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Orna Kupferman

Publications and source records attributed to Orna Kupferman.

At least 19 recordsLinked to original sources

Coverage Games

We introduce and study coverage games - a novel framework for multi-agent planning in settings in which a system operates several agents but does not have full control on them, or interacts with an environment that consists of several agents. The game is played between a coverer, who has a set of objectives, and a disruptor. The coverer operates several agents that interact with the adversarial disruptor. The coverer wins if every objective is satisfied by at least one agent. Otherwise, the disruptor wins. Coverage games thus extend traditional two-player games with multiple objectives by allowing a (possibly dynamic) decomposition of the objectives among the different agents. They have many applications, both in settings where the system is the coverer (e.g., multi-robot surveillance, coverage in multi-threaded systems) and settings where it is the disruptor (e.g., prevention of resource exhaustion, ensuring non-congestion). We first study the theoretical properties of coverage games, including determinacy, and the ability to a priori decompose the objectives among the agents. We then study the problems of deciding whether the coverer or the disruptor wins. Besides a comprehensive analysis of the tight complexity of the problems, we consider interesting special cases, such as the one-player cases and settings with a fixed number of agents or objectives.

cs.GT

Synthesis with Guided Environments

In the synthesis problem, we are given a specification, and we automatically generate a system that satisfies the specification in all environments. We introduce and study {\em synthesis with guided environments} (SGE, for short), where the system may harness the knowledge and computational power of the environment during the interaction. The underlying idea in SGE is that in many settings, in particular when the system serves or directs the environment, it is of the environment's interest that the specification is satisfied, and it would follow the guidance of the system. Thus, while the environment is still hostile, in the sense that the system should satisfy the specification no matter how the environment assigns values to the input signals, in SGE the system assigns values to some output signals and guides the environment via {\em programs\/} how to assign values to other output signals. A key issue is that these assignments may depend on input signals that are hidden from the system but are known to the environment, using programs like ``copy the value of the hidden input signal $x$ to the output signal $y$." SGE is thus particularly useful in settings where the system has partial visibility. We solve the problem of SGE, show its superiority with respect to traditional synthesis, and study theoretical aspects of SGE, like the complexity (memory and domain) of programs used by the system, as well as the connection of SGE to synthesis of (possibly distributed) systems with partial visibility.

cs.LO

Synthesis with Privacy Against an Observer

We study automatic synthesis of systems that interact with their environment and maintain privacy against an observer to the interaction. The system and the environment interact via sets $I$ and $O$ of input and output signals. The input to the synthesis problem contains, in addition to a specification, also a list of secrets, a function $cost: I\cup O\rightarrow\mathbb{N}$, which maps each signal to the cost of hiding it, and a bound $b\in\mathbb{N}$ on the budget that the system may use for hiding of signals. The desired output is an $(I/O)$-transducer $T$ and a set $H\subseteq I\cup O$ of signals that respects the bound on the budget, thus $\sum_{s\in H} cost(s)\leq b$, such that for every possible interaction of $T$, the generated computation satisfies the specification, yet an observer, from whom the signals in $H$ are hidden, cannot evaluate the secrets. We first show that the problem's complexity is 2EXPTIME-complete for specifications and secrets in LTL, making it no harder than synthesis without privacy requirements. We then analyze the complexity further, isolating the two aspects that do not exist in traditional synthesis: the need to hide secret values and the need to choose the set $H$. We do this by studying settings in which traditional synthesis is solvable in polynomial time -- when the specification formalism is deterministic automata and when the system is closed -- and show that each of these aspects adds an exponential blow-up in complexity. We continue and study bounded synthesis with privacy, where the input includes a bound on the synthesized transducer size, as well as a variant of the problem in which the observer has knowledge, either about the specification or about the system, which can be helpful in evaluating the secrets. Additionally, we study certified privacy, where the synthesis algorithm provides certification that the secrets remain hidden.

cs.LO

On Semantically-Deterministic Automata

A nondeterministic automaton is semantically deterministic (SD) if different nondeterministic choices in the automaton lead to equivalent states. Semantic determinism is interesting as it is a natural relaxation of determinism, and as some applications of deterministic automata in formal methods can actually use automata with some level of nondeterminism, tightly related to semantic determinism. In the context of finite words, semantic determinism coincides with determinism, in the sense that every pruning of an SD automaton to a deterministic one results in an equivalent automaton. We study SD automata on infinite words, focusing on B\"uchi, co-B\"uchi, and weak automata. We show that there, while semantic determinism does not increase the expressive power, the combinatorial and computational properties of SD automata are very different from these of deterministic automata. In particular, SD B\"uchi and co-B\"uchi automata are exponentially more succinct than deterministic ones (in fact, also exponentially more succinct than history-deterministic automata), their complementation involves an exponential blow up, and decision procedures for them like universality and minimization are PSPACE-complete. For weak automata, we show that while an SD weak automaton need not be pruned to an equivalent deterministic one, it can be determinized to an equivalent deterministic weak automaton with the same state space, implying also efficient complementation and decision procedures for SD weak automata.

