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Karoliina Lehtinen

Publications and source records attributed to Karoliina Lehtinen.

29 records · Page 2Linked to original sources

Register Games

The complexity of parity games is a long standing open problem that saw a major breakthrough in 2017 when two quasi-polynomial algorithms were published. This article presents a third, independent approach to solving parity games in quasi-polynomial time, based on the notion of register game, a parameterised variant of a parity game. The analysis of register games leads to a quasi-polynomial algorithm for parity games, a polynomial algorithm for restricted classes of parity games and a novel measure of complexity, the register index, which aims to capture the combined complexity of the priority assignement and the underlying game graph. We further present a translation of alternating parity word automata into alternating weak automata with only a quasi-polynomial increase in size, based on register games; this improves on the previous exponential translation. We also use register games to investigate the parity index hierarchy: while for words the index hierarchy of alternating parity automata collapses to the weak level, and for trees it is strict, for structures between trees and words, it collapses logarithmically, in the sense that any parity tree automaton of size n is equivalent, on these particular classes of structures, to an automaton with a number of priorities logarithmic in n.

cs.FL↗

On Succinctness and Recognisability of Alternating Good-for-Games Automata

We study alternating good-for-games (GFG) automata, i.e., alternating automata where both conjunctive and disjunctive choices can be resolved in an online manner, without knowledge of the suffix of the input word still to be read. We show that they can be exponentially more succinct than both their nondeterministic and universal counterparts. Furthermore, we lift many results from nondeterministic parity GFG automata to alternating ones: a single exponential determinisation procedure, an Exptime upper bound to the GFGness problem, a PTime algorithm for the GFGness problem of weak automata, and a reduction from a positive solution to the $G_2$ conjecture to a PTime algorithm for the GFGness problem of parity automata with a fixed index. The $G_2$ conjecture states that a nondeterministic parity automaton A is GFG if and only if a token game, known as the $G_2$ game, played on A is won by the first player. So far, it had only been proved for Büchi automata; we provide further evidence for it by proving it for coBüchi automata. We also study the complexity of deciding "half-GFGness", a property specific to alternating automata that only requires nondeterministic choices to be resolved in an online manner. We show that this problem is strictly more difficult than GFGness check, already for alternating automata on finite words.

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Alternating Weak Automata from Universal Trees

An improved translation from alternating parity automata on infinite words to alternating weak automata is given. The blow-up of the number of states is related to the size of the smallest universal ordered trees and hence it is quasi-polynomial, and only polynomial if the asymptotic number of priorities is logarithmic in the number of states. This is an exponential improvement on the translation of Kupferman and Vardi (2001) and a quasi-polynomial improvement on the translation of Boker and Lehtinen (2018). Any slightly better such translation would (if---like all presently known such translations---it is efficiently constructive) lead to algorithms for solving parity games that are asymptotically faster in the worst case than the current state of the art (Calude, Jain, Khoussainov, Li, and Stephan, 2017; Jurdziński and Lazić, 2017; and Fearnley, Jain, Schewe, Stephan, and Wojtczak, 2017), and hence it would yield a significant breakthrough.

cs.FL↗

Good for Games Automata: From Nondeterminism to Alternation

A word automaton recognizing a language $L$ is good for games (GFG) if its composition with any game with winning condition $L$ preserves the game's winner. While all deterministic automata are GFG, some nondeterministic automata are not. There are various other properties that are used in the literature for defining that a nondeterministic automaton is GFG, including "history-deterministic", "compliant with some letter game", "good for trees", and "good for composition with other automata". The equivalence of these properties has not been formally shown. We generalize all of these definitions to alternating automata and show their equivalence. We further show that alternating GFG automata are as expressive as deterministic automata with the same acceptance conditions and indices. We then show that alternating GFG automata over finite words, and weak automata over infinite words, are not more succinct than deterministic automata, and that determinizing Büchi and co-Büchi alternating GFG automata involves a $2^{Θ(n)}$ state blow-up. We leave open the question of whether alternating GFG automata of stronger acceptance conditions allow for doubly-exponential succinctness compared to deterministic automata.

