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Nir Piterman

Publications and source records attributed to Nir Piterman.

34 records · Page 2Linked to original sources

R-CHECK: A Model Checker for Verifying Reconfigurable MAS

Reconfigurable multi-agent systems consist of a set of autonomous agents, with integrated interaction capabilities that feature opportunistic interaction. Agents seemingly reconfigure their interactions interfaces by forming collectives, and interact based on mutual interests. Finding ways to design and analyse the behaviour of these systems is a vigorously pursued research goal. We propose a model checker, named R-CHECK, to allow reasoning about these systems both from an individual- and a system- level. R-CHECK also permits reasoning about interaction protocols and joint missions. R-CHECK supports a high-level input language with symbolic semantics, and provides a modelling convenience for interaction features such as reconfiguration, coalition formation, self-organisation, etc.

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Synthesis of Run-To-Completion Controllers for Discrete Event Systems

A controller for a Discrete Event System must achieve its goals despite that its environment being capable of resolving race conditions between controlled and uncontrolled events.Assuming that the controller loses all races is sometimes unrealistic. In many cases, a realistic assumption is that the controller sometimes wins races and is fast enough to perform multiple actions without being interrupted. However, in order to model this scenario using control of DES requires introducing foreign assumptions about scheduling, that are hard to figure out correctly. We propose a more balanced control problem, named run-to-completion (RTC), to alleviate this issue. RTC naturally supports an execution assumption in which both the controller and the environment are guaranteed to initiate and perform sequences of actions, without flooding or delaying each other indefinitely. We consider control of DES in the context where specifications are given in the form of linear temporal logic. We formalize the RTC control problem and show how it can be reduced to a standard control problem.

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Interleaving & Reconfigurable Interaction: Separating Choice from Scheduling using Glue

Reconfigurable interaction induces another dimension of nondeterminism in concurrent systems which makes it hard to reason about the different choices of the system from a global perspective. Namely, (1) choices that correspond to concurrent execution of independent events; and (2) forced interleaving (or scheduling) due to reconfiguration. Unlike linear order semantics of computations, partial order semantics recovers information about the interdependence among the different events for fixed interaction, but still is unable to handle reconfiguration. We introduce glued partial orders as a way to capture reconfiguration. Much like partial orders capture all possible choices for fixed systems, glued partial orders capture all possible choices alongside reconfiguration. We show that a glued partial order is sufficient to correctly capture all partial order computations that differ in forced interleaving due to reconfiguration. Furthermore, we show that computations belonging to different glued partial orders are only different due to non-determinism.

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Incorporating Monitors in Reactive Synthesis without Paying the Price

Temporal synthesis attempts to construct reactive programs that satisfy a given declarative (LTL) formula. Practitioners have found it challenging to work exclusively with declarative specifications, and have found languages that combine modelling with declarative specifications more useful. Synthesised controllers may also need to work with pre-existing or manually constructed programs. In this paper we explore an approach that combines synthesis of declarative specifications in the presence of an existing behaviour model as a monitor, with the benefit of not having to reason about the state space of the monitor. We suggest a formal language with automata monitors as non-repeating and repeating triggers for LTL formulas. We use symbolic automata with memory as triggers, resulting in a strictly more expressive and succinct language than existing regular expression triggers. We give a compositional synthesis procedure for this language, where reasoning about the monitor state space is minimal. To show the advantages of our approach we apply it to specifications requiring counting and constraints over arbitrarily long sequence of events, where we can also see the power of parametrisation, easily handled in our approach. We provide a tool to construct controllers (in the form of symbolic automata) for our language.

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Modelling and Verification of Reconfigurable Multi-Agent Systems

We propose a formalism to model and reason about reconfigurable multi-agent systems. In our formalism, agents interact and communicate in different modes so that they can pursue joint tasks; agents may dynamically synchronize, exchange data, adapt their behaviour, and reconfigure their communication interfaces. Inspired by existing multi-robot systems, we represent a system as a set of agents (each with local state), executing independently and only influence each other by means of message exchange. Agents are able to sense their local states and partially their surroundings. We extend LTL to be able to reason explicitly about the intentions of agents in the interaction and their communication protocols. We also study the complexity of satisfiability and model-checking of this extension.

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Reconfigurable Interaction for MAS Modelling

We propose a formalism to model and reason about multi-agent systems. We allow agents to interact and communicate in different modes so that they can pursue joint tasks; agents may dynamically synchronize, exchange data, adapt their behaviour, and reconfigure their communication interfaces. The formalism defines a local behaviour based on shared variables and a global one based on message passing. We extend LTL to be able to reason explicitly about the intentions of the different agents and their interaction protocols. We also study the complexity of satisfiability and model-checking of this extension.