cs.FL

A Hierarchy of Nondeterminism

We study three levels in a hierarchy of nondeterminism: A nondeterministic automaton $\mathcal{A}$ is determinizable by pruning (DBP) if we can obtain a deterministic automaton equivalent to $\mathcal{A}$ by removing some of its transitions. Then, $\mathcal{A}$ is history deterministic (HD) if its nondeterministic choices can be resolved in a way that only depends on the past. Finally, $\mathcal{A}$ is semantically deterministic (SD) if different nondeterministic choices in $\mathcal{A}$ lead to equivalent states. Some applications of automata in formal methods require deterministic automata, yet in fact can use automata with some level of nondeterminism. For example, DBP automata are useful in the analysis of online algorithms, and HD automata are useful in synthesis and control. For automata on finite words, the three levels in the hierarchy coincide. We study the hierarchy for B\"uchi, co-B\"uchi, and weak automata on infinite words. We show that the hierarchy is strict, study the expressive power of the different levels in it, as well as the complexity of deciding the membership of a language in a given level. Finally, we describe a probability-based analysis of the hierarchy, which relates the level of nondeterminism with the probability that a random run on a word in the language is accepting. We relate the latter to nondeterministic automata that can be used when reasoning about probabilistic systems.

cs.FL

Good-Enough Synthesis

In the classical synthesis problem, we are given an LTL formula \psi over sets of input and output signals, and we synthesize a system T that realizes \psi: with every input sequences x, the system associates an output sequence T(x) such that the generated computation x \otimes T(x) satisfies \psi. In practice, the requirement to satisfy the specification in all environments is often too strong, and it is common to add assumptions on the environment. We introduce a new type of relaxation on this requirement. In good-enough synthesis (GE-synthesis), the system is required to generate a satisfying computation only if one exists. Formally, an input sequence x is hopeful if there exists some output sequence y such that the computation x \otimes y satisfies \psi, and a system GE-realizes \psi if it generates a computation that satisfies \psi on all hopeful input sequences. GE-synthesis is particularly relevant when the notion of correctness is multi-valued (rather than Boolean), and thus we seek systems of the highest possible quality, and when synthesizing autonomous systems, which interact with unexpected environments and are often only expected to do their best. We study GE-synthesis in Boolean and multi-valued settings. In both, we suggest and solve various definitions of GE-synthesis, corresponding to different ways a designer may want to take hopefulness into account. We show that in all variants, GE-synthesis is not computationally harder than traditional synthesis, and can be implemented on top of existing tools. Our algorithms are based on careful combinations of nondeterministic and universal automata. We augment systems that GE-realize their specifications by monitors that provide satisfaction information. In the multi-valued setting, we provide both a worst-case analysis and an expectation-based one, the latter corresponding to an interaction with a stochastic environment.

cs.FL

Certifying DFA Bounds for Recognition and Separation

The automation of decision procedures makes certification essential. We suggest to use determinacy of turn-based two-player games with regular winning conditions in order to generate certificates for the number of states that a deterministic finite automaton (DFA) needs in order to recognize a given language. Given a language $L$ and a bound $k$, recognizability of $L$ by a DFA with $k$ states is reduced to a game between Prover and Refuter. The interaction along the game then serves as a certificate. Certificates generated by Prover are minimal DFAs. Certificates generated by Refuter are faulty attempts to define the required DFA. We compare the length of offline certificates, which are generated with no interaction between Prover and Refuter, and online certificates, which are based on such an interaction, and are thus shorter. We show that our approach is useful also for certification of separability of regular languages by a DFA of a given size. Unlike DFA minimization, which can be solved in polynomial time, separation is NP-complete, and thus the certification approach is essential. In addition, we prove NP-completeness of a strict version of separation.

