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Jan Křetínský

Publications and source records attributed to Jan Křetínský.

At least 37 records · Page 2Linked to original sources

Anytime Guarantees for Reachability in Uncountable Markov Decision Processes

We consider the problem of approximating the reachability probabilities in Markov decision processes (MDP) with uncountable (continuous) state and action spaces. While there are algorithms that, for special classes of such MDP, provide a sequence of approximations converging to the true value in the limit, our aim is to obtain an algorithm with guarantees on the precision of the approximation. As this problem is undecidable in general, assumptions on the MDP are necessary. Our main contribution is to identify sufficient assumptions that are as weak as possible, thus approaching the "boundary" of which systems can be correctly and reliably analyzed. To this end, we also argue why each of our assumptions is necessary for algorithms based on processing finitely many observations. We present two solution variants. The first one provides converging lower bounds under weaker assumptions than typical ones from previous works concerned with guarantees. The second one then utilizes stronger assumptions to additionally provide converging upper bounds. Altogether, we obtain an anytime algorithm, i.e. yielding a sequence of approximants with known and iteratively improving precision, converging to the true value in the limit. Besides, due to the generality of our assumptions, our algorithms are very general templates, readily allowing for various heuristics from literature in contrast to, e.g., a specific discretization algorithm. Our theoretical contribution thus paves the way for future practical improvements without sacrificing correctness guarantees.

eess.SY↗

Abstraction-Based Segmental Simulation of Chemical Reaction Networks

Simulating chemical reaction networks is often computationally demanding, in particular due to stiffness. We propose a novel simulation scheme where long runs are not simulated as a whole but assembled from shorter precomputed segments of simulation runs. On the one hand, this speeds up the simulation process to obtain multiple runs since we can reuse the segments. On the other hand, questions on diversity and genuineness of our runs arise. However, we ensure that we generate runs close to their true distribution by generating an appropriate abstraction of the original system and utilizing it in the simulation process. Interestingly, as a by-product, we also obtain a yet more efficient simulation scheme, yielding runs over the system's abstraction. These provide a very faithful approximation of concrete runs on the desired level of granularity, at a low cost. Our experiments demonstrate the speedups in the simulations while preserving key dynamical as well as quantitative properties.

cs.LO↗

PAC Statistical Model Checking of Mean Payoff in Discrete- and Continuous-Time MDP

Markov decision processes (MDP) and continuous-time MDP (CTMDP) are the fundamental models for non-deterministic systems with probabilistic uncertainty. Mean payoff (a.k.a. long-run average reward) is one of the most classic objectives considered in their context. We provide the first algorithm to compute mean payoff probably approximately correctly in unknown MDP; further, we extend it to unknown CTMDP. We do not require any knowledge of the state space, only a lower bound on the minimum transition probability, which has been advocated in literature. In addition to providing probably approximately correct (PAC) bounds for our algorithm, we also demonstrate its practical nature by running experiments on standard benchmarks.

eess.SY↗

Learning Model Checking and the Kernel Trick for Signal Temporal Logic on Stochastic Processes

We introduce a similarity function on formulae of signal temporal logic (STL). It comes in the form of a kernel function, well known in machine learning as a conceptually and computationally efficient tool. The corresponding kernel trick allows us to circumvent the complicated process of feature extraction, i.e. the (typically manual) effort to identify the decisive properties of formulae so that learning can be applied. We demonstrate this consequence and its advantages on the task of predicting (quantitative) satisfaction of STL formulae on stochastic processes: Using our kernel and the kernel trick, we learn (i) computationally efficiently (ii) a practically precise predictor of satisfaction, (iii) avoiding the difficult task of finding a way to explicitly turn formulae into vectors of numbers in a sensible way. We back the high precision we have achieved in the experiments by a theoretically sound PAC guarantee, ensuring our procedure efficiently delivers a close-to-optimal predictor.

cs.LO↗

LTL-Constrained Steady-State Policy Synthesis

Decision-making policies for agents are often synthesized with the constraint that a formal specification of behaviour is satisfied. Here we focus on infinite-horizon properties. On the one hand, Linear Temporal Logic (LTL) is a popular example of a formalism for qualitative specifications. On the other hand, Steady-State Policy Synthesis (SSPS) has recently received considerable attention as it provides a more quantitative and more behavioural perspective on specifications, in terms of the frequency with which states are visited. Finally, rewards provide a classic framework for quantitative properties. In this paper, we study Markov decision processes (MDP) with the specification combining all these three types. The derived policy maximizes the reward among all policies ensuring the LTL specification with the given probability and adhering to the steady-state constraints. To this end, we provide a unified solution reducing the multi-type specification to a multi-dimensional long-run average reward. This is enabled by Limit-Deterministic Büchi Automata (LDBA), recently studied in the context of LTL model checking on MDP, and allows for an elegant solution through a simple linear programme. The algorithm also extends to the general $ω$-regular properties and runs in time polynomial in the sizes of the MDP as well as the LDBA.

cs.AI↗

dtControl 2.0: Explainable Strategy Representation via Decision Tree Learning Steered by Experts

