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Jan Kretinsky

Publications and source records attributed to Jan Kretinsky.

At least 19 recordsLinked to original sources

Quantifying Risk Under Evolving Uncertainty: Belief-Dependent Robustness for Safe Sequential Decision Making

How cautious should an agent be while it is still learning its environment? We propose RATTL (Risk-Adversarial Total-Reward Learning), which ties caution to epistemic uncertainty: the agent holds a Bayesian posterior over unknown dynamics and plans against a Wasserstein ambiguity set whose radius is a monotone function of that posterior. The radius contracts with evidence, so behaviour interpolates continuously between worst-case robustness and risk-neutral total-reward maximization. The design follows the duality underlying the Entropic Value-at-Risk, which converts the choice of a risk level into the choice of an ambiguity radius. We show the resulting planning problem is well posed under transience and compactness conditions, and prove a Safety Sandwich: the RATTL value lies between the uninformed robust value and the full- knowledge optimum, with a gap that vanishes as the posterior concentrates. In a canonical binary-hazard instance, the induced criterion reduces to Conditional Value-at-Risk at a level set by the posterior entropy. A worked example shows the agent deferring the efficient action until a sharp identification threshold. RATTL targets runtime safety for agents, including LLM-based systems, acting under uncertainty.

cs.AI

Resilient Strategies for Stochastic Systems: How Much Does It Take to Break a Winning Strategy?

We study the problem of resilient strategies in the presence of uncertainty. Resilient strategies enable an agent to make decisions that are robust against disturbances. In particular, we are interested in those disturbances that are able to flip a decision made by the agent. Such a disturbance may, for instance, occur when the intended action of the agent cannot be executed due to a malfunction of an actuator in the environment. In this work, we introduce the concept of resilience in the stochastic setting and present a comprehensive set of fundamental problems. Specifically, we discuss such problems for Markov decision processes with reachability and safety objectives, which also smoothly extend to stochastic games. To account for the stochastic setting, we provide various ways of aggregating the amounts of disturbances that may have occurred, for instance, in expectation or in the worst case. Moreover, to reason about infinite disturbances, we use quantitative measures, like their frequency of occurrence.

cs.GT

Provably Explaining Neural Additive Models

Despite significant progress in post-hoc explanation methods for neural networks, many remain heuristic and lack provable guarantees. A key approach for obtaining explanations with provable guarantees is by identifying a cardinally-minimal subset of input features which by itself is provably sufficient to determine the prediction. However, for standard neural networks, this task is often computationally infeasible, as it demands a worst-case exponential number of verification queries in the number of input features, each of which is NP-hard. In this work, we show that for Neural Additive Models (NAMs), a recent and more interpretable neural network family, we can efficiently generate explanations with such guarantees. We present a new model-specific algorithm for NAMs that generates provably cardinally-minimal explanations using only a logarithmic number of verification queries in the number of input features, after a parallelized preprocessing step with logarithmic runtime in the required precision is applied to each small univariate NAM component. Our algorithm not only makes the task of obtaining cardinally-minimal explanations feasible, but even outperforms existing algorithms designed to find the relaxed variant of subset-minimal explanations - which may be larger and less informative but easier to compute - despite our algorithm solving a much more difficult task. Our experiments demonstrate that, compared to previous algorithms, our approach provides provably smaller explanations than existing works and substantially reduces the computation time. Moreover, we show that our generated provable explanations offer benefits that are unattainable by standard sampling-based techniques typically used to interpret NAMs.

cs.LG

Sound Value Iteration for Simple Stochastic Games

Algorithmic analysis of Markov decision processes (MDP) and stochastic games (SG) in practice relies on value-iteration (VI) algorithms. Since basic VI does not provide guarantees on the precision of the result, variants of VI have been proposed that offer such guarantees. In particular, sound value iteration (SVI) not only provides precise lower and upper bounds on the result, but also converges faster in the presence of probabilistic cycles. Unfortunately, it is neither applicable to SG, nor to MDP with end components. In this paper, we extend SVI and cover both cases. The technical challenge consists mainly in proper treatment of end components, which require different handling than in the literature. Moreover, we provide several optimizations of SVI. Finally, we evaluate our prototype implementation experimentally to demonstrate its potential on systems with probabilistic cycles.

cs.GT

Explaining Control Policies through Predicate Decision Diagrams

Safety-critical controllers of complex systems are hard to construct manually. Automated approaches such as controller synthesis or learning provide a tempting alternative but usually lack explainability. To this end, learning decision trees (DTs) have been prevalently used towards an interpretable model of the generated controllers. However, DTs do not exploit shared decision-making, a key concept exploited in binary decision diagrams (BDDs) to reduce their size and thus improve explainability. In this work, we introduce predicate decision diagrams (PDDs) that extend BDDs with predicates and thus unite the advantages of DTs and BDDs for controller representation. We establish a synthesis pipeline for efficient construction of PDDs from DTs representing controllers, exploiting reduction techniques for BDDs also for PDDs.