cs.FL

Minimization and Canonization of GFG Transition-Based Automata

While many applications of automata in formal methods can use nondeterministic automata, some applications, most notably synthesis, need deterministic or good-for-games (GFG) automata. The latter are nondeterministic automata that can resolve their nondeterministic choices in a way that only depends on the past. The minimization problem for deterministic B\"uchi and co-B\"uchi word automata is NP-complete. In particular, no canonical minimal deterministic automaton exists, and a language may have different minimal deterministic automata. We describe a polynomial minimization algorithm for GFG co-B\"uchi word automata with transition-based acceptance. Thus, a run is accepting if it traverses a set $\alpha$ of designated transitions only finitely often. Our algorithm is based on a sequence of transformations we apply to the automaton, on top of which a minimal quotient automaton is defined. We use our minimization algorithm to show canonicity for transition-based GFG co-B\"uchi word automata: all minimal automata have isomorphic safe components (namely components obtained by restricting the transitions to these not in $\alpha$) and once we saturate the automata with $\alpha$-transitions, we get full isomorphism.

cs.LO

Certifying Inexpressibility

Different classes of automata on infinite words have different expressive power. Deciding whether a given language $L \subseteq \Sigma^\omega$ can be expressed by an automaton of a desired class can be reduced to deciding a game between Prover and Refuter: in each turn of the game, Refuter provides a letter in $\Sigma$, and Prover responds with an annotation of the current state of the run (for example, in the case of B\"uchi automata, whether the state is accepting or rejecting, and in the case of parity automata, what the color of the state is). Prover wins if the sequence of annotations she generates is correct: it is an accepting run iff the word generated by Refuter is in $L$. We show how a winning strategy for Refuter can serve as a simple and easy-to-understand certificate to inexpressibility, and how it induces additional forms of certificates. Our framework handles all classes of deterministic automata, including ones with structural restrictions like weak automata. In addition, it can be used for refuting separation of two languages by an automaton of the desired class, and for finding automata that approximate $L$ and belong to the desired class.

cs.FL

Canonicity in GFG and Transition-Based Automata

Minimization of deterministic automata on finite words results in a {\em canonical\/} automaton. For deterministic automata on infinite words, no canonical minimal automaton exists, and a language may have different minimal deterministic Büchi (DBW) or co-Büchi (DCW) automata. In recent years, researchers have studied {\em good-for-games\/} (GFG) automata -- nondeterministic automata that can resolve their nondeterministic choices in a way that only depends on the past. Several applications of automata in formal methods, most notably synthesis, that are traditionally based on deterministic automata, can instead be based on GFG automata. The {\em minimization\/} problem for DBW and DCW is NP-complete, and it stays NP-complete for GFG Büchi and co-Büchi automata. On the other hand, minimization of GFG co-Büchi automata with {\em transition-based\/} acceptance (GFG-tNCWs) can be solved in polynomial time. In these automata, acceptance is defined by a set $α$ of transitions, and a run is accepting if it traverses transitions in $α$ only finitely often. This raises the question of canonicity of minimal deterministic and GFG automata with transition-based acceptance. In this paper we study this problem. We start with GFG-tNCWs and show that the safe components (that is, these obtained by restricting the transitions to these not in $α$) of all minimal GFG-tNCWs are isomorphic, and that by saturating the automaton with transitions in $α$ we get isomorphism among all minimal GFG-tNCWs. Thus, a canonical form for minimal GFG-tNCWs can be obtained in polynomial time. We continue to DCWs with transition-based acceptance (tDCWs), and their dual tDBWs. We show that here, while no canonical form for minimal automata exists, restricting attention to the safe components is useful, and implies that the only minimal tDCWs that have no canonical form are these for which the transition to the GFG model results in strictly smaller automaton, which do have a canonical minimal form.

cs.FL

Reasoning about Quality and Fuzziness of Strategic Behaviours

Temporal logics are extensively used for the specification of on-going behaviours of reactive systems. Two significant developments in this area are the extension of traditional temporal logics with modalities that enable the specification of on-going strategic behaviours in multi-agent systems, and the transition of temporal logics to a quantitative setting, where different satisfaction values enable the specifier to formalise concepts such as certainty or quality. We introduce and study FSL---a quantitative extension of SL (Strategy Logic), one of the most natural and expressive logics describing strategic behaviours. The satisfaction value of an FSL formula is a real value in [0,1], reflecting `how much' or `how well' the strategic on-going objectives of the underlying agents are satisfied. We demonstrate the applications of FSL in quantitative reasoning about multi-agent systems, by showing how it can express concepts of stability in multi-agent systems, and how it generalises some fuzzy temporal logics. We also provide a model-checking algorithm for our logic, based on a quantitative extension of Quantified CTL*.