Recent advances have shown how decision trees are apt data structures for concisely representing strategies (or controllers) satisfying various objectives. Moreover, they also make the strategy more explainable. The recent tool dtControl had provided pipelines with tools supporting strategy synthesis for hybrid systems, such as SCOTS and Uppaal Stratego. We present dtControl 2.0, a new version with several fundamentally novel features. Most importantly, the user can now provide domain knowledge to be exploited in the decision tree learning process and can also interactively steer the process based on the dynamically provided information. To this end, we also provide a graphical user interface. It allows for inspection and re-computation of parts of the result, suggesting as well as receiving advice on predicates, and visual simulation of the decision-making process. Besides, we interface model checkers of probabilistic systems, namely Storm and PRISM and provide dedicated support for categorical enumeration-type state variables. Consequently, the controllers are more explainable and smaller.

cs.AI↗

PAC Statistical Model Checking for Markov Decision Processes and Stochastic Games

Statistical model checking (SMC) is a technique for analysis of probabilistic systems that may be (partially) unknown. We present an SMC algorithm for (unbounded) reachability yielding probably approximately correct (PAC) guarantees on the results. We consider both the setting (i) with no knowledge of the transition function (with the only quantity required a bound on the minimum transition probability) and (ii) with knowledge of the topology of the underlying graph. On the one hand, it is the first algorithm for stochastic games. On the other hand, it is the first practical algorithm even for Markov decision processes. Compared to previous approaches where PAC guarantees require running times longer than the age of universe even for systems with a handful of states, our algorithm often yields reasonably precise results within minutes, not requiring the knowledge of mixing time or the topology of the whole model.

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Of Cores: A Partial-Exploration Framework for Markov Decision Processes

We introduce a framework for approximate analysis of Markov decision processes (MDP) with bounded-, unbounded-, and infinite-horizon properties. The main idea is to identify a "core" of an MDP, i.e., a subsystem where we provably remain with high probability, and to avoid computation on the less relevant rest of the state space. Although we identify the core using simulations and statistical techniques, it allows for rigorous error bounds in the analysis. Consequently, we obtain efficient analysis algorithms based on partial exploration for various settings, including the challenging case of strongly connected systems.

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Comparison of Algorithms for Simple Stochastic Games (Full Version)

Simple stochastic games are turn-based 2.5-player zero-sum graph games with a reachability objective. The problem is to compute the winning probability as well as the optimal strategies of both players. In this paper, we compare the three known classes of algorithms -- value iteration, strategy iteration and quadratic programming -- both theoretically and practically. Further, we suggest several improvements for all algorithms, including the first approach based on quadratic programming that avoids transforming the stochastic game to a stopping one. Our extensive experiments show that these improvements can lead to significant speed-ups. We implemented all algorithms in PRISM-games 3.0, thereby providing the first implementation of quadratic programming for solving simple stochastic games.

cs.GT↗

Formalizing and Guaranteeing* Human-Robot Interaction

Robot capabilities are maturing across domains, from self-driving cars, to bipeds and drones. As a result, robots will soon no longer be confined to safety-controlled industrial settings; instead, they will directly interact with the general public. The growing field of Human-Robot Interaction (HRI) studies various aspects of this scenario - from social norms to joint action to human-robot teams and more. Researchers in HRI have made great strides in developing models, methods, and algorithms for robots acting with and around humans, but these "computational HRI" models and algorithms generally do not come with formal guarantees and constraints on their operation. To enable human-interactive robots to move from the lab to real-world deployments, we must address this gap. This article provides an overview of verification, validation and synthesis techniques used to create demonstrably trustworthy systems, describes several HRI domains that could benefit from such techniques, and provides a roadmap for the challenges and the research needed to create formalized and guaranteed human-robot interaction.

cs.RO↗

DeepAbstract: Neural Network Abstraction for Accelerating Verification

While abstraction is a classic tool of verification to scale it up, it is not used very often for verifying neural networks. However, it can help with the still open task of scaling existing algorithms to state-of-the-art network architectures. We introduce an abstraction framework applicable to fully-connected feed-forward neural networks based on clustering of neurons that behave similarly on some inputs. For the particular case of ReLU, we additionally provide error bounds incurred by the abstraction. We show how the abstraction reduces the size of the network, while preserving its accuracy, and how verification results on the abstract network can be transferred back to the original network.

cs.LO↗

dtControl: Decision Tree Learning Algorithms for Controller Representation

Decision tree learning is a popular classification technique most commonly used in machine learning applications. Recent work has shown that decision trees can be used to represent provably-correct controllers concisely. Compared to representations using lookup tables or binary decision diagrams, decision trees are smaller and more explainable. We present dtControl, an easily extensible tool for representing memoryless controllers as decision trees. We give a comprehensive evaluation of various decision tree learning algorithms applied to 10 case studies arising out of correct-by-construction controller synthesis. These algorithms include two new techniques, one for using arbitrary linear binary classifiers in the decision tree learning, and one novel approach for determinizing controllers during the decision tree construction. In particular the latter turns out to be extremely efficient, yielding decision trees with a single-digit number of decision nodes on 5 of the case studies.

