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Rupak Majumdar

Publications and source records attributed to Rupak Majumdar.

At least 37 records · Page 2Linked to original sources

Model Checking Linear Temporal Logic with Standpoint Modalities

Standpoint linear temporal logic ($SLTL$) is a recently introduced extension of classical linear temporal logic ($LTL$) with standpoint modalities. Intuitively, these modalities allow to express that, from agent $a$'s standpoint, it is conceivable that a given formula holds. Besides the standard interpretation of the standpoint modalities we introduce four new semantics, which differ in the information an agent can extract from the history. We provide a general model checking algorithm applicable to $SLTL$ under any of the five semantics. Furthermore we analyze the computational complexity of the corresponding model checking problems, obtaining PSPACE-completeness in three cases, which stands in contrast to the known EXPSPACE-completeness of the $SLTL$ satisfiability problem.

cs.LO↗

Stochastic Principal-Agent Problems: Efficient Computation and Learning

We introduce a stochastic principal-agent model. A principal and an agent interact in a stochastic environment, each privy to observations about the state not available to the other. The principal has the power of commitment, both to elicit information from the agent and to provide signals about her own information. The players communicate with each other and then select actions independently. Each of them receives a payoff based on the state and their joint action, and the environment transitions to a new state. The interaction continues over a finite time horizon. Both players are far-sighted, aiming to maximize their total payoffs over the time horizon. The model encompasses as special cases extensive-form games (EFGs) and stochastic games of incomplete information, partially observable Markov decision processes (POMDPs), as well as other forms of sequential principal-agent interactions, including Bayesian persuasion and automated mechanism design problems. We consider both the computation and learning of the principal's optimal policy. Since the general problem, which subsumes POMDPs, is intractable, we explore algorithmic solutions under hindsight observability, where the state and the interaction history are revealed at the end of each step. Though the problem becomes more amenable under this condition, the number of possible histories remains exponential in the length of the time horizon, making approaches for EFG-based models infeasible. We present an efficient algorithm based on the inducible value sets. The algorithm computes an $ε$-approximate optimal policy in time polynomial in $1/ε$. Additionally, we show an efficient learning algorithm for an episodic reinforcement learning setting where the transition probabilities are unknown. The algorithm guarantees sublinear regret $\tilde{O}(T^{2/3})$ for both players over $T$ episodes.

cs.GT↗

Reward Augmentation in Reinforcement Learning for Testing Distributed Systems

Bugs in popular distributed protocol implementations have been the source of many downtimes in popular internet services. We describe a randomized testing approach for distributed protocol implementations based on reinforcement learning. Since the natural reward structure is very sparse, the key to successful exploration in reinforcement learning is reward augmentation. We show two different techniques that build on one another. First, we provide a decaying exploration bonus based on the discovery of new states -- the reward decays as the same state is visited multiple times. The exploration bonus captures the intuition from coverage-guided fuzzing of prioritizing new coverage points; in contrast to other schemes, we show that taking the maximum of the bonus and the Q-value leads to more effective exploration. Second, we provide waypoints to the algorithm as a sequence of predicates that capture interesting semantic scenarios. Waypoints exploit designer insight about the protocol and guide the exploration to ``interesting'' parts of the state space. Our reward structure ensures that new episodes can reliably get to deep interesting states even without execution caching. We have implemented our algorithm in Go. Our evaluation on three large benchmarks (RedisRaft, Etcd, and RSL) shows that our algorithm can significantly outperform baseline approaches in terms of coverage and bug finding.