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Environmentally-friendly GR(1) Synthesis

Many problems in reactive synthesis are stated using two formulas ---an environment assumption and a system guarantee--- and ask for an implementation that satisfies the guarantee in environments that satisfy their assumption. Reactive synthesis tools often produce strategies that formally satisfy such specifications by actively preventing an environment assumption from holding. While formally correct, such strategies do not capture the intention of the designer. We introduce an additional requirement in reactive synthesis, non-conflictingness, which asks that a system strategy should always allow the environment to fulfill its liveness requirements. We give an algorithm for solving GR(1) synthesis that produces non-conflicting strategies. Our algorithm is given by a 4-nested fixed point in the $μ$-calculus, in contrast to the usual 3-nested fixed point for GR(1). Our algorithm ensures that, in every environment that satisfies its assumptions on its own, traces of the resulting implementation satisfy both the assumptions and the guarantees. In addition, the asymptotic complexity of our algorithm is the same as that of the usual GR(1) solution. We have implemented our algorithm and show how its performance compares to the usual GR(1) synthesis algorithm.

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Combinations of Qualitative Winning for Stochastic Parity Games

We study Markov decision processes and turn-based stochastic games with parity conditions. There are three qualitative winning criteria, namely, sure winning, which requires all paths must satisfy the condition, almost-sure winning, which requires the condition is satisfied with probability~1, and limit-sure winning, which requires the condition is satisfied with probability arbitrarily close to~1. We study the combination of these criteria for parity conditions, e.g., there are two parity conditions one of which must be won surely, and the other almost-surely. The problem has been studied recently by Berthon et.~al for MDPs with combination of sure and almost-sure winning, under infinite-memory strategies, and the problem has been established to be in NP $\cap$ coNP. Even in MDPs there is a difference between finite-memory and infinite-memory strategies. Our main results for combination of sure and almost-sure winning are as follows: (a)~we show that for MDPs with finite-memory strategies the problem lie in NP $\cap$ coNP; (b)~we show that for turn-based stochastic games the problem is coNP-complete, both for finite-memory and infinite-memory strategies; and (c)~we present algorithmic results for the finite-memory case, both for MDPs and turn-based stochastic games, by reduction to non-stochastic parity games. In addition we show that all the above results also carry over to combination of sure and limit-sure winning, and results for all other combinations can be derived from existing results in the literature. Thus we present a complete picture for the study of combinations of qualitative winning criteria for parity conditions in MDPs and turn-based stochastic games.

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Coverability: Realizability Lower Bounds

We introduce the problem of temporal coverability for realizability and synthesis. Namely, given a language of words that must be covered by a produced system, how to automatically produce such a system. We consider the case of coverability with no further specifications, where we have to show that the nondeterminism of the produced system is sufficient to produce all the words required in the output language. We show a counting argument on a deterministic automaton representing the language to be covered that allows to produce such a system. We then turn to the case of coverability with additional specification and give a precondition for the existence of a system that produces all required words and at the same time produces only computations satisfying the additional correctness criterion. We combine our counting argument on the deterministic automaton for the language to be covered with a ranking on the deterministic Büchi automaton for the correctness criterion. One of the major issues with practical realizability is the interaction between environment assumptions and system guarantees. In many cases, synthesis produces systems that are vacuous and concentrate on forcing the environment to falsify its assumptions instead of fulfilling their guarantees. Coverability offers an alternative approach to tackle this problem.

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Synthesising Executable Gene Regulatory Networks from Single-cell Gene Expression Data

Recent experimental advances in biology allow researchers to obtain gene expression profiles at single-cell resolution over hundreds, or even thousands of cells at once. These single-cell measurements provide snapshots of the states of the cells that make up a tissue, instead of the population-level averages provided by conventional high-throughput experiments. This new data therefore provides an exciting opportunity for computational modelling. In this paper we introduce the idea of viewing single-cell gene expression profiles as states of an asynchronous Boolean network, and frame model inference as the problem of reconstructing a Boolean network from its state space. We then give a scalable algorithm to solve this synthesis problem. We apply our technique to both simulated and real data. We first apply our technique to data simulated from a well established model of common myeloid progenitor differentiation. We show that our technique is able to recover the original Boolean network rules. We then apply our technique to a large dataset taken during embryonic development containing thousands of cell measurements. Our technique synthesises matching Boolean networks, and analysis of these models yields new predictions about blood development which our experimental collaborators were able to verify.

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T2: Temporal Property Verification

We present the open-source tool T2, the first public release from the TERMINATOR project. T2 has been extended over the past decade to support automatic temporal-logic proving techniques and to handle a general class of user-provided liveness and safety properties. Input can be provided in a native format and in C, via the support of the LLVM compiler framework. We briefly discuss T2's architecture, its underlying techniques, and conclude with an experimental illustration of its competitiveness and directions for future extensions.

