Searcharxiv⌕ Search

arXiv subjects

Benjamin Monmege

Publications and source records attributed to Benjamin Monmege.

24 records · Page 2Linked to original sources

Real-Time Synthesis is Hard!

We study the reactive synthesis problem (RS) for specifications given in Metric Interval Temporal Logic (MITL). RS is known to be undecidable in a very general setting, but on infinite words only; and only the very restrictive BRRS subcase is known to be decidable (see D'Souza et al. and Bouyer et al.). In this paper, we precise the decidability border of MITL synthesis. We show RS is undecidable on finite words too, and present a landscape of restrictions (both on the logic and on the possible controllers) that are still undecidable. On the positive side, we revisit BRRS and introduce an efficient on-the-fly algorithm to solve it.

cs.LO↗

Simple Priced Timed Games Are Not That Simple

Priced timed games are two-player zero-sum games played on priced timed automata (whose locations and transitions are labeled by weights modeling the costs 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 (positive and negative) weights and show that, for an important subclass of theirs (the so-called simple priced timed games), one can compute, in exponential 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 reset-acyclic priced timed games (with arbitrary weights and one-clock).

cs.GT↗

Quantitative Games under Failures

We study a generalisation of sabotage games, a model of dynamic network games introduced by van Benthem. The original definition of the game is inherently finite and therefore does not allow one to model infinite processes. We propose an extension of the sabotage games in which the first player (Runner) traverses an arena with dynamic weights determined by the second player (Saboteur). In our model of quantitative sabotage games, Saboteur is now given a budget that he can distribute amongst the edges of the graph, whilst Runner attempts to minimise the quantity of budget witnessed while completing his task. We show that, on the one hand, for most of the classical cost functions considered in the literature, the problem of determining if Runner has a strategy to ensure a cost below some threshold is EXPTIME-complete. On the other hand, if the budget of Saboteur is fixed a priori, then the problem is in PTIME for most cost functions. Finally, we show that restricting the dynamics of the game also leads to better complexity.

cs.GT↗

To Reach or not to Reach? Efficient Algorithms for Total-Payoff Games

Quantitative games are two-player zero-sum games played on directed weighted graphs. Total-payoff games (that can be seen as a refinement of the well-studied mean-payoff games) are the variant where the payoff of a play is computed as the sum of the weights. Our aim is to describe the first pseudo-polynomial time algorithm for total-payoff games in the presence of arbitrary weights. It consists of a non-trivial application of the value iteration paradigm. Indeed, it requires to study, as a milestone, a refinement of these games, called min-cost reachability games, where we add a reachability objective to one of the players. For these games, we give an efficient value iteration algorithm to compute the values and optimal strategies (when they exist), that runs in pseudo-polynomial time. We also propose heuristics allowing one to possibly speed up the computations in both cases.

cs.GT↗

A Robust Class of Data Languages and an Application to Learning

We introduce session automata, an automata model to process data words, i.e., words over an infinite alphabet. Session automata support the notion of fresh data values, which are well suited for modeling protocols in which sessions using fresh values are of major interest, like in security protocols or ad-hoc networks. Session automata have an expressiveness partly extending, partly reducing that of classical register automata. We show that, unlike register automata and their various extensions, session automata are robust: They (i) are closed under intersection, union, and (resource-sensitive) complementation, (ii) admit a symbolic regular representation, (iii) have a decidable inclusion problem (unlike register automata), and (iv) enjoy logical characterizations. Using these results, we establish a learning algorithm to infer session automata through membership and equivalence queries.

cs.LO↗

Bounded Underapproximations

We show a new and constructive proof of the following language-theoretic result: for every context-free language L, there is a bounded context-free language L' included in L which has the same Parikh (commutative) image as L. Bounded languages, introduced by Ginsburg and Spanier, are subsets of regular languages of the form w1*w2*...wk* for some finite words w1,...,wk. In particular bounded subsets of context-free languages have nice structural and decidability properties. Our proof proceeds in two parts. First, using Newton's iterations on the language semiring, we construct a context-free subset Ls of L that can be represented as a sequence of substitutions on a linear language and has the same Parikh image as L. Second, we inductively construct a Parikh-equivalent bounded context-free subset of Ls. We show two applications of this result in model checking: to underapproximate the reachable state space of multithreaded procedural programs and to underapproximate the reachable state space of recursive counter programs. The bounded language constructed above provides a decidable underapproximation for the original problems. By iterating the construction, we get a semi-algorithm for the original problems that constructs a sequence of underapproximations such that no two underapproximations of the sequence can be compared. This provides a progress guarantee: every word w in L is in some underapproximation of the sequence. In addition, we show that our approach subsumes context-bounded reachability for multithreaded programs.

cs.LO↗