Searcharxiv⌕ Search

arXiv subjects

K. S. Thejaswini

Publications and source records attributed to K. S. Thejaswini.

18 recordsLinked to original sources

History-Deterministic Büchi Automata are Succinct

We describe a history-deterministic Büchi automaton that has strictly less states than every language-equivalent deterministic Büchi automaton. This solves a problem that had been open since the introduction of history-determinism and actively investigated for over a decade. Our example automaton has 65 states, and proving its succinctness requires the combination of theoretical insights together with the use of solvers for NP-complete problems.

cs.FL↗

Algorithms for Equilibria in Concurrent Stopping Games

Concurrent games are a standard model for multi-agent systems, with Nash equilibrium as their central solution concept. The associated \emph{constrained existence problem}---does a game admit a Nash equilibrium whose expected payoff lies within a prescribed interval for every player?---is undecidable, and remains so even for 10-player \emph{stopping} games, in which a terminal state is reached almost surely under every strategy profile. We give two routes to tractability. We first relax exactness and consider the problem of approximate constrained existence problem, parametrised by $\varepsilon$-NE, which decides whether an \(\varepsilon\)-Nash equilibrium with the prescribed payoffs exists. The algorithm runs in exponential time, and only polynomially in the bit-size of \(\varepsilon\). We complement it with a \PSPACE-hardness lower bound that holds already for turn-based games, and for pure equilibria as well. We then relax the solution concept, turning to \emph{extreme risk-sensitive equilibria} (XRSE), recently introduced for turn-based stochastic games. Here the players are partitioned into optimists and pessimists, who evaluate a strategy profile by the best, respectively the worst, payoff attainable with positive probability, instead of the expected payoff. We prove that the constrained existence problem for XRSE is \NP-complete on concurrent games, as for turn-based games.

cs.GT↗

Dicey Games: Shared Sources of Randomness in Distributed Systems

Consider a 4-player version of Matching Pennies where a team of three players competes against the Devil. Each player simultaneously says "Heads" or "Tails". The team wins if all four choices match; otherwise the Devil wins. If all team players randomise independently, they win with probability 1/8; if all players share a common source of randomness, they win with probability 1/2. What happens when each pair of team players shares a source of randomness? Can the team do better than win with probability 1/4? The surprising (and nontrivial) answer is yes! We introduce Dicey Games, a formal framework motivated by the study of distributed systems with shared sources of randomness (of which the above example is a specific instance). We characterise the existence, representation and computational complexity of optimal strategies in Dicey Games, and we study the problem of allocating limited sources of randomness optimally within a team.

cs.GT↗

Randomise Alone, Reach as a Team

We study concurrent graph games where n players cooperate against an opponent to reach a set of target states. Unlike traditional settings, we study distributed randomisation: team players do not share a source of randomness, and their private random sources are hidden from the opponent and from each other. We show that memoryless strategies are sufficient for the threshold problem (deciding whether there is a strategy for the team that ensures winning with probability that exceeds a threshold), a result that not only places the problem in the Existential Theory of the Reals (\exists\mathbb{R}) but also enables the construction of value iteration algorithms. We additionally show that the threshold problem is NP-hard. For the almost-sure reachability problem, we prove NP-completeness. We introduce Individually Randomised Alternating-time Temporal Logic (IRATL). This logic extends the standard ATL framework to reason about probability thresholds, with semantics explicitly designed for coalitions that lack a shared source of randomness. On the practical side, we implement and evaluate a solver for the threshold and almost-sure problem based on the algorithms that we develop.

cs.GT↗

Decoupled Planning for Multiple Omega-Regular Objectives

We study the problem of generating paths on a graph that satisfy a collection of ω-regular objectives. We propose a decoupled framework in which each objective is assigned to an independent agent that selects a local policy, while a scheduler -- oblivious to the graph and objective -- dynamically composes these policies into a single path. We ask when such a composition satisfies all objectives, assuming their conjunction is realizable. The framework enables modular policy design but raises fundamental compositional challenges. We show that even extremely fair deterministic schedulers do not ensure correctness, and that stochastic schedulers, while necessary, are insufficient without coordination. For safety objectives, we demonstrate that fully decentralized implementations are impossible, and we introduce a protocol for synchronizing on maximal safe actions. For non-safety objectives, we introduce conventions -- simple, a priori restrictions agreed upon before the graph or objectives are revealed -- that guarantee satisfaction of all objectives when followed by all agents. We characterize minimally restrictive conventions for major subclasses of ω-regular objectives. In particular, Büchi objectives admit universal composition of finite-memory policies without scheduler communication; co-Büchi objectives require only knowledge of whether the agent was scheduled; and parity objectives additionally require knowledge of which agent was scheduled.