cs.SE↗

Sound and Complete Proof Rules for Probabilistic Termination

Deciding termination is a fundamental problem in the analysis of probabilistic imperative programs. We consider the qualitative and quantitative probabilistic termination problems for an imperative programming model with discrete probabilistic choice and demonic bounded nondeterminism. The qualitative question asks if the program terminates almost-surely, no matter how nondeterminism is resolved. The quantitative question asks for a bound on the probability of termination. Despite a long and rich literature on the topic, no sound and relatively complete proof systems were known for these problems. In this paper, we provide such sound and relatively complete proof rules for proving qualitative and quantitative termination in the assertion language of arithmetic. Our rules use supermartingales as estimates of the likelihood of a program's evolution and variants as measures of distances to termination. Our key insight is our completeness result, which shows how to construct a suitable supermartingales from an almost-surely terminating program. We also show that proofs of termination in many existing proof systems can be transformed to proofs in our system, pointing to its applicability in practice. As an application of our proof rule, we show an explicit proof of almost-sure termination for the two-dimensional random walker.

cs.LO↗

Optimal Integrated Task and Path Planning and Its Application to Multi-Robot Pickup and Delivery

We propose a generic multi-robot planning mechanism that combines an optimal task planner and an optimal path planner to provide a scalable solution for complex multi-robot planning problems. The Integrated planner, through the interaction of the task planner and the path planner, produces optimal collision-free trajectories for the robots. We illustrate our general algorithm on an object pick-and-drop planning problem in a warehouse scenario where a group of robots is entrusted with moving objects from one location to another in the workspace. We solve the task planning problem by reducing it into an SMT-solving problem and employing the highly advanced SMT solver Z3 to solve it. To generate collision-free movement of the robots, we extend the state-of-the-art algorithm Conflict Based Search with Precedence Constraints with several domain-specific constraints. We evaluate our integrated task and path planner extensively on various instances of the object pick-and-drop planning problem and compare its performance with a state-of-the-art multi-robot classical planner. Experimental results demonstrate that our planning mechanism can deal with complex planning problems and outperforms a state-of-the-art classical planner both in terms of computation time and the quality of the generated plan.

cs.RO↗

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↗

Reachability in Continuous Pushdown VASS

Pushdown Vector Addition Systems with States (PVASS) consist of finitely many control states, a pushdown stack, and a set of counters that can be incremented and decremented, but not tested for zero. Whether the reachability problem is decidable for PVASS is a long-standing open problem. We consider continuous PVASS, which are PVASS with a continuous semantics. This means, the counter values are rational numbers and whenever a vector is added to the current counter values, this vector is first scaled with an arbitrarily chosen rational factor between zero and one. We show that reachability in continuous PVASS is NEXPTIME-complete. Our result is unusually robust: Reachability can be decided in NEXPTIME even if all numbers are specified in binary. On the other hand, NEXPTIME-hardness already holds for coverability, in fixed dimension, for bounded stack, and even if all numbers are specified in unary.

cs.FL↗

Positive Almost-Sure Termination -- Complexity and Proof Rules

We study the recursion-theoretic complexity of Positive Almost-Sure Termination ($\mathsf{PAST}$) in an imperative programming language with rational variables, bounded nondeterministic choice, and discrete probabilistic choice. A program terminates positive almost-surely if, for every scheduler, the program terminates almost-surely and the expected runtime to termination is finite. We show that $\mathsf{PAST}$ for our language is complete for the (lightface) co-analytic sets ($Π^1_1$-complete). This is in contrast to the related notions of Almost-Sure Termination ($\mathsf{AST}$) and Bounded Termination ($\mathsf{BAST}$), both of which are arithmetical ($Π^0_2$ and $Σ^0_2$ complete respectively). Our upper bound implies an effective procedure to reduce reasoning about probabilistic termination to non-probabilistic fair termination in a model with bounded nondeterminism, and to simple program termination in models with unbounded nondeterminism. Our lower bound shows the opposite: for every program with unbounded nondeterministic choice, there is an effectively computable probabilistic program with bounded choice such that the original program is terminating $iff$ the transformed program is $\mathsf{PAST}$. We show that every program has an effectively computable normal form, in which each probabilistic choice either continues or terminates execution immediately, each with probability $1/2$. For normal form programs, we provide a sound and complete proof rule for $\mathsf{PAST}$. Our proof rule uses transfinite ordinals. We show that reasoning about $\mathsf{PAST}$ requires transfinite ordinals up to $ω^{CK}_1$; thus, existing techniques for probabilistic termination based on ranking supermartingales that map program states to reals do not suffice to reason about $\mathsf{PAST}$.