cs.AI

SemML: Enhancing Automata-Theoretic LTL Synthesis with Machine Learning

Synthesizing a reactive system from specifications given in linear temporal logic (LTL) is a classical problem, finding its applications in safety-critical systems design. We present our tool SemML, which won this year's LTL realizability tracks of SYNTCOMP, after years of domination by Strix. While both tools are based on the automata-theoretic approach, ours relies heavily on (i) Semantic labelling, additional information of logical nature, coming from recent LTL-to-automata translations and decorating the resulting parity game, and (ii) Machine Learning approaches turning this information into a guidance oracle for on-the-fly exploration of the parity game (whence the name SemML). Our tool fills the missing gaps of previous suggestions to use such an oracle and provides an efficeint implementation with additional algorithmic improvements. We evaluate SemML both on the entire set of SYNTCOMP as well as a synthetic data set, compare it to Strix, and analyze the advantages and limitations. As SemML solves more instances on SYNTCOMP and does so significantly faster on larger instances, this demonstrates for the first time that machine-learning-aided approaches can out-perform state-of-the-art tools in real LTL synthesis.

cs.AI

Explainable Representation of Finite-Memory Policies for POMDPs using Decision Trees

Partially Observable Markov Decision Processes (POMDPs) are a fundamental framework for decision-making under uncertainty and partial observability. Since in general optimal policies may require infinite memory, they are hard to implement and often render most problems undecidable. Consequently, finite-memory policies are mostly considered instead. However, the algorithms for computing them are typically very complex, and so are the resulting policies. Facing the need for their explainability, we provide a representation of such policies, both (i) in an interpretable formalism and (ii) typically of smaller size, together yielding higher explainability. To that end, we combine models of Mealy machines and decision trees; the latter describing simple, stationary parts of the policies and the former describing how to switch among them. We design a translation for policies of the finite-state-controller (FSC) form from standard literature and show how our method smoothly generalizes to other variants of finite-memory policies. Further, we identify specific properties of recently used "attractor-based" policies, which allow us to construct yet simpler and smaller representations. Finally, we illustrate the higher explainability in a few case studies.

cs.AI

Sound Value Iteration for Simple Stochastic Games

Algorithmic analysis of Markov decision processes (MDP) and stochastic games (SG) in practice relies on value-iteration (VI) algorithms. Since the basic version of VI does not provide guarantees on the precision of the result, variants of VI have been proposed that offer such guarantees. In particular, sound value iteration (SVI) not only provides precise lower and upper bounds on the result, but also converges faster in the presence of probabilistic cycles. Unfortunately, it is neither applicable to SG, nor to MDP with end components. In this paper, we extend SVI and cover both cases. The technical challenge consists mainly in proper treatment of end components, which require different handling than in the literature. Moreover, we provide several optimizations of SVI. Finally, we also evaluate our prototype implementation experimentally to confirm its advantages on systems with probabilistic cycles.

cs.GT

1-2-3-Go! Policy Synthesis for Parameterized Markov Decision Processes via Decision-Tree Learning and Generalization

Despite the advances in probabilistic model checking, the scalability of the verification methods remains limited. In particular, the state space often becomes extremely large when instantiating parameterized Markov decision processes (MDPs) even with moderate values. Synthesizing policies for such \emph{huge} MDPs is beyond the reach of available tools. We propose a learning-based approach to obtain a reasonable policy for such huge MDPs. The idea is to generalize optimal policies obtained by model-checking small instances to larger ones using decision-tree learning. Consequently, our method bypasses the need for explicit state-space exploration of large models, providing a practical solution to the state-space explosion problem. We demonstrate the efficacy of our approach by performing extensive experimentation on the relevant models from the quantitative verification benchmark set. The experimental results indicate that our policies perform well, even when the size of the model is orders of magnitude beyond the reach of state-of-the-art analysis tools.

cs.AI

QuADTool: Attack-Defense-Tree Synthesis, Analysis and Bridge to Verification

Ranking risks and countermeasures is one of the foremost goals of quantitative security analysis. One of the popular frameworks, used also in industrial practice, for this task are attack-defense trees. Standard quantitative analyses available for attack-defense trees can distinguish likely from unlikely vulnerabilities. We provide a tool that allows for easy synthesis and analysis of those models, also featuring probabilities, costs and time. Furthermore, it provides a variety of interfaces to existing model checkers and analysis tools. Unfortunately, currently available tools rely on precise quantitative inputs (probabilities, timing, or costs of attacks), which are rarely available. Instead, only statistical, imprecise information is typically available, leaving us with probably approximately correct (PAC) estimates of the real quantities. As a part of our tool, we extend the standard analysis techniques so they can handle the PAC input and yield rigorous bounds on the imprecision and uncertainty of the final result of the analysis.