cs.FL↗

Sharing The Secret: Distributed Privacy-Preserving Monitoring

In traditional runtime verification, a system is typically observed by a monolithic monitor. Enforcing privacy in such settings is computationally expensive, as it necessitates heavy cryptographic primitives. Therefore, privacy-preserving monitoring remains impractical for real-time applications. In this work, we address this scalability challenge by distributing the monitor across multiple parties -- at least one of which is honest. This architecture enables the use of efficient secret-sharing schemes instead of computationally intensive cryptography, dramatically reducing over-head while maintaining strong privacy guarantees. While existing secret-sharing approaches are typically limited to one-shot executions which do not maintain an internal state, we introduce a protocol tailored for continuous monitoring that supports repeated evaluations over an evolving internal state (kept secret from the system and the monitoring entities). We implement our approach using the MP-SPDZ framework. Our experiments demonstrate that, under these architectural assumptions, our protocol is significantly more scalable than existing alternatives.

cs.CR↗

ε-Stationary Nash Equilibria in Multi-player Stochastic Graph Games

A strategy profile in a multi-player game is a Nash equilibrium if no player can unilaterally deviate to achieve a strictly better payoff. A profile is an $ε$-Nash equilibrium if no player can gain more than $ε$ by unilaterally deviating from their strategy. In this work, we use $ε$-Nash equilibria to approximate the computation of Nash equilibria. Specifically, we focus on turn-based, multiplayer stochastic games played on graphs, where players are restricted to stationary strategies -- strategies that use randomness but not memory. The problem of deciding the constrained existence of stationary Nash equilibria -- where each player's payoff must lie within a given interval -- is known to be $\exists\mathbb{R}$-complete in such a setting (Hansen and Sølvsten, 2020). We extend this line of work to stationary $ε$-Nash equilibria and present an algorithm that solves the following promise problem: given a game with a Nash equilibrium satisfying the constraints, compute an $ε$-Nash equilibrium that $ε$-satisfies those same constraints -- satisfies the constraints up to an $ε$ additive error. Our algorithm runs in FNP^NP time. To achieve this, we first show that if a constrained Nash equilibrium exists, then one exists where the non-zero probabilities are at least an inverse of a double-exponential in the input. We further prove that such a strategy can be encoded using floating-point representations, as in the work of Frederiksen and Miltersen (2013), which finally gives us our FNP^NP algorithm. We further show that the decision version of the promise problem is NP-hard. Finally, we show a partial tightness result by proving a lower bound for such techniques: if a constrained Nash equilibrium exists, then there must be one that where the probabilities in the strategies are double-exponentially small.

cs.GT↗

Privacy-Preserving Runtime Verification

Runtime verification offers scalable solutions to improve the safety and reliability of systems. However, systems that require verification or monitoring by a third party to ensure compliance with a specification might contain sensitive information, causing privacy concerns when usual runtime verification approaches are used. Privacy is compromised if protected information about the system, or sensitive data that is processed by the system, is revealed. In addition, revealing the specification being monitored may undermine the essence of third-party verification. In this work, we propose two novel protocols for the privacy-preserving runtime verification of systems against formal sequential specifications. In our first protocol, the monitor verifies whether the system satisfies the specification without learning anything else, though both parties are aware of the specification. Our second protocol ensures that the system remains oblivious to the monitored specification, while the monitor learns only whether the system satisfies the specification and nothing more. Our protocols adapt and improve existing techniques used in cryptography, and more specifically, multi-party computation. The sequential specification defines the observation step of the monitor, whose granularity depends on the situation (e.g., banks may be monitored on a daily basis). Our protocols exchange a single message per observation step, after an initialisation phase. This design minimises communication overhead, enabling relatively lightweight privacy-preserving monitoring. We implement our approach for monitoring specifications described by register automata and evaluate it experimentally.

