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Guillermo A. Pérez

Publications and source records attributed to Guillermo A. Pérez.

53 records · Page 3Linked to original sources

Learning-Based Mean-Payoff Optimization in an Unknown MDP under Omega-Regular Constraints

We formalize the problem of maximizing the mean-payoff value with high probability while satisfying a parity objective in a Markov decision process (MDP) with unknown probabilistic transition function and unknown reward function. Assuming the support of the unknown transition function and a lower bound on the minimal transition probability are known in advance, we show that in MDPs consisting of a single end component, two combinations of guarantees on the parity and mean-payoff objectives can be achieved depending on how much memory one is willing to use. (i) For all $ε$ and $γ$ we can construct an online-learning finite-memory strategy that almost-surely satisfies the parity objective and which achieves an $ε$-optimal mean payoff with probability at least $1 - γ$. (ii) Alternatively, for all $ε$ and $γ$ there exists an online-learning infinite-memory strategy that satisfies the parity objective surely and which achieves an $ε$-optimal mean payoff with probability at least $1 - γ$. We extend the above results to MDPs consisting of more than one end component in a natural way. Finally, we show that the aforementioned guarantees are tight, i.e. there are MDPs for which stronger combinations of the guarantees cannot be ensured.

cs.AI↗

Minimizing Regret in Discounted-Sum Games

In this paper, we study the problem of minimizing regret in discounted-sum games played on weighted game graphs. We give algorithms for the general problem of computing the minimal regret of the controller (Eve) as well as several variants depending on which strategies the environment (Adam) is permitted to use. We also consider the problem of synthesizing regret-free strategies for Eve in each of these scenarios.

cs.GT↗

Weak Cost Register Automata are Still Powerful

We consider one of the weakest variants of cost register automata over a tropical semiring, namely copyless cost register automata over $\mathbb{N}$ with updates using $\min$ and increments. We show that this model can simulate, in some sense, the runs of counter machines with zero-tests. We deduce that a number of problems pertaining to that model are undecidable, in particular equivalence, disproving a conjecture of Alur et al. from 2012. To emphasize how weak these machines are, we also show that they can be expressed as a restricted form of linearly-ambiguous weighted automata.

cs.FL↗

The 4th Reactive Synthesis Competition (SYNTCOMP 2017): Benchmarks, Participants & Results

We report on the fourth reactive synthesis competition (SYNTCOMP 2017). We introduce two new benchmark classes that have been added to the SYNTCOMP library, and briefly describe the benchmark selection, evaluation scheme and the experimental setup of SYNTCOMP 2017. We present the participants of SYNTCOMP 2017, with a focus on changes with respect to the previous years and on the two completely new tools that have entered the competition. Finally, we present and analyze the results of our experimental evaluation, including a ranking of tools with respect to quantity and quality of solutions.

cs.LO↗

Mean-payoff Games with Partial Observation

Mean-payoff games are important quantitative models for open reactive systems. They have been widely studied as games of full observation. In this paper we investigate the algorithmic properties of several sub-classes of mean-payoff games where the players have asymmetric information about the state of the game. These games are in general undecidable and not determined according to the classical definition. We show that such games are determined under a more general notion of winning strategy. We also consider mean-payoff games where the winner can be determined by the winner of a finite cycle-forming game. This yields several decidable classes of mean-payoff games of asymmetric information that require only finite-memory strategies, including a generalization of full-observation games where positional strategies are sufficient. We give an exponential time algorithm for determining the winner of the latter.

cs.GT↗

On Delay and Regret Determinization of Max-Plus Automata

Decidability of the determinization problem for weighted automata over the semiring $(\mathbb{Z} \cup {-\infty}, \max, +)$, WA for short, is a long-standing open question. We propose two ways of approaching it by constraining the search space of deterministic WA: k-delay and r-regret. A WA N is k-delay determinizable if there exists a deterministic automaton D that defines the same function as N and for all words α in the language of N, the accepting run of D on α is always at most k-away from a maximal accepting run of N on α. That is, along all prefixes of the same length, the absolute difference between the running sums of weights of the two runs is at most k. A WA N is r-regret determinizable if for all words α in its language, its non-determinism can be resolved on the fly to construct a run of N such that the absolute difference between its value and the value assigned to α by N is at most r. We show that a WA is determinizable if and only if it is k-delay determinizable for some k. Hence deciding the existence of some k is as difficult as the general determinization problem. When k and r are given as input, the k-delay and r-regret determinization problems are shown to be EXPtime-complete. We also show that determining whether a WA is r-regret determinizable for some r is in EXPtime.

cs.FL↗

Optimizing Expectation with Guarantees in POMDPs (Technical Report)

A standard objective in partially-observable Markov decision processes (POMDPs) is to find a policy that maximizes the expected discounted-sum payoff. However, such policies may still permit unlikely but highly undesirable outcomes, which is problematic especially in safety-critical applications. Recently, there has been a surge of interest in POMDPs where the goal is to maximize the probability to ensure that the payoff is at least a given threshold, but these approaches do not consider any optimization beyond satisfying this threshold constraint. In this work we go beyond both the "expectation" and "threshold" approaches and consider a "guaranteed payoff optimization (GPO)" problem for POMDPs, where we are given a threshold $t$ and the objective is to find a policy $σ$ such that a) each possible outcome of $σ$ yields a discounted-sum payoff of at least $t$, and b) the expected discounted-sum payoff of $σ$ is optimal (or near-optimal) among all policies satisfying a). We present a practical approach to tackle the GPO problem and evaluate it on standard POMDP benchmarks.