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Fatal Attractors in Parity Games: Building Blocks for Partial Solvers

Attractors in parity games are a technical device for solving "alternating" reachability of given node sets. A well known solver of parity games - Zielonka's algorithm - uses such attractor computations recursively. We here propose new forms of attractors that are monotone in that they are aware of specific static patterns of colors encountered in reaching a given node set in alternating fashion. Then we demonstrate how these new forms of attractors can be embedded within greatest fixed-point computations to design solvers of parity games that run in polynomial time but are partial in that they may not decide the winning status of all nodes in the input game. Experimental results show that our partial solvers completely solve benchmarks that were constructed to challenge existing full solvers. Our partial solvers also have encouraging run times in practice. For one partial solver we prove that its run-time is at most cubic in the number of nodes in the parity game, that its output game is independent of the order in which monotone attractors are computed, and that it solves all Buechi games and weak games. We then define and study a transformation that converts partial solvers into more precise partial solvers, and we prove that this transformation is sound under very reasonable conditions on the input partial solvers. Noting that one of our partial solvers meets these conditions, we apply its transformation on 1.6 million randomly generated games and so experimentally validate that the transformation can be very effective in increasing the precision of partial solvers.

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Obligation Blackwell Games and p-Automata

We recently introduced p-automata, automata that read discrete-time Markov chains. We used turn-based stochastic parity games to define acceptance of Markov chains by a subclass of p-automata. Definition of acceptance required a cumbersome and complicated reduction to a series of turn-based stochastic parity games. The reduction could not support acceptance by general p-automata, which was left undefined as there was no notion of games that supported it. Here we generalize two-player games by adding a structural acceptance condition called obligations. Obligations are orthogonal to the linear winning conditions that define winning. Obligations are a declaration that player 0 can achieve a certain value from a configuration. If the obligation is met, the value of that configuration for player 0 is 1. One cannot define value in obligation games by the standard mechanism of considering the measure of winning paths on a Markov chain and taking the supremum of the infimum of all strategies. Mainly because obligations need definition even for Markov chains and the nature of obligations has the flavor of an infinite nesting of supremum and infimum operators. We define value via a reduction to turn-based games similar to Martin's proof of determinacy of Blackwell games with Borel objectives. Based on this definition, we show that games are determined. We show that for Markov chains with Borel objectives and obligations, and finite turn-based stochastic parity games with obligations there exists an alternative and simpler characterization of the value function. Based on this simpler definition we give an exponential time algorithm to analyze finite turn-based stochastic parity games with obligations. Finally, we show that obligation games provide the necessary framework for reasoning about p-automata and that they generalize the previous definition.

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The Rabin index of parity games

We study the descriptive complexity of parity games by taking into account the coloring of their game graphs whilst ignoring their ownership structure. Colored game graphs are identified if they determine the same winning regions and strategies, for all ownership structures of nodes. The Rabin index of a parity game is the minimum of the maximal color taken over all equivalent coloring functions. We show that deciding whether the Rabin index is at least k is in PTIME for k=1 but NP-hard for all fixed k > 1. We present an EXPTIME algorithm that computes the Rabin index by simplifying its input coloring function. When replacing simple cycle with cycle detection in that algorithm, its output over-approximates the Rabin index in polynomial time. Experimental results show that this approximation yields good values in practice.

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Algorithms for Büchi Games

The classical algorithm for solving Büchi games requires time $O(n\cdot m)$ for game graphs with $n$ states and $m$ edges. For game graphs with constant outdegree, the best known algorithm has running time $O(n^2/\log n)$. We present two new algorithms for Büchi games. First, we give an algorithm that performs at most $O(m)$ more work than the classical algorithm, but runs in time O(n) on infinitely many graphs of constant outdegree on which the classical algorithm requires time $O(n^2)$. Second, we give an algorithm with running time $O(n\cdot m\cdot\logδ(n)/\log n)$, where $1\leδ(n)\le n$ is the outdegree of the game graph. Note that this algorithm performs asymptotically better than the classical algorithm if $δ(n)=O(\log n)$.

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From Nondeterministic Büchi and Streett Automata to Deterministic Parity Automata

In this paper we revisit Safra's determinization constructions for automata on infinite words. We show how to construct deterministic automata with fewer states and, most importantly, parity acceptance conditions. Determinization is used in numerous applications, such as reasoning about tree automata, satisfiability of CTL*, and realizability and synthesis of logical specifications. The upper bounds for all these applications are reduced by using the smaller deterministic automata produced by our construction. In addition, the parity acceptance conditions allows to use more efficient algorithms (when compared to handling Rabin or Streett acceptance conditions).

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