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Rupak Majumdar

Publications and source records attributed to Rupak Majumdar.

At least 55 records · Page 3Linked to original sources

Symbolic Control for Stochastic Systems via Finite Parity Games

We consider the problem of computing the maximal probability of satisfying an omega-regular specification for stochastic nonlinear systems evolving in discrete time. The problem reduces, after automata-theoretic constructions, to finding the maximal probability of satisfying a parity condition on a (possibly hybrid) state space. While characterizing the exact satisfaction probability is open, we show that a lower bound on this probability can be obtained by (I) computing an under-approximation of the qualitative winning region, i.e., states from which the parity condition can be enforced almost surely, and (II) computing the maximal probability of reaching this qualitative winning region. The heart of our approach is a technique to symbolically compute the under-approximation of the qualitative winning region in step (I) via a finite-state abstraction of the original system as a 2.5-player parity game. Our abstraction procedure uses only the support of the probabilistic evolution; it does not use precise numerical transition probabilities. We prove that the winning set in the abstract 2.5-player game induces an under-approximation of the qualitative winning region in the original synthesis problem, along with a policy to solve it. By combining these contributions with (a) a symbolic fixpoint algorithm to solve 2.5-player games and (b) existing techniques for reachability policy synthesis in stochastic nonlinear systems, we get an abstraction-based algorithm for finding a lower bound on the maximal satisfaction probability. We have implemented the abstraction-based algorithm in Mascot-SDS (Majumdar et al., 2020), where we combined the outlined abstraction step with our recent tool FairSyn. We evaluated our implementation on the nonlinear model of a perturbed bistable switch from the literature. We outperform a recently proposed tool for solving this problem by a large margin.

eess.SY↗

Generalising Projection in Asynchronous Multiparty Session Types

Multiparty session types (MSTs) provide an efficient methodology for specifying and verifying message passing software systems. In the theory of MSTs, a global type specifies the interaction among the roles at the global level. A local specification for each role is generated by projecting from the global type on to the message exchanges it participates in. Whenever a global type can be projected on to each role, the composition of the projections is deadlock free and has exactly the behaviours specified by the global type. The key to the usability of MSTs is the projection operation: a more expressive projection allows more systems to be type-checked but requires a more difficult soundness argument. In this paper, we generalise the standard projection operation in MSTs. This allows us to model and type-check many design patterns in distributed systems, such as load balancing, that are rejected by the standard projection. The key to the new projection is an analysis that tracks causality between messages. Our soundness proof uses novel graph-theoretic techniques from the theory of message-sequence charts. We demonstrate the efficacy of the new projection operation by showing many global types for common patterns that can be projected under our projection but not under the standard projection operation.

cs.FL↗

The Pseudo-Reachability Problem for Diagonalisable Linear Dynamical Systems

We study fundamental reachability problems on pseudo-orbits of linear dynamical systems. Pseudo-orbits can be viewed as a model of computation with limited precision and pseudo-reachability can be thought of as a robust version of classical reachability. Using an approach based on $o$-minimality of $\reals_{\exp}$ we prove decidability of the discrete-time pseudo-reachability problem with arbitrary semialgebraic targets for diagonalisable linear dynamical systems. We also show that our method can be used to reduce the continuous-time pseudo-reachability problem to the (classical) time-bounded reachability problem, which is known to be conditionally decidable.

cs.LO↗

The complexity of bidirected reachability in valence systems

Reachability problems in infinite-state systems are often subject to extremely high complexity. This motivates the investigation of efficient overapproximations, where we add transitions to obtain a system in which reachability can be decided more efficiently. We consider bidirected infinite-state systems, where for every transition there is a transition with opposite effect. We study bidirected reachability in the framework of valence systems, an abstract model featuring finitely many control states and an infinite-state storage that is specified by a finite graph. By picking suitable graphs, valence systems can uniformly model counters as in vector addition systems, pushdowns, integer counters, and combinations thereof. We provide a comprehensive complexity landscape for bidirected reachability and show that the complexity drops (often to polynomial time) from that of general reachability, for almost every storage mechanism where reachability is known to be decidable.