cs.CR↗

Resolving Nondeterminism with Randomness

In automata theory, while determinisation provides a standard route to solving many common problems in automata theory, some weak forms of nondeterminism can be dealt with in some problems without costly determinisation. For example, the handling of specifications given by nondeterministic automata over infinite words for the problems of reactive synthesis or runtime verification requires resolving nondeterministic choices without knowing the future of the input word. We define and study classes of $ω$-regular automata for which the nondeterminism can be resolved by a policy that uses a combination of memory and randomness on any input word, based solely on the prefix read so far. We examine two settings for providing the input word to an automaton. In the first setting, called adversarial resolvability, the input word is constructed letter-by-letter by an adversary, dependent on the resolver's previous decisions. In the second setting, called stochastic resolvability, the adversary pre-commits to an infinite word and reveals it letter-by-letter. In each setting, we require the existence of an almost-sure resolver, i.e., a policy that ensures that as long as the adversary provides a word in the language of the underlying nondeterministic automaton, the run constructed by the policy is accepting with probability 1. The class of automata that are adversarially resolvable is the well-studied class of history-deterministic automata. The case of stochastically resolvable automata, on the other hand, defines a novel class. Restricting the class of resolvers in both settings to stochastic policies without memory introduces two additional new classes of automata. We show that the new automaton classes offer interesting trade-offs between succinctness, expressivity, and computational complexity, providing a fine gradation between deterministic automata and nondeterministic automata.

cs.FL↗

Finding equilibria: simpler for pessimists, simplest for optimists

We consider simple stochastic games with terminal-node rewards and multiple players, who have differing perceptions of risk. Specifically, we study risk-sensitive equilibria (RSEs), where no player can improve their perceived reward -- based on their risk parameter -- by deviating from their strategy. We start with the entropic risk (ER) measure, which is widely studied in finance. ER characterises the players on a quantitative spectrum, with positive risk parameters representing optimists and negative parameters representing pessimists. Building on known results for Nash equilibira, we show that RSEs exist under ER for all games with non-negative terminal rewards. However, using similar techniques, we also show that the corresponding constrained existence problem -- to determine whether an RSE exists under ER with the payoffs in given intervals -- is undecidable. To address this, we introduce a new, qualitative risk measure -- called extreme risk (XR) -- which coincides with the limit cases of positively infinite and negatively infinite ER parameters. Under XR, every player is an extremist: an extreme optimist perceives their reward as the maximum payoff that can be achieved with positive probability, while an extreme pessimist expects the minimum payoff achievable with positive probability. Our first main result proves the existence of RSEs also under XR for non-negative terminal rewards. Our second main result shows that under XR the constrained existence problem is not only decidable, but NP-complete. Moreover, when all players are extreme optimists, the problem becomes PTIME-complete. Our algorithmic results apply to all rewards, positive or negative, establishing the first decidable fragment for equilibria in simple stochastic games with terminal objectives without restrictions on strategy types or number of players.

cs.GT↗

Rabin Games and Colourful Universal Trees

We provide an algorithm to solve Rabin and Streett games over graphs with $n$ vertices, $m$ edges, and $k$ colours that runs in $\tilde{O}\left(mn(k!)^{1+o(1)} \right)$ time and $O(nk\log k \log n)$ space, where $\tilde{O}$ hides poly-logarithmic factors. Our algorithm is an improvement by a super quadratic dependence on $k!$ from the currently best known run time of $O\left(mn^2(k!)^{2+o(1)}\right)$, obtained by converting a Rabin game into a parity game, while simultaneously improving its exponential space requirement. Our main technical ingredient is a characterisation of progress measures for Rabin games using \emph{colourful trees} and a combinatorial construction of succinctly-represented, universal colourful trees. Colourful universal trees are generalisations of universal trees used by Jurdziński and Lazić (2017) to solve parity games, as well as of Rabin progress measures of Klarlund and Kozen (1991). Our algorithm for Rabin games is a progress measure lifting algorithm where the lifting is performed on succinct, colourful, universal trees.