cs.LO

Timed Network Games with Clocks

Network games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertices. The cost of traversing an edge depends on the {\em load}; namely, number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in determining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in a production system, actual sharing and congestion of resources crucially depends on time. In \cite{AGK17}, we introduced {\em timed network games}, which add a time component to network games. Each vertex $v$ in the network is associated with a cost function, mapping the load on $v$ to the price that a player pays for staying in $v$ for one time unit with this load. Each edge in the network is guarded by the time intervals in which it can be traversed, which forces the players to spend time in the vertices. In this work we significantly extend the way time can be referred to in timed network games. In the model we study, the network is equipped with {\em clocks}, and, as in timed automata, edges are guarded by constraints on the values of the clocks, and their traversal may involve a reset of some clocks. We argue that the stronger model captures many realistic networks. The addition of clocks breaks the techniques we developed in \cite{AGK17} and we develop new techniques in order to show that positive results on classic network games carry over to the stronger timed setting.

cs.GT

Flow Logic

Flow networks have attracted a lot of research in computer science. Indeed, many questions in numerous application areas can be reduced to questions about flow networks. Many of these applications would benefit from a framework in which one can formally reason about properties of flow networks that go beyond their maximal flow. We introduce Flow Logics: modal logics that treat flow functions as explicit first-order objects and enable the specification of rich properties of flow networks. The syntax of our logic BFL* (Branching Flow Logic) is similar to the syntax of the temporal logic CTL*, except that atomic assertions may be flow propositions, like $> \gamma$ or $\geq \gamma$, for $\gamma \in \mathbb{N}$, which refer to the value of the flow in a vertex, and that first-order quantification can be applied both to paths and to flow functions. We present an exhaustive study of the theoretical and practical aspects of BFL*, as well as extensions and fragments of it. Our extensions include flow quantifications that range over non-integral flow functions or over maximal flow functions, path quantification that ranges over paths along which non-zero flow travels, past operators, and first-order quantification of flow values. We focus on the model-checking problem and show that it is PSPACE-complete, as it is for CTL*. Handling of flow quantifiers, however, increases the complexity in terms of the network to ${\rm P}^{\rm NP}$, even for the LFL and BFL fragments, which are the flow-counterparts of LTL and CTL. We are still able to point to a useful fragment of BFL* for which the model-checking problem can be solved in polynomial time. Finally, we introduce and study the query-checking problem for BFL*, where under-specified BFL* formulas are used for network exploration.

cs.LO

How Deterministic are Good-For-Games Automata?

In GFG automata, it is possible to resolve nondeterminism in a way that only depends on the past and still accepts all the words in the language. The motivation for GFG automata comes from their adequacy for games and synthesis, wherein general nondeterminism is inappropriate. We continue the ongoing effort of studying the power of nondeterminism in GFG automata. Initial indications have hinted that every GFG automaton embodies a deterministic one. Today we know that this is not the case, and in fact GFG automata may be exponentially more succinct than deterministic ones. We focus on the typeness question, namely the question of whether a GFG automaton with a certain acceptance condition has an equivalent GFG automaton with a weaker acceptance condition on the same structure. Beyond the theoretical interest in studying typeness, its existence implies efficient translations among different acceptance conditions. This practical issue is of special interest in the context of games, where the Buchi and co-Buchi conditions admit memoryless strategies for both players. Typeness is known to hold for deterministic automata and not to hold for general nondeterministic automata. We show that GFG automata enjoy the benefits of typeness, similarly to the case of deterministic automata. In particular, when Rabin or Streett GFG automata have equivalent Buchi or co-Buchi GFG automata, respectively, then such equivalent automata can be defined on a substructure of the original automata. Using our typeness results, we further study the place of GFG automata in between deterministic and nondeterministic ones. Specifically, considering automata complementation, we show that GFG automata lean toward nondeterministic ones, admitting an exponential state blow-up in the complementation of a Streett automaton into a Rabin automaton, as opposed to the constant blow-up in the deterministic case.