cs.FL↗

Data-Driven Abstraction-Based Control Synthesis

This paper studies formal synthesis of controllers for continuous-space systems with unknown dynamics to satisfy requirements expressed as linear temporal logic formulas. Formal abstraction-based synthesis schemes rely on a precise mathematical model of the system to build a finite abstract model, which is then used to design a controller. The abstraction-based schemes are not applicable when the dynamics of the system are unknown. We propose a data-driven approach that computes the growth bound of the system using a finite number of trajectories. The growth bound together with the sampled trajectories are then used to construct the abstraction and synthesise a controller. Our approach casts the computation of the growth bound as a robust convex optimisation program (RCP). Since the unknown dynamics appear in the optimisation, we formulate a scenario convex program (SCP) corresponding to the RCP using a finite number of sampled trajectories. We establish a sample complexity result that gives a lower bound for the number of sampled trajectories to guarantee the correctness of the growth bound computed from the SCP with a given confidence. We also provide a sample complexity result for the satisfaction of the specification on the system in closed loop with the designed controller for a given confidence. Our results are founded on estimating a bound on the Lipschitz constant of the system and provide guarantees on satisfaction of both finite and infinite-horizon specifications. We show that our data-driven approach can be readily used as a model-free abstraction refinement scheme by modifying the formulation of the growth bound and providing similar sample complexity results. The performance of our approach is shown on three case studies.

eess.SY↗

Bayesian Persuasion in Sequential Decision-Making

We study a dynamic model of Bayesian persuasion in sequential decision-making settings. An informed principal observes an external parameter of the world and advises an uninformed agent about actions to take over time. The agent takes actions in each time step based on the current state, the principal's advice/signal, and beliefs about the external parameter. The action of the agent updates the state according to a stochastic process. The model arises naturally in many applications, e.g., an app (the principal) can advice the user (the agent) on possible choices between actions based on additional real-time information the app has. We study the problem of designing a signaling strategy from the principal's point of view. We show that the principal has an optimal strategy against a myopic agent, who only optimizes their rewards locally, and the optimal strategy can be computed in polynomial time. In contrast, it is NP-hard to approximate an optimal policy against a far-sighted agent. Further, if the principal has the power to threaten the agent by not providing future signals, then we can efficiently compute a threat-based strategy. This strategy guarantees the principal's payoff as if playing against an agent who is far-sighted but myopic to future signals.

cs.GT↗

Reachability in Bidirected Pushdown VASS

A pushdown vector addition system with states (PVASS) extends the model of vector addition systems with a pushdown store. A PVASS is said to be \emph{bidirected} if every transition (pushing/popping a symbol or modifying a counter) has an accompanying opposite transition that reverses the effect. Bidirectedness arises naturally in many models; it can also be seen as a overapproximation of reachability. We show that the reachability problem for \emph{bidirected} PVASS is decidable in Ackermann time and primitive recursive for any fixed dimension. For the special case of one-dimensional bidirected PVASS, we show reachability is in $\mathsf{PSPACE}$, and in fact in polynomial time if the stack is polynomially bounded. Our results are in contrast to the \emph{directed} setting, where decidability of reachability is a long-standing open problem already for one dimensional PVASS, and there is a $\mathsf{PSPACE}$-lower bound already for one-dimensional PVASS with bounded stack. The reachability relation in the bidirected (stateless) case is a congruence over $\mathbb{N}^d$. Our upper bounds exploit saturation techniques over congruences. In particular, we show novel elementary-time constructions of semilinear representations of congruences generated by finitely many vector pairs. In the case of one-dimensional PVASS, we employ a saturation procedure over bounded-size counters. We complement our upper bound with a $\mathsf{TOWER}$-hardness result for arbitrary dimension and $k$-$\mathsf{EXPSPACE}$ hardness in dimension $2k+6$ using a technique by Lazić and Totzke to implement iterative exponentiations.

cs.FL↗

Joint Inference of Reward Machines and Policies for Reinforcement Learning

Incorporating high-level knowledge is an effective way to expedite reinforcement learning (RL), especially for complex tasks with sparse rewards. We investigate an RL problem where the high-level knowledge is in the form of reward machines, i.e., a type of Mealy machine that encodes the reward functions. We focus on a setting in which this knowledge is a priori not available to the learning agent. We develop an iterative algorithm that performs joint inference of reward machines and policies for RL (more specifically, q-learning). In each iteration, the algorithm maintains a hypothesis reward machine and a sample of RL episodes. It derives q-functions from the current hypothesis reward machine, and performs RL to update the q-functions. While performing RL, the algorithm updates the sample by adding RL episodes along which the obtained rewards are inconsistent with the rewards based on the current hypothesis reward machine. In the next iteration, the algorithm infers a new hypothesis reward machine from the updated sample. Based on an equivalence relationship we defined between states of reward machines, we transfer the q-functions between the hypothesis reward machines in consecutive iterations. We prove that the proposed algorithm converges almost surely to an optimal policy in the limit if a minimal reward machine can be inferred and the maximal length of each RL episode is sufficiently long. The experiments show that learning high-level knowledge in the form of reward machines can lead to fast convergence to optimal policies in RL, while standard RL methods such as q-learning and hierarchical RL methods fail to converge to optimal policies after a substantial number of training steps in many tasks.