cs.LG↗

Stopping Criteria for Value and Strategy Iteration on Concurrent Stochastic Reachability Games

We consider concurrent stochastic games played on graphs with reachability and safety objectives. These games can be solved by value iteration as well as strategy iteration, each of them yielding a sequence of under-approximations of the reachability value and a sequence of over-approximation of the safety value, converging to it in the limit. For both approaches, we provide the first (anytime) algorithms with stopping criteria. The stopping criterion for value iteration is based on providing a convergent sequence of over-approximations, which then allows to estimate the distance to the true value. For strategy iteration, we bound the error by complementing the strategy iteration algorithm for reachability by a new strategy iteration algorithm under-approximating the safety-value.

cs.GT↗

Semantic Labelling and Learning for Parity Game Solving in LTL Synthesis

We propose "semantic labelling" as a novel ingredient for solving games in the context of LTL synthesis. It exploits recent advances in the automata-based approach, yielding more information for each state of the generated parity game than the game graph can capture. We utilize this extra information to improve standard approaches as follows. (i) Compared to strategy improvement (SI) with random initial strategy, a more informed initialization often yields a winning strategy directly without any computation. (ii) This initialization makes SI also yield smaller solutions. (iii) While Q-learning on the game graph turns out not too efficient, Q-learning with the semantic information becomes competitive to SI. Since already the simplest heuristics achieve significant improvements the experimental results demonstrate the utility of semantic labelling. This extra information opens the door to more advanced learning approaches both for initialization and improvement of strategies.

cs.LO↗

Strategy Representation by Decision Trees with Linear Classifiers

Graph games and Markov decision processes (MDPs) are standard models in reactive synthesis and verification of probabilistic systems with nondeterminism. The class of $ω$-regular winning conditions; e.g., safety, reachability, liveness, parity conditions; provides a robust and expressive specification formalism for properties that arise in analysis of reactive systems. The resolutions of nondeterminism in games and MDPs are represented as strategies, and we consider succinct representation of such strategies. The decision-tree data structure from machine learning retains the flavor of decisions of strategies and allows entropy-based minimization to obtain succinct trees. However, in contrast to traditional machine-learning problems where small errors are allowed, for winning strategies in graph games and MDPs no error is allowed, and the decision tree must represent the entire strategy. In this work we propose decision trees with linear classifiers for representation of strategies in graph games and MDPs. We have implemented strategy representation using this data structure and we present experimental results for problems on graph games and MDPs, which show that this new data structure presents a much more efficient strategy representation as compared to standard decision trees.

cs.LO↗

SOS: Safe, Optimal and Small Strategies for Hybrid Markov Decision Processes

For hybrid Markov decision processes, UPPAAL Stratego can compute strategies that are safe for a given safety property and (in the limit) optimal for a given cost function. Unfortunately, these strategies cannot be exported easily since they are computed as a very long list. In this paper, we demonstrate methods to learn compact representations of the strategies in the form of decision trees. These decision trees are much smaller, more understandable, and can easily be exported as code that can be loaded into embedded systems. Despite the size compression and actual differences to the original strategy, we provide guarantees on both safety and optimality of the decision-tree strategy. On the top, we show how to obtain yet smaller representations, which are still guaranteed safe, but achieve a desired trade-off between size and optimality.

eess.SY↗

Semi-Quantitative Abstraction and Analysis of Chemical Reaction Networks

Analysis of large continuous-time stochastic systems is a computationally intensive task. In this work we focus on population models arising from chemical reaction networks (CRNs), which play a fundamental role in analysis and design of biochemical systems. Many relevant CRNs are particularly challenging for existing techniques due to complex dynamics including stochasticity, stiffness or multimodal population distributions. We propose a novel approach allowing not only to predict, but also to explain both the transient and steady-state behaviour. It focuses on qualitative description of the behaviour and aims at quantitative precision only in orders of magnitude. Firstly, we abstract the CRN into a compact model preserving rough timing information, distinguishing only signifcinatly different populations, but capturing relevant sequences of behaviour. Secondly, we approximately analyse the most probable temporal behaviours of the model through most probable transitions. As demonstrated on complex CRNs from literature, our approach reproduces the known results, but in contrast to the state-of-the-art methods, it runs with virtually no computational cost and thus offers unprecedented~scalability.

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Monte Carlo Tree Search for Verifying Reachability in Markov Decision Processes

The maximum reachability probabilities in a Markov decision process can be computed using value iteration (VI). Recently, simulation-based heuristic extensions of VI have been introduced, such as bounded real-time dynamic programming (BRTDP), which often manage to avoid explicit analysis of the whole state space while preserving guarantees on the computed result. In this paper, we introduce a new class of such heuristics, based on Monte Carlo tree search (MCTS), a technique celebrated in various machine-learning settings. We provide a spectrum of algorithms ranging from MCTS to BRTDP. We evaluate these techniques and show that for larger examples, where VI is no more applicable, our techniques are more broadly applicable than BRTDP with only a minor additional overhead.

cs.LO↗