cs.FL

High-Quality Synthesis Against Stochastic Environments

In the classical synthesis problem, we are given an LTL formula psi over sets of input and output signals, and we synthesize a transducer that realizes psi. One weakness of automated synthesis in practice is that it pays no attention to the quality of the synthesized system. Indeed, the classical setting is Boolean: a computation satisfies a specification or does not satisfy it. Accordingly, while the synthesized system is correct, there is no guarantee about its quality. In recent years, researchers have considered extensions of the classical Boolean setting to a quantitative one. The logic LTL[F] is a multi-valued logic that augments LTL with quality operators. The satisfaction value of an LTL[F] formula is a real value in [0,1], where the higher the value is, the higher is the quality in which the computation satisfies the specification. Decision problems for LTL become search or optimization problems for LFL[F]. In particular, in the synthesis problem, the goal is to generate a transducer that satisfies the specification in the highest possible quality. Previous work considered the worst-case setting, where the goal is to maximize the quality of the computation with the minimal quality. We introduce and solve the stochastic setting, where the goal is to generate a transducer that maximizes the expected quality of a computation, subject to a given distribution of the input signals. Thus, rather than being hostile, the environment is assumed to be probabilistic, which corresponds to many realistic settings. We show that the problem is 2EXPTIME-complete, like classical LTL synthesis, and remains so in two extensions we consider: one that maximizes the expected quality while guaranteeing that the minimal quality is, with probability $1$, above a given threshold, and one that allows assumptions on the environment.

cs.LO

Minimizing Expected Cost Under Hard Boolean Constraints, with Applications to Quantitative Synthesis

In Boolean synthesis, we are given an LTL specification, and the goal is to construct a transducer that realizes it against an adversarial environment. Often, a specification contains both Boolean requirements that should be satisfied against an adversarial environment, and multi-valued components that refer to the quality of the satisfaction and whose expected cost we would like to minimize with respect to a probabilistic environment. In this work we study, for the first time, mean-payoff games in which the system aims at minimizing the expected cost against a probabilistic environment, while surely satisfying an $ω$-regular condition against an adversarial environment. We consider the case the $ω$-regular condition is given as a parity objective or by an LTL formula. We show that in general, optimal strategies need not exist, and moreover, the limit value cannot be approximated by finite-memory strategies. We thus focus on computing the limit-value, and give tight complexity bounds for synthesizing $ε$-optimal strategies for both finite-memory and infinite-memory strategies. We show that our game naturally arises in various contexts of synthesis with Boolean and multi-valued objectives. Beyond direct applications, in synthesis with costs and rewards to certain behaviors, it allows us to compute the minimal sensing cost of $ω$-regular specifications -- a measure of quality in which we look for a transducer that minimizes the expected number of signals that are read from the input.

cs.FL

Discounting in LTL

In recent years, there is growing need and interest in formalizing and reasoning about the quality of software and hardware systems. As opposed to traditional verification, where one handles the question of whether a system satisfies, or not, a given specification, reasoning about quality addresses the question of \emph{how well} the system satisfies the specification. One direction in this effort is to refine the "eventually" operators of temporal logic to {\em discounting operators}: the satisfaction value of a specification is a value in $[0,1]$, where the longer it takes to fulfill eventuality requirements, the smaller the satisfaction value is. In this paper we introduce an augmentation by discounting of Linear Temporal Logic (LTL), and study it, as well as its combination with propositional quality operators. We show that one can augment LTL with an arbitrary set of discounting functions, while preserving the decidability of the model-checking problem. Further augmenting the logic with unary propositional quality operators preserves decidability, whereas adding an average-operator makes some problems undecidable. We also discuss the complexity of the problem, as well as various extensions.

cs.LO

Profile Trees for Büchi Word Automata, with Application to Determinization

The determinization of Buchi automata is a celebrated problem, with applications in synthesis, probabilistic verification, and multi-agent systems. Since the 1960s, there has been a steady progress of constructions: by McNaughton, Safra, Piterman, Schewe, and others. Despite the proliferation of solutions, they are all essentially ad-hoc constructions, with little theory behind them other than proofs of correctness. Since Safra, all optimal constructions employ trees as states of the deterministic automaton, and transitions between states are defined operationally over these trees. The operational nature of these constructions complicates understanding, implementing, and reasoning about them, and should be contrasted with complementation, where a solid theory in terms of automata run DAGs underlies modern constructions. In 2010, we described a profile-based approach to Buchi complementation, where a profile is simply the history of visits to accepting states. We developed a structural theory of profiles and used it to describe a complementation construction that is deterministic in the limit. Here we extend the theory of profiles to prove that every run DAG contains a profile tree with at most a finite number of infinite branches. We then show that this property provides a theoretical grounding for a new determinization construction where macrostates are doubly preordered sets of states. In contrast to extant determinization constructions, transitions in the new construction are described declaratively rather than operationally.

cs.FL