cs.PL↗

Making $\textsf{IP}=\textsf{PSPACE}$ Practical: Efficient Interactive Protocols for BDD Algorithms

We show that interactive protocols between a prover and a verifier, a well-known tool of complexity theory, can be used in practice to certify the correctness of automated reasoning tools. Theoretically, interactive protocols exist for all $\textsf{PSPACE}$ problems. The verifier of a protocol checks the prover's answer to a problem instance in probabilistic polynomial time, with polynomially many bits of communication, and with exponentially small probability of error. (The prover may need exponential time.) Existing interactive protocols are not used in practice because their provers use naive algorithms, inefficient even for small instances, that are incompatible with practical implementations of automated reasoning. We bridge the gap between theory and practice by means of an interactive protocol whose prover uses BDDs. We consider the problem of counting the number of assignments to a QBF instance ($\#\textrm{CP}$), which has a natural BDD-based algorithm. We give an interactive protocol for $\#\textrm{CP}$ whose prover is implemented on top of an extended BDD library. The prover has only a linear overhead in computation time over the natural algorithm. We have implemented our protocol in $\textsf{blic}$, a certifying tool for $\#\textrm{CP}$. Experiments on standard QBF benchmarks show that $\textsf{blic}$ is competitive with state-of-the-art QBF-solvers. The run time of the verifier is negligible. While loss of absolute certainty can be concerning, the error probability in our experiments is at most $10^{-10}$ and reduces to $10^{-10k}$ by repeating the verification $k$ times.

cs.LO↗

Satisfiability Checking of Multi-Variable TPTL with Unilateral Intervals Is PSPACE-Complete

We investigate the decidability of the ${0,\infty}$ fragment of Timed Propositional Temporal Logic (TPTL). We show that the satisfiability checking of TPTL$^{0,\infty}$ is PSPACE-complete. Moreover, even its 1-variable fragment (1-TPTL$^{0,\infty}$) is strictly more expressive than Metric Interval Temporal Logic (MITL) for which satisfiability checking is EXPSPACE complete. Hence, we have a strictly more expressive logic with computationally easier satisfiability checking. To the best of our knowledge, TPTL$^{0,\infty}$ is the first multi-variable fragment of TPTL for which satisfiability checking is decidable without imposing any bounds/restrictions on the timed words (e.g. bounded variability, bounded time, etc.). The membership in PSPACE is obtained by a reduction to the emptiness checking problem for a new "non-punctual" subclass of Alternating Timed Automata with multiple clocks called Unilateral Very Weak Alternating Timed Automata (VWATA$^{0,\infty}$) which we prove to be in PSPACE. We show this by constructing a simulation equivalent non-deterministic timed automata whose number of clocks is polynomial in the size of the given VWATA$^{0,\infty}$.

cs.LO↗

Generative AI for Programming Education: Benchmarking ChatGPT, GPT-4, and Human Tutors

Generative AI and large language models hold great promise in enhancing computing education by powering next-generation educational technologies for introductory programming. Recent works have studied these models for different scenarios relevant to programming education; however, these works are limited for several reasons, as they typically consider already outdated models or only specific scenario(s). Consequently, there is a lack of a systematic study that benchmarks state-of-the-art models for a comprehensive set of programming education scenarios. In our work, we systematically evaluate two models, ChatGPT (based on GPT-3.5) and GPT-4, and compare their performance with human tutors for a variety of scenarios. We evaluate using five introductory Python programming problems and real-world buggy programs from an online platform, and assess performance using expert-based annotations. Our results show that GPT-4 drastically outperforms ChatGPT (based on GPT-3.5) and comes close to human tutors' performance for several scenarios. These results also highlight settings where GPT-4 still struggles, providing exciting future directions on developing techniques to improve the performance of these models.