cs.AI↗

Context-Bounded Verification of Thread Pools

Thread pooling is a common programming idiom in which a fixed set of worker threads are maintained to execute tasks concurrently. The workers repeatedly pick tasks and execute them to completion. Each task is sequential, with possibly recursive code, and tasks communicate over shared memory. Executing a task can lead to more new tasks being spawned. We consider the safety verification problem for thread-pooled programs. We parameterize the problem with two parameters: the size of the thread pool as well as the number of context switches for each task. The size of the thread pool determines the number of workers running concurrently. The number of context switches determines how many times a worker can be swapped out while executing a single task - like many verification problems for multithreaded recursive programs, the context bounding is important for decidability. We show that the safety verification problem for thread-pooled, context-bounded, Boolean programs is EXPSPACE-complete, even if the size of the thread pool and the context bound are given in binary. Our main result, the EXPSPACE upper bound, is derived using a sequence of new succinct encoding techniques of independent language-theoretic interest. In particular, we show a polynomial-time construction of downward closures of languages accepted by succinct pushdown automata as doubly succinct nondeterministic finite automata. While there are explicit doubly exponential lower bounds on the size of nondeterministic finite automata accepting the downward closure, our result shows these automata can be compressed. We show that thread pooling significantly reduces computational power: in contrast, if only the context bound is provided in binary, but there is no thread pooling, the safety verification problem becomes 3EXPSPACE-complete.

cs.FL↗

Quadratic Word Equations with Length Constraints, Counter Systems, and Presburger Arithmetic with Divisibility

Word equations are a crucial element in the theoretical foundation of constraint solving over strings. A word equation relates two words over string variables and constants. Its solution amounts to a function mapping variables to constant strings that equate the left and right hand sides of the equation. While the problem of solving word equations is decidable, the decidability of the problem of solving a word equation with a length constraint (i.e., a constraint relating the lengths of words in the word equation) has remained a long-standing open problem. We focus on the subclass of quadratic word equations, i.e., in which each variable occurs at most twice. We first show that the length abstractions of solutions to quadratic word equations are in general not Presburger-definable. We then describe a class of counter systems with Presburger transition relations which capture the length abstraction of a quadratic word equation with regular constraints. We provide an encoding of the effect of a simple loop of the counter systems in the existential theory of Presburger Arithmetic with divisibility (PAD). Since PAD is decidable (NP-hard and is in NEXP), we obtain a decision procedure for quadratic words equations with length constraints for which the associated counter system is flat (i.e., all nodes belong to at most one cycle). In particular, we show a decidability result (in fact, also an NP algorithm with a PAD oracle) for a recently proposed NP-complete fragment of word equations called regular-oriented word equations, when augmented with length constraints. We extend this decidability result (in fact, with a complexity upper bound of PSPACE with a PAD oracle) in the presence of regular constraints.

cs.LO↗

Supervisory Controller Synthesis for Non-terminating Processes is an Obliging Game

We present a new algorithm to solve the supervisory control problem over non-terminating processes modeled as $ω$-regular automata. A solution to this problem was obtained by Thistle in 1995 which uses complex manipulations of automata. We show a new solution to the problem through a reduction to obliging games, which, in turn, can be reduced to $ω$-regular reactive synthesis. Therefore, our reduction results in a symbolic algorithm based on manipulating sets of states using tools from reactive synthesis.

cs.LO↗

From Verification to Causality-based Explications

In view of the growing complexity of modern software architectures, formal models are increasingly used to understand why a system works the way it does, opposed to simply verifying that it behaves as intended. This paper surveys approaches to formally explicate the observable behavior of reactive systems. We describe how Halpern and Pearl's notion of actual causation inspired verification-oriented studies of cause-effect relationships in the evolution of a system. A second focus lies on applications of the Shapley value to responsibility ascriptions, aimed to measure the influence of an event on an observable effect. Finally, formal approaches to probabilistic causation are collected and connected, and their relevance to the understanding of probabilistic systems is discussed.