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Improving the complexity of Parys' recursive algorithm

Parys has recently proposed a quasi-polynomial version of Zielonka's recursive algorithm for solving parity games. In this brief note we suggest a variation of his algorithm that improves the complexity to meet the state-of-the-art complexity of broadly $2^{O((\log n)(\log c))}$, while providing polynomial bounds when the number of colours is logarithmic.

cs.GT↗

An Operational Guide to Monitorability

Monitorability delineates what properties can be verified at runtime. Although many monitorability definitions exist, few are defined explicitly in terms of the guarantees provided by monitors, i.e., the computational entities carrying out the verification. We view monitorability as a spectrum: the fewer monitor guarantees that are required, the more properties become monitorable. We present a monitorability hierarchy and provide operational and syntactic characterisations for its levels. Existing monitorability definitions are mapped into our hierarchy, providing a unified framework that makes the operational assumptions and guarantees of each definition explicit. This provides a rigorous foundation that can inform design choices and correctness claims for runtime verification tools.

cs.LO↗

The Cost of Monitoring Alone

We compare the succinctness of two monitoring systems for properties of infinite traces, namely parallel and regular monitors. Although a parallel monitor can be turned into an equivalent regular monitor, the cost of this transformation is a double-exponential blowup in the syntactic size of the monitors, and a triple-exponential blowup when the goal is a deterministic monitor. We show that these bounds are tight and that they also hold for translations between corresponding fragments of Hennessy-Milner logic with recursion over infinite traces.

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Adventures in Monitorability: From Branching to Linear Time and Back Again

This paper establishes a comprehensive theory of runtime monitorability for Hennessy-Milner logic with recursion, a very expressive variant of the modal $μ$-calculus. It investigates the monitorability of that logic with a linear-time semantics and then compares the obtained results with ones that were previously presented in the literature for a branching-time setting. Our work establishes an expressiveness hierarchy of monitorable fragments of Hennessy-Milner logic with recursion in a linear-time setting and exactly identifies what kinds of guarantees can be given using runtime monitors for each fragment in the hierarchy. Each fragment is shown to be complete, in the sense that it can express all properties that can be monitored under the corresponding guarantees. The study is carried out using a principled approach to monitoring that connects the semantics of the logic and the operational semantics of monitors. The proposed framework supports the automatic, compositional synthesis of correct monitors from monitorable properties.

cs.LO↗

The Descriptive Complexity of Modal $μ$ Model-checking Games

This paper revisits the well-established relationship between the modal mu calculus and parity games to show that it is even more robust than previously known. It addresses the question of whether the descriptive complexity of modal mu model-checking games, previously known to depend on the syntactic complexity of a formula, depends in fact on its semantic complexity. It shows that up to formulas of semantic co-Büchi complexity, the descriptive complexity of their model-checking games coincides exactly with their semantic complexity. Beyond co-Büchi, the descriptive complexity of the model-checking parity games of a formula is shown to be an upper bound on its semantic complexity; whether it is also a lower bound remains an open question.

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Disjunctive form and the modal $μ$ alternation hierarchy

This paper studies the relationship between disjunctive form, a syntactic normal form for the modal mu calculus, and the alternation hierarchy. First it shows that all disjunctive formulas which have equivalent tableau have the same syntactic alternation depth. However, tableau equivalence only preserves alternation depth for the disjunctive fragment: there are disjunctive formulas with arbitrarily high alternation depth that are tableau equivalent to alternation-free non-disjunctive formulas. Conversely, there are non-disjunctive formulas of arbitrarily high alternation depth that are tableau equivalent to disjunctive formulas without alternations. This answers negatively the so far open question of whether disjunctive form preserves alternation depth. The classes of formulas studied here illustrate a previously undocumented type of avoidable syntactic complexity which may contribute to our understanding of why deciding the alternation hierarchy is still an open problem.

cs.LO↗