cs.CY↗

Markov Decision Processes with Time-Varying Geometric Discounting

Canonical models of Markov decision processes (MDPs) usually consider geometric discounting based on a constant discount factor. While this standard modeling approach has led to many elegant results, some recent studies indicate the necessity of modeling time-varying discounting in certain applications. This paper studies a model of infinite-horizon MDPs with time-varying discount factors. We take a game-theoretic perspective -- whereby each time step is treated as an independent decision maker with their own (fixed) discount factor -- and we study the subgame perfect equilibrium (SPE) of the resulting game as well as the related algorithmic problems. We present a constructive proof of the existence of an SPE and demonstrate the EXPTIME-hardness of computing an SPE. We also turn to the approximate notion of $ε$-SPE and show that an $ε$-SPE exists under milder assumptions. An algorithm is presented to compute an $ε$-SPE, of which an upper bound of the time complexity, as a function of the convergence property of the time-varying discount factor, is provided.

cs.AI↗

Neural Abstraction-Based Controller Synthesis and Deployment

Abstraction-based techniques are an attractive approach for synthesizing correct-by-construction controllers to satisfy high-level temporal requirements. A main bottleneck for successful application of these techniques is the memory requirement, both during controller synthesis and in controller deployment. We propose memory-efficient methods for mitigating the high memory demands of the abstraction-based techniques using neural network representations. To perform synthesis for reach-avoid specifications, we propose an on-the-fly algorithm that relies on compressed neural network representations of the forward and backward dynamics of the system. In contrast to usual applications of neural representations, our technique maintains soundness of the end-to-end process. To ensure this, we correct the output of the trained neural network such that the corrected output representations are sound with respect to the finite abstraction. For deployment, we provide a novel training algorithm to find a neural network representation of the synthesized controller and experimentally show that the controller can be correctly represented as a combination of a neural network and a look-up table that requires a substantially smaller memory. We demonstrate experimentally that our approach significantly reduces the memory requirements of abstraction-based methods. For the selected benchmarks, our approach reduces the memory requirements respectively for the synthesis and deployment by a factor of $1.31\times 10^5$ and $7.13\times 10^3$ on average, and up to $7.54\times 10^5$ and $3.18\times 10^4$. Although this reduction is at the cost of increased off-line computations to train the neural networks, all the steps of our approach are parallelizable and can be implemented on machines with higher number of processing units to reduce the required computational time.

eess.SY↗

Checking Refinement of Asynchronous Programs against Context-Free Specifications

In the language-theoretic approach to refinement verification, we check that the language of traces of an implementation all belong to the language of a specification. We consider the refinement verification problem for asynchronous programs against specifications given by a Dyck language. We show that this problem is EXPSPACE-complete -- the same complexity as that of language emptiness and for refinement verification against a regular specification. Our algorithm uses several technical ingredients. First, we show that checking if the coverability language of a succinctly described vector addition system with states (VASS) is contained in a Dyck language is EXPSPACE-complete. Second, in the more technical part of the proof, we define an ordering on words and show a downward closure construction that allows replacing the (context-free) language of each task in an asynchronous program by a regular language. Unlike downward closure operations usually considered in infinite-state verification, our ordering is not a well-quasi-ordering, and we have to construct the regular language ab initio. Once the tasks can be replaced, we show a reduction to an appropriate VASS and use our first ingredient. In addition to the inherent theoretical interest, refinement verification with Dyck specifications captures common practical resource usage patterns based on reference counting, for which few algorithmic techniques were known.

cs.FL↗

Generating High-Precision Feedback for Programming Syntax Errors using Large Language Models

Large language models (LLMs), such as Codex, hold great promise in enhancing programming education by automatically generating feedback for students. We investigate using LLMs to generate feedback for fixing syntax errors in Python programs, a key scenario in introductory programming. More concretely, given a student's buggy program, our goal is to generate feedback comprising a fixed program along with a natural language explanation describing the errors/fixes, inspired by how a human tutor would give feedback. While using LLMs is promising, the critical challenge is to ensure high precision in the generated feedback, which is imperative before deploying such technology in classrooms. The main research question we study is: Can we develop LLMs-based feedback generation techniques with a tunable precision parameter, giving educators quality control over the feedback that students receive? To this end, we introduce PyFiXV, our technique to generate high-precision feedback powered by Codex. The key idea behind PyFiXV is to use a novel run-time validation mechanism to decide whether the generated feedback is suitable for sharing with the student; notably, this validation mechanism also provides a precision knob to educators. We perform an extensive evaluation using two real-world datasets of Python programs with syntax errors and show the efficacy of PyFiXV in generating high-precision feedback.

