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Pranav Ghorpade

Publications and source records attributed to Pranav Ghorpade.

5 recordsLinked to original sources

Target Discounted Sum Problem on Markov Chains with Applications to Markov Decision Processes

The discounted sum is a way to aggregate a sequence of weights from a finite alphabet $\Sigma$, i.e., for a discount factor $\lambda$, the discounted sum of a sequence $w_0 w_1 w_2 \cdots$ over $\Sigma$ is $\sum_{i \in \mathbb{N}} w_i \lambda^i$. The target discounted-sum problem, which is currently open, asks, given $\lambda,\Sigma$ and a target $t$, whether there exists an infinite sequence over $\Sigma$ whose discounted sum is equal to $t$. We study and solve a probabilistic variant of this problem, i.e., the target discounted-sum problem on Markov chains. To do this, we prove that the event consisting of paths whose discounted sum is equal to the target and has infinitely many distinct suffix sums has probability zero. This structural property allows us to solve the target discounted-sum problem on Markov chains using an automata-theoretic technique. We apply our technical results to Markov decision processes with target discounted-sum objectives: we show that the infimum value and the finite-memory supremum value are computable in pseudo-polynomial time and are attained by deterministic finite-memory strategies.

cs.LO

Categorizer Automata for Discounted-Sum Payoffs

Categorizing continuous data into discrete bins is a fundamental operation in artificial intelligence. We introduce the categorizer automaton, a deterministic automaton that reads an infinite sequence of rewards and identifies which of finitely many bins contains its discounted sum. Categorizer automata generalize comparator automata, the special case of two bins, which have already proven useful in quantitative synthesis. Our main technical contribution is the construction of a categorizer automaton whose state space is linear in the number of bins, rather than exponential as obtained by a cross-product of comparator automata. We then apply categorizer automata to Markov decision processes, where they allow one to synthesize policies that maximize the expected utility of a discounted-sum payoff for utility functions that may be discontinuous. For piecewise-constant utility functions, the resulting algorithm is exact and runs in pseudo-polynomial time. For piecewise-Lipschitz utility functions, a class that includes any utility with bounded slope between finitely many jumps, it again runs in pseudo-polynomial time and yields an $\varepsilon$-optimal policy. We also show that the synthesis problem considered is PSPACE-hard already for piecewise-constant utilities.

cs.AI

Parameterized Verification of Asynchronous Round-Based Distributed Algorithms via Reduction to Finite-Counter Systems

Traditional model-checking techniques typically verify distributed algorithms only for a fixed number of finite-state processes. Parameterized model checking generalizes this to any number of processes, while still typically assuming that each process is finite-state. In this work, we consider asynchronous round-based distributed algorithms in which each process is infinite-state since it can execute for an infinite number of rounds. We show that the parameterized verification problem for asynchronous round-based distributed algorithms is undecidable, already for simple specifications. Nevertheless, as our main contribution, we provide a reduction to LTL model checking over finite-counter systems and prove that it is sound and complete. This enables the use of off-the-shelf, mature symbolic model checkers for finite-counter systems. We demonstrate the practical applicability of this reduction by verifying safety and liveness properties of several asynchronous round-based consensus and leader-election algorithms using the nuXmv model checker.

cs.LO

Reusable Formal Verification of DAG-based Consensus Protocols

Blockchains use consensus protocols to reach agreement, e.g., on the ordering of transactions. DAG-based consensus protocols are increasingly adopted by blockchain companies to reduce energy consumption and enhance security. These protocols collaboratively construct a partial order of blocks (DAG construction) and produce a linear sequence of blocks (DAG ordering). Given the strategic significance of blockchains, formal proofs of the correctness of key components such as consensus protocols are essential. This paper presents safety-verified specifications for five DAG-based consensus protocols. Four of these protocols -- DAG-Rider, Cordial Miners, Hashgraph, and Eventual Synchronous BullShark -- are well-established in the literature. The fifth protocol is a minor variation of Aleph, another well-established protocol. Our framework enables proof reuse, reducing proof efforts by almost half. It achieves this by providing various independent, formally verified, specifications of DAG construction and ordering variations, which can be combined to express all five protocols. We employ TLA+ for specifying the protocols and writing their proofs, and the TLAPS proof system to automatically check the proofs. Each TLA+ specification is relatively compact, and TLAPS efficiently verifies hundreds to thousands of obligations within minutes. The significance of our work is two-fold: first, it supports the adoption of DAG-based systems by providing robust safety assurances; second, it illustrates that DAG-based consensus protocols are amenable to practical, reusable, and compositional formal methods.

cs.LO

A Game of Pawns

We introduce and study pawn games, a class of two-player zero-sum turn-based graph games. A turn-based graph game proceeds by placing a token on an initial vertex, and whoever controls the vertex on which the token is located, chooses its next location. This leads to a path in the graph, which determines the winner. Traditionally, the control of vertices is predetermined and fixed. The novelty of pawn games is that control of vertices changes dynamically throughout the game as follows. Each vertex of a pawn game is owned by a pawn. In each turn, the pawns are partitioned between the two players, and the player who controls the pawn that owns the vertex on which the token is located, chooses the next location of the token. Control of pawns changes dynamically throughout the game according to a fixed mechanism. Specifically, we define several grabbing-based mechanisms in which control of at most one pawn transfers at the end of each turn. We study the complexity of solving pawn games, where we focus on reachability objectives and parameterize the problem by the mechanism that is being used and by restrictions on pawn ownership of vertices. On the positive side, even though pawn games are exponentially-succinct turn-based games, we identify several natural classes that can be solved in PTIME. On the negative side, we identify several EXPTIME-complete classes, where our hardness proofs are based on a new class of games called Lock & Key games, which may be of independent interest.

cs.GT