cs.LO↗

Simple and tight complexity lower bounds for solving Rabin games

We give a simple proof that assuming the Exponential Time Hypothesis (ETH), determining the winner of a Rabin game cannot be done in time $2^{o(k \log k)} \cdot n^{O(1)}$, where $k$ is the number of pairs of vertex subsets involved in the winning condition and $n$ is the vertex count of the game graph. While this result follows from the lower bounds provided by Calude et al [SIAM J. Comp. 2022], our reduction is simpler and arguably provides more insight into the complexity of the problem. In fact, the analogous lower bounds discussed by Calude et al, for solving Muller games and multidimensional parity games, follow as simple corollaries of our approach. Our reduction also highlights the usefulness of a certain pivot problem -- Permutation SAT -- which may be of independent interest.

cs.FL↗

Solving Two-Player Games under Progress Assumptions

This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph G, a temporal specification $Φ$ and a temporal assumption $ψ$, where both are given as linear temporal logic (LTL) formulas over the vertex set of G. We call the tuple $(G,Φ,ψ)$ an 'augmented game' and interpret it in the classical way, i.e., winning the augmented game $(G,Φ,ψ)$ is equivalent to winning the (standard) game $(G,ψ\implies Φ)$. Given a reachability or parity game $(G,Φ)$ and some progress assumption $ψ$, this paper establishes whether solving the augmented game $(G,Φ,ψ)$ lies in the same complexity class as solving $(G,Φ)$. While the answer to this question is negative for arbitrary combinations of $Φ$ and $ψ$, a positive answer results in more efficient algorithms, in particular for large game graphs. We therefore restrict our attention to particular classes of CPS-motivated progress assumptions and establish the worst-case time complexity of the resulting augmented games. Thereby, we pave the way towards a better understanding of assumption classes that can enable the development of efficient solution algorithms in augmented two-player games.

cs.GT↗

On History-Deterministic One-Counter Nets

We consider the model of history-deterministic one-counter nets (OCNs). History-determinism is a property of transition systems that allows for a limited kind of non-determinism which can be resolved 'on-the-fly'. Token games, which have been used to characterise history-determinism over various models, also characterise history-determinism over OCNs. By reducing 1-token games to simulation games, we are able to show that checking for history-determinism of OCNs is decidable. Moreover, we prove that this problem is PSPACE-complete for a unary encoding of transitions, and EXPSPACE-complete for a binary encoding. We then study the language properties of history-deterministic OCNs. We show that the resolvers of non-determinism for history-deterministic OCNs are eventually periodic. As a consequence, for a given history-deterministic OCN, we construct a language equivalent deterministic one-counter automaton. We also show the decidability of comparing languages of history-deterministic OCNs, such as language inclusion and language universality.

cs.FL↗

Universal Algorithms for Parity Games and Nested Fixpoints

An attractor decomposition meta-algorithm for solving parity games is given that generalises the classic McNaughton-Zielonka algorithm and its recent quasi-polynomial variants due to Parys (2019), and to Lehtinen, Schewe, and Wojtczak (2019). The central concepts studied and exploited are attractor decompositions of dominia in parity games and the ordered trees that describe the inductive structure of attractor decompositions. The universal algorithm yields McNaughton-Zielonka, Parys, and Lehtinen-Schewe-Wojtczak algorithms as special cases when suitable universal trees are given to it as inputs. The main technical results provide a unified proof of correctness and structural insights into those algorithms. Suitably adapting the universal algorithm for parity games to fixpoint games gives a quasi-polynomial time algorithm to compute nested fixpoints over finite complete lattices. The universal algorithms for parity games and nested fixpoints can be implemented symbolically. It is shown how this can be done with $O(\lg d)$ symbolic space complexity, improving the $O(d \lg n)$ symbolic space complexity achieved by Chatterjee, Dvořák, Henzinger, and Svozil (2018) for parity games, where $n$ is the number of vertices and $d$ is the number of distinct priorities in a parity game.

