capabilities have been introduced to deal with it. In this work, we characterise the fragment of these extended weighted automata that recognise exactly the full weighted first-order logic, under the condition that automata are polynomially ambiguous.

cs.LO

Games on Graphs: From Logic and Automata to Algorithms

The objective of this book is to give a comprehensive presentation of the research field concerned with infinite duration games on graphs. Historically, these game models appeared in the study of automata and logic, and they later became important for program verification and synthesis. They have many more applications, in particular some of the models investigated in this book were introduced and studied in neighbouring research communities such as optimisation, reinforcement learning, model theory, and set theory.

cs.GT

Decidability of One-Clock Weighted Timed Games with Arbitrary Weights

Weighted Timed Games (WTG for short) are the most widely used model to describe controller synthesis problems involving real-time issues. Unfortunately, they are notoriously difficult, and undecidable in general. As a consequence, one-clock WTGs have attracted a lot of attention, especially because they are known to be decidable when only non-negative weights are allowed. However, when arbitrary weights are considered, despite several recent works, their decidability status was still unknown. In this paper, we solve this problem positively and show that the value function can be computed in exponential time (if weights are encoded in unary).

cs.GT

Weighted Automata and Expressions over Pre-Rational Monoids

The Kleene theorem establishes a fundamental link between automata and expressions over the free monoid. Numerous generalisations of this result exist in the literature. Lifting this result to a weighted setting has been widely studied. Moreover, different monoids can be considered: for instance, two-way automata, and even tree-walking automata, can be described by expressions using the free inverse monoid. In the present work, we aim at combining both research directions and consider weighted extensions of automata and expressions over a class of monoids that we call pre-rational, generalising both the free inverse monoid and graded monoids. The presence of idempotent elements in these pre-rational monoids leads in the weighted setting to consider infinite sums. To handle such sums, we will have to restrict ourselves to rationally additive semirings. Our main result is thus a generalisation of the Kleene theorem for pre-rational monoids and rationally additive semirings. As a corollary, we obtain a class of expressions equivalent to weighted two-way automata, as well as one for tree-walking automata.

cs.FL

Reaching Your Goal Optimally by Playing at Random

Shortest-path games are two-player zero-sum games played on a graph equipped with integer weights. One player, that we call Min, wants to reach a target set of states while minimising the total weight, and the other one has an antagonistic objective. This combination of a qualitative reachability objective and a quantitative total-payoff objective is one of the simplest setting where Min needs memory (pseudo-polynomial in the weights) to play optimally. In this article, we aim at studying a tradeoff allowing Min to play at random, but using no memory. We show that Min can achieve the same optimal value in both cases. In particular, we compute a randomised memoryless $\varepsilon$-optimal strategy when it exists, where probabilities are parametrised by $\varepsilon$. We then characterise, and decide in polynomial time, the class of games admitting an optimal randomised memoryless strategy.

cs.GT

Playing Stochastically in Weighted Timed Games to Emulate Memory

Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while minimising the cumulated weight. While knowing if Min has a strategy to guarantee a value lower than a given threshold is known to be undecidable (with two or more clocks), several conditions, one of them being divergence, have been given to recover decidability. In such weighted timed games (like in untimed weighted games in the presence of negative weights), Min may need finite memory to play (close to) optimally. This is thus tempting to try to emulate this finite memory with other strategic capabilities. In this work, we allow the players to use stochastic decisions, both in the choice of transitions and of timing delays. We give a definition of the expected value in weighted timed games. We then show that, in divergent weighted timed games as well as in (untimed) weighted games (that we call shortest-path games in the following), the stochastic value is indeed equal to the classical (deterministic) value, thus proving that Min can guarantee the same value while only using stochastic choices, and no memory.

cs.GT

Optimal controller synthesis for timed systems

Weighted timed games are zero-sum games played by two players on a timed automaton equipped with weights, where one player wants to minimise the cumulative weight while reaching a target. Used in a reactive synthesis perspective, this quantitative extension of timed games allows one to measure the quality of controllers in real-time systems. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. For non-negative weights, the largest class that can be analysed has been introduced by Bouyer, Jaziri and Markey in 2015. Though the value problem is undecidable, the authors show how to approximate the value by considering regions with a refined granularity. In this work, we extend this class to incorporate negative weights, allowing one to model energy for instance, and prove that the value can still be approximated, with the same complexity. A small restriction also allows us to obtain a class of decidable weighted timed games with negative weights and an arbitrary number of clocks. In addition, we show that a symbolic algorithm, relying on the paradigm of value iteration, can be used as an approximation/computation schema over these classes. We also consider the special case of untimed weighted games, where the same fragments are solvable in polynomial time: this contrasts with the pseudo-polynomial complexity, known so far, for weighted games without restrictions.