cs.AI↗

Admissibility in Quantitative Graph Games

Admissibility has been studied for games of infinite duration with Boolean objectives. We extend here this study to games of infinite duration with quantitative objectives. First, we show that, un- der the assumption that optimal worst-case and cooperative strategies exist, admissible strategies are guaranteed to exist. Second, we give a characterization of admissible strategies using the no- tion of adversarial and cooperative values of a history, and we characterize the set of outcomes that are compatible with admissible strategies. Finally, we show how these characterizations can be used to design algorithms to decide relevant verification and synthesis problems.

cs.LO↗

The 3rd Reactive Synthesis Competition (SYNTCOMP 2016): Benchmarks, Participants & Results

We report on the benchmarks, participants and results of the third reactive synthesis competition(SYNTCOMP 2016). The benchmark library of SYNTCOMP 2016 has been extended to benchmarks in the new LTL-based temporal logic synthesis format (TLSF), and 2 new sets of benchmarks for the existing AIGER-based format for safety specifications. The participants of SYNTCOMP 2016 can be separated according to these two classes of specifications, and we give an overview of the 6 tools that entered the competition in the AIGER-based track, and the 3 participants that entered the TLSF-based track. We briefly describe the benchmark selection, evaluation scheme and the experimental setup of SYNTCOMP 2016. Finally, we present and analyze the results of our experimental evaluation, including a comparison to participants of previous competitions and a legacy tool.

cs.LO↗

The Fixed Initial Credit Problem for Partial-Observation Energy Games is Ack-complete

In this paper we study two-player games with asymmetric partial observation and an energy objective. Such games are played on a weighted automaton by Eve, choosing actions, and Adam, choosing a transition labelled with the given action. Eve attempts to maintain the sum of the weights (of the transitions taken) non-negative while Adam tries to do the opposite. Eve does not know the exact state of the game, she is only given an equivalence class of states which contains it. In contrast, Adam has full observation. We show the fixed initial credit problem for these games is Ack-complete.

cs.LO↗

The First Reactive Synthesis Competition (SYNTCOMP 2014)

We introduce the reactive synthesis competition (SYNTCOMP), a long-term effort intended to stimulate and guide advances in the design and application of synthesis procedures for reactive systems. The first iteration of SYNTCOMP is based on the controller synthesis problem for finite-state systems and safety specifications. We provide an overview of this problem and existing approaches to solve it, and report on the design and results of the first SYNTCOMP. This includes the definition of the benchmark format, the collection of benchmarks, the rules of the competition, and the five synthesis tools that participated. We present and analyze the results of the competition and draw conclusions on the state of the art. Finally, we give an outlook on future directions of SYNTCOMP.

cs.LO↗

The Second Reactive Synthesis Competition (SYNTCOMP 2015)

We report on the design and results of the second reactive synthesis competition (SYNTCOMP 2015). We describe our extended benchmark library, with 6 completely new sets of benchmarks, and additional challenging instances for 4 of the benchmark sets that were already used in SYNTCOMP 2014. To enhance the analysis of experimental results, we introduce an extension of our benchmark format with meta-information, including a difficulty rating and a reference size for solutions. Tools are evaluated on a set of 250 benchmarks, selected to provide a good coverage of benchmarks from all classes and difficulties. We report on changes of the evaluation scheme and the experimental setup. Finally, we describe the entrants into SYNTCOMP 2015, as well as the results of our experimental evaluation. In our analysis, we emphasize progress over the tools that participated last year.

cs.LO↗

Compositional Algorithms for Succinct Safety Games

We study the synthesis of circuits for succinct safety specifications given in the AIG format. We show how AIG safety specifications can be decomposed automatically into sub specifications. Then we propose symbolic compositional algorithms to solve the synthesis problem compositionally starting for the sub-specifications. We have evaluated the compositional algorithms on a set of benchmarks including those proposed for the first synthesis competition organised in 2014 by the Synthesis Workshop affiliated to the CAV conference. We show that a large number of benchmarks can be decomposed automatically and solved more efficiently with the compositional algorithms that we propose in this paper.

cs.LO↗

Non-Zero Sum Games for Reactive Synthesis

In this invited contribution, we summarize new solution concepts useful for the synthesis of reactive systems that we have introduced in several recent publications. These solution concepts are developed in the context of non-zero sum games played on graphs. They are part of the contributions obtained in the inVEST project funded by the European Research Council.

cs.LO↗

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↗

Looking at Mean-Payoff through Foggy Windows

Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in NP-intersect-coNP. MPGs are suitable quantitative models for open reactive systems. However, in this context the assumption of perfect information is not always realistic. For the partial-observation case, the problem that asks if the first player has an observation-based winning strategy that enforces a given threshold on the mean-payoff, is undecidable. In this paper, we study the window mean-payoff objectives that were introduced recently as an alternative to the classical mean-payoff objectives. We show that, in sharp contrast to the classical mean-payoff objectives, some of the window mean-payoff objectives are decidable in games with partial-observation.

cs.LO↗

AbsSynthe: abstract synthesis from succinct safety specifications

In this paper, we describe a synthesis algorithm for safety specifications described as circuits. Our algorithm is based on fixpoint computations, abstraction and refinement, it uses binary decision diagrams as symbolic data structure. We evaluate our tool on the benchmarks provided by the organizers of the synthesis competition organized within the SYNT'14 workshop.

cs.LO↗