cs.DS↗

Adaptive Synchronisation of Pushdown Automata

We introduce the notion of adaptive synchronisation for pushdown automata, in which there is an external observer who has no knowledge about the current state of the pushdown automaton, but can observe the contents of the stack. The observer would then like to decide if it is possible to bring the automaton from any state into some predetermined state by giving inputs to it in an \emph{adaptive} manner, i.e., the next input letter to be given can depend on how the contents of the stack changed after the current input letter. We show that for non-deterministic pushdown automata, this problem is 2-EXPTIME-complete and for deterministic pushdown automata, we show EXPTIME-completeness. To prove the lower bounds, we first introduce (different variants of) subset-synchronisation and show that these problems are polynomial-time equivalent with the adaptive synchronisation problem. We then prove hardness results for the subset-synchronisation problems. For proving the upper bounds, we consider the problem of deciding if a given alternating pushdown system has an accepting run with at most $k$ leaves and we provide an $n^{O(k^2)}$ time algorithm for this problem.

cs.FL↗

A symmetric attractor-decomposition lifting algorithm for parity games

Progress-measure lifting algorithms for solving parity games have the best worst-case asymptotic runtime, but are limited by their asymmetric nature, and known from the work of Czerwiński et al. (2018) to be subject to a matching quasi-polynomial lower bound inherited from the combinatorics of universal trees. Parys (2019) has developed an ingenious quasi-polynomial McNaughton- Zielonka-style algorithm, and Lehtinen et al. (2019) have improved its worst-case runtime. Jurdziński and Morvan (2020) have recently brought forward a generic attractor-based algorithm, formalizing a second class of quasi-polynomial solutions to solving parity games, which have runtime quadratic in the size of universal trees. First, we adapt the framework of iterative lifting algorithms to computing attractor-based strategies. Second, we design a symmetric lifting algorithm in this setting, in which two lifting iterations, one for each player, accelerate each other in a recursive fashion. The symmetric algorithm performs at least as well as progress-measure liftings in the worst-case, whilst bypassing their inherent asymmetric limitation. Thirdly, we argue that the behaviour of the generic attractor-based algorithm of Jurdzinski and Morvan (2020) can be reproduced by a specific deceleration of our symmetric lifting algorithm, in which some of the information collected by the algorithm is repeatedly discarded. This yields a novel interpretation of McNaughton-Zielonka-style algorithms as progress-measure lifting iterations (with deliberate set-backs), further strengthening the ties between all known quasi-polynomial algorithms to date.

cs.LO↗

The Strahler number of a parity game

The Strahler number of a rooted tree is the largest height of a perfect binary tree that is its minor. The Strahler number of a parity game is proposed to be defined as the smallest Strahler number of the tree of any of its attractor decompositions. It is proved that parity games can be solved in quasi-linear space and in time that is polynomial in the number of vertices~$n$ and linear in $({d}/{2k})^k$, where $d$ is the number of priorities and $k$ is the Strahler number. This complexity is quasi-polynomial because the Strahler number is at most logarithmic in the number of vertices. The proof is based on a new construction of small Strahler-universal trees. It is shown that the Strahler number of a parity game is a robust parameter: it coincides with its alternative version based on trees of progress measures and with the register number defined by Lehtinen~(2018). It follows that parity games can be solved in quasi-linear space and in time that is polynomial in the number of vertices and linear in $({d}/{2k})^k$, where $k$ is the register number. This significantly improves the running times and space achieved for parity games of bounded register number by Lehtinen (2018) and by Parys (2020). The running time of the algorithm based on small Strahler-universal trees yields a novel trade-off $k \cdot \lg(d/k) = O(\log n)$ between the two natural parameters that measure the structural complexity of a parity game, which allows solving parity games in polynomial time. This includes as special cases the asymptotic settings of those parameters covered by the results of Calude, Jain Khoussainov, Li, and Stephan (2017), of Jurdziński and Lazić (2017), and of Lehtinen (2018), and it significantly extends the range of such settings, for example to $d = 2^{O\left(\sqrt{\lg n}\right)}$ and $k = O\!\left(\sqrt{\lg n}\right)$.

cs.DS↗