cs.LO

One-Clock Priced Timed Games with Negative Weights

Priced timed games are two-player zero-sum games played on priced timed automata (whose locations and transitions are labeled by weights modelling the cost of spending time in a state and executing an action, respectively). The goals of the players are to minimise and maximise the cost to reach a target location, respectively. We consider priced timed games with one clock and arbitrary integer weights and show that, for an important subclass of them (the so-called simple priced timed games), one can compute, in pseudo-polynomial time, the optimal values that the players can achieve, with their associated optimal strategies. As side results, we also show that one-clock priced timed games are determined and that we can use our result on simple priced timed games to solve the more general class of so-called negative-reset-acyclic priced timed games (with arbitrary integer weights and one clock). The decidability status of the full class of priced timed games with one-clock and arbitrary integer weights still remains open.

cs.GT

Adding Negative Prices to Priced Timed Games

Priced timed games (PTGs) are two-player zero-sum games played on the infinite graph of configurations of priced timed automata where two players take turns to choose transitions in order to optimize cost to reach target states. Bouyer et al. and Alur, Bernadsky, and Madhusudan independently proposed algorithms to solve PTGs with nonnegative prices under certain divergence restriction over prices. Brihaye, Bruyere, and Raskin later provided a justification for such a restriction by showing the undecidability of the optimal strategy synthesis problem in the absence of this divergence restriction. This problem for PTGs with one clock has long been conjectured to be in polynomial time, however the current best known algorithm, by Hansen, Ibsen-Jensen, and Miltersen, is exponential. We extend this picture by studying PTGs with both negative and positive prices. We refine the undecidability results for optimal strategy synthesis problem, and show undecidability for several variants of optimal reachability cost objectives including reachability cost, time-bounded reachability cost, and repeated reachability cost objectives. We also identify a subclass with bi-valued price-rates and give a pseudo-polynomial algorithm to partially answer the conjecture on the complexity of one-clock PTGs.

cs.GT

Dynamics on Games: Simulation-Based Techniques and Applications to Routing

We consider multi-player games played on graphs, in which the players aim at fulfilling their own (not necessarily antagonistic) objectives. In the spirit of evolutionary game theory, we suppose that the players have the right to repeatedly update their respective strategies (for instance, to improve the outcome w.r.t. the current strategy profile). This generates a dynamics in the game which may eventually stabilise to an equilibrium. The objective of the present paper is twofold. First, we aim at drawing a general framework to reason about the termination of such dynamics. In particular, we identify preorders on games (inspired from the classical notion of simulation between transitions systems, and from the notion of graph minor) which preserve termination of dynamics. Second, we show the applicability of the previously developed framework to interdomain routing problems.

cs.GT

Symbolic Approximation of Weighted Timed Games

Weighted timed games are zero-sum games played by two players on a timed automaton equipped with weights, where one player wants to minimise the accumulated weight while reaching a target. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. For non-negative weights, the largest class that can be analysed has been introduced by Bouyer, Jaziri and Markey in 2015. Though the value problem is undecidable, the authors show how to approximate the value by considering regions with a refined granularity. In this work, we extend this class to incorporate negative weights, allowing one to model energy for instance, and prove that the value can still be approximated, with the same complexity. In addition, we show that a symbolic algorithm, relying on the paradigm of value iteration, can be used as an approximation schema on this class.

cs.GT

Optimal Reachability in Divergent Weighted Timed Games

Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis perspective, this quantitative extension of timed games allows one to measure the quality of controllers. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. Decidability results exist for subclasses of one-clock games, and for a subclass with non-negative weights defined by a semantical restriction on the weights of cycles. In this work, we introduce the class of divergent weighted timed games as a generalisation of this semantical restriction to arbitrary weights. We show how to compute their optimal value, yielding the first decidable class of weighted timed games with negative weights and an arbitrary number of clocks. In addition, we prove that divergence can be decided in polynomial space. Last, we prove that for untimed games, this restriction yields a class of games for which the value can be computed in polynomial time.

cs.GT

Efficient Energy Distribution in a Smart Grid using Multi-Player Games

Algorithms and models based on game theory have nowadays become prominent techniques for the design of digital controllers for critical systems. Indeed, such techniques enable automatic synthesis: given a model of the environment and a property that the controller must enforce, those techniques automatically produce a correct controller, when it exists. In the present paper, we consider a class of concurrent, weighted, multi-player games that are well-suited to model and study the interactions of several agents who are competing for some measurable resources like energy. We prove that a subclass of those games always admit a Nash equilibrium, i.e. a situation in which all players play in such a way that they have no incentive to deviate. Moreover, the strategies yielding those Nash equilibria have a special structure: when one of the agents deviate from the equilibrium, all the others form a coalition that will enforce a retaliation mechanism that punishes the deviant agent. We apply those results to a real-life case study in which several smart houses that produce their own energy with solar panels, and can share this energy among them in micro-grid, must distribute the use of this energy along the day in order to avoid consuming electricity that must be bought from the global grid. We demonstrate that our theory allows one to synthesise an efficient controller for these houses: using penalties to be paid in the utility bill as an incentive, we force the houses to follow a pre-computed schedule that maximises the proportion of the locally produced energy that is consumed.

cs.GT