cs.LO↗

A Game-Theoretic Account of Responsibility Allocation

When designing or analyzing multi-agent systems, a fundamental problem is responsibility ascription: to specify which agents are responsible for the joint outcome of their behaviors and to which extent. We model strategic multi-agent interaction as an extensive form game of imperfect information and define notions of forward (prospective) and backward (retrospective) responsibility. Forward responsibility identifies the responsibility of a group of agents for an outcome along all possible plays, whereas backward responsibility identifies the responsibility along a given play. We further distinguish between strategic and causal backward responsibility, where the former captures the epistemic knowledge of players along a play, while the latter formalizes which players -- possibly unknowingly -- caused the outcome. A formal connection between forward and backward notions is established in the case of perfect recall. We further ascribe quantitative responsibility through cooperative game theory. We show through a number of examples that our approach encompasses several prior formal accounts of responsibility attribution.

cs.GT↗

Subcubic Certificates for CFL Reachability

Many problems in interprocedural program analysis can be modeled as the context-free language (CFL) reachability problem on graphs and can be solved in cubic time. Despite years of efforts, there are no known truly sub-cubic algorithms for this problem. We study the related certification task: given an instance of CFL reachability, are there small and efficiently checkable certificates for the existence and for the non-existence of a path? We show that, in both scenarios, there exist succinct certificates ($O(n^2)$ in the size of the problem) and these certificates can be checked in subcubic (matrix multiplication) time. The certificates are based on grammar-based compression of paths (for positive instances) and on invariants represented as matrix constraints (for negative instances). Thus, CFL reachability lies in nondeterministic and co-nondeterministic subcubic time. A natural question is whether faster algorithms for CFL reachability will lead to faster algorithms for combinatorial problems such as Boolean satisfiability (SAT). As a consequence of our certification results, we show that there cannot be a fine-grained reduction from SAT to CFL reachability for a conditional lower bound stronger than $n^ω$, unless the nondeterministic strong exponential time hypothesis (NSETH) fails. Our results extend to related subcubic equivalent problems: pushdown reachability and two-way nondeterministic pushdown automata (2NPDA) language recognition. For example, we describe succinct certificates for pushdown non-reachability (inductive invariants) and observe that they can be checked in matrix multiplication time. We also extract a new hardest 2NPDA language, capturing the "hard core" of all these problems.

cs.FL↗

Paracosm: A Language and Tool for Testing Autonomous Driving Systems

Systematic testing of autonomous vehicles operating in complex real-world scenarios is a difficult and expensive problem. We present Paracosm, a reactive language for writing test scenarios for autonomous driving systems. Paracosm allows users to programmatically describe complex driving situations with specific visual features, e.g., road layout in an urban environment, as well as reactive temporal behaviors of cars and pedestrians. Paracosm programs are executed on top of a game engine that provides realistic physics simulation and visual rendering. The infrastructure allows systematic exploration of the state space, both for visual features (lighting, shadows, fog) and for reactive interactions with the environment (pedestrians, other traffic). We define a notion of test coverage for Paracosm configurations based on combinatorial testing and low dispersion sequences. Paracosm comes with an automatic test case generator that uses random sampling for discrete parameters and deterministic quasi-Monte Carlo generation for continuous parameters. Through an empirical evaluation, we demonstrate the modeling and testing capabilities of Paracosm on a suite of autonomous driving systems implemented using deep neural networks developed in research and education. We show how Paracosm can expose incorrect behaviors or degraded performance.

cs.SE↗

Lassie: HOL4 Tactics by Example

Proof engineering efforts using interactive theorem proving have yielded several impressive projects in software systems and mathematics. A key obstacle to such efforts is the requirement that the domain expert is also an expert in the low-level details in constructing the proof in a theorem prover. In particular, the user needs to select a sequence of tactics that lead to a successful proof, a task that in general requires knowledge of the exact names and use of a large set of tactics. We present Lassie, a tactic framework for the HOL4 theorem prover that allows individual users to define their own tactic language by example and give frequently used tactics or tactic combinations easier-to-remember names. The core of Lassie is an extensible semantic parser, which allows the user to interactively extend the tactic language through a process of definitional generalization. Defining tactics in Lassie thus does not require any knowledge in implementing custom tactics, while proofs written in Lassie retain the correctness guarantees provided by the HOL4 system. We show through case studies how Lassie can be used in small and larger proofs by novice and more experienced interactive theorem prover users, and how we envision it to ease the learning curve in a HOL4 tutorial.

cs.PL↗

Context-Bounded Verification of Liveness Properties for Multithreaded Shared-Memory Programs

We study context-bounded verification of liveness properties of multi-threaded, shared-memory programs, where each thread can spawn additional threads. Our main