cs.PL↗

Fast Symbolic Algorithms for Omega-Regular Games under Strong Transition Fairness

We consider fixpoint algorithms for two-player games on graphs with $ω$-regular winning conditions, where the environment is constrained by a strong transition fairness assumption. Strong transition fairness is a widely occurring special case of strong fairness, which requires that any execution is strongly fair with respect to a specified set of live edges: whenever the source vertex of a live edge is visited infinitely often along a play, the edge itself is traversed infinitely often along the play as well. We show that, surprisingly, strong transition fairness retains the algorithmic characteristics of the fixpoint algorithms for $ω$-regular games -- the new algorithms have the same alternation depth as the classical algorithms but invoke a new type of predecessor operator. For Rabin games with $k$ pairs, the complexity of the new algorithm is $O(n^{k+2}k!)$ symbolic steps, which is independent of the number of live edges in the strong transition fairness assumption. Further, we show that GR(1) specifications with strong transition fairness assumptions can be solved with a 3-nested fixpoint algorithm, same as the usual algorithm. In contrast, strong fairness necessarily requires increasing the alternation depth depending on the number of fairness assumptions. We get symbolic algorithms for (generalized) Rabin, parity and GR(1) objectives under strong transition fairness assumptions as well as a direct symbolic algorithm for qualitative winning in stochastic $ω$-regular games that runs in $O(n^{k+2}k!)$ symbolic steps, improving the state of the art. Finally, we have implemented a BDD-based synthesis engine based on our algorithm. We show on a set of synthetic and real benchmarks that our algorithm is scalable, parallelizable, and outperforms previous algorithms by orders of magnitude.

cs.FL↗

Online Reinforcement Learning with Uncertain Episode Lengths

Existing episodic reinforcement algorithms assume that the length of an episode is fixed across time and known a priori. In this paper, we consider a general framework of episodic reinforcement learning when the length of each episode is drawn from a distribution. We first establish that this problem is equivalent to online reinforcement learning with general discounting where the learner is trying to optimize the expected discounted sum of rewards over an infinite horizon, but where the discounting function is not necessarily geometric. We show that minimizing regret with this new general discounting is equivalent to minimizing regret with uncertain episode lengths. We then design a reinforcement learning algorithm that minimizes regret with general discounting but acts for the setting with uncertain episode lengths. We instantiate our general bound for different types of discounting, including geometric and polynomial discounting. We also show that we can obtain similar regret bounds even when the uncertainty over the episode lengths is unknown, by estimating the unknown distribution over time. Finally, we compare our learning algorithms with existing value-iteration based episodic RL algorithms in a grid-world environment.

cs.LG↗

General Decidability Results for Asynchronous Shared-Memory Programs: Higher-Order and Beyond

The model of asynchronous programming arises in many contexts, from low-level systems software to high-level web programming. We take a language-theoretic perspective and show general decidability and undecidability results for asynchronous programs that capture all known results as well as show decidability of new and important classes. As a main consequence, we show decidability of safety, termination and boundedness verification for higher-order asynchronous programs -- such as OCaml programs using Lwt -- and undecidability of liveness verification already for order-2 asynchronous programs. We show that under mild assumptions, surprisingly, safety and termination verification of asynchronous programs with handlers from a language class are decidable iff emptiness is decidable for the underlying language class. Moreover, we show that configuration reachability and liveness (fair termination) verification are equivalent, and decidability of these problems implies decidability of the well-known "equal-letters" problem on languages. Our results close the decidability frontier for asynchronous programs.

cs.FL↗