cs.CR

Monitizer: Automating Design and Evaluation of Neural Network Monitors

The behavior of neural networks (NNs) on previously unseen types of data (out-of-distribution or OOD) is typically unpredictable. This can be dangerous if the network's output is used for decision-making in a safety-critical system. Hence, detecting that an input is OOD is crucial for the safe application of the NN. Verification approaches do not scale to practical NNs, making runtime monitoring more appealing for practical use. While various monitors have been suggested recently, their optimization for a given problem, as well as comparison with each other and reproduction of results, remain challenging. We present a tool for users and developers of NN monitors. It allows for (i) application of various types of monitors from the literature to a given input NN, (ii) optimization of the monitor's hyperparameters, and (iii) experimental evaluation and comparison to other approaches. Besides, it facilitates the development of new monitoring approaches. We demonstrate the tool's usability on several use cases of different types of users as well as on a case study comparing different approaches from recent literature.

cs.LG

Learning Explainable and Better Performing Representations of POMDP Strategies

Strategies for partially observable Markov decision processes (POMDP) typically require memory. One way to represent this memory is via automata. We present a method to learn an automaton representation of a strategy using a modification of the L*-algorithm. Compared to the tabular representation of a strategy, the resulting automaton is dramatically smaller and thus also more explainable. Moreover, in the learning process, our heuristics may even improve the strategy's performance. In contrast to approaches that synthesize an automaton directly from the POMDP thereby solving it, our approach is incomparably more scalable.

cs.AI

Guessing Winning Policies in LTL Synthesis by Semantic Learning

We provide a learning-based technique for guessing a winning strategy in a parity game originating from an LTL synthesis problem. A cheaply obtained guess can be useful in several applications. Not only can the guessed strategy be applied as best-effort in cases where the game's huge size prohibits rigorous approaches, but it can also increase the scalability of rigorous LTL synthesis in several ways. Firstly, checking whether a guessed strategy is winning is easier than constructing one. Secondly, even if the guess is wrong in some places, it can be fixed by strategy iteration faster than constructing one from scratch. Thirdly, the guess can be used in on-the-fly approaches to prioritize exploration in the most fruitful directions. In contrast to previous works, we (i)~reflect the highly structured logical information in game's states, the so-called semantic labelling, coming from the recent LTL-to-automata translations, and (ii)~learn to reflect it properly by learning from previously solved games, bringing the solving process closer to human-like reasoning.

cs.AI

Online Monitoring $\omega$-Regular Properties in Unknown Markov Chains

We study runtime monitoring of $\omega$-regular properties. We consider a simple setting in which a run of an unknown finite-state Markov chain $\mathcal M$ is monitored against a fixed but arbitrary $\omega$-regular specification $\varphi$. The purpose of monitoring is to keep aborting runs that are "unlikely" to satisfy the specification until $\mathcal M$ executes a correct run. We design controllers for the reset action that (assuming that $\varphi$ has positive probability) satisfy the following property w.p.1: the number of resets is finite, and the run executed by $\mathcal M$ after the last reset satisfies $\varphi$.

cs.FL

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

Automata Tutor v3

Computer science class enrollments have rapidly risen in the past decade. With current class sizes, standard approaches to grading and providing personalized feedback are no longer possible and new techniques become both feasible and necessary. In this paper, we present the third version of Automata Tutor, a tool for helping teachers and students in large courses on automata and formal languages. The second version of Automata Tutor supported automatic grading and feedback for finite-automata constructions and has already been used by thousands of users in dozens of countries. This new version of Automata Tutor supports automated grading and feedback generation for a greatly extended variety of new problems, including problems that ask students to create regular expressions, context-free grammars, pushdown automata and Turing machines corresponding to a given description, and problems about converting between equivalent models - e.g., from regular expressions to nondeterministic finite automata. Moreover, for several problems, this new version also enables teachers and students to automatically generate new problem instances. We also present the results of a survey run on a class of 950 students, which shows very positive results about the usability and usefulness of the tool.

cs.FL

Approximating Values of Generalized-Reachability Stochastic Games

Simple stochastic games are turn-based 2.5-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a conjunction of such conditions as objective. Despite a plethora of recent results on the analysis of systems with multiple objectives, the decidability of this basic problem remains open. In this paper, we present an algorithm approximating the Pareto frontier of the achievable values to a given precision. Moreover, it is an anytime algorithm, meaning it can be stopped at any time returning the current approximation and its error bound.

cs.GT

One Theorem to Rule Them All: A Unified Translation of LTL into {\omega}-Automata

We present a unified translation of LTL formulas into deterministic Rabin automata, limit-deterministic B\"uchi automata, and nondeterministic B\"uchi automata. The translations yield automata of asymptotically optimal size (double or single exponential, respectively). All three translations are derived from one single Master Theorem of purely logical nature. The Master Theorem decomposes the language of a formula into a positive boolean combination of languages that can be translated into {\omega}-automata by elementary means. In particular, Safra's, ranking, and breakpoint constructions used in other translations are not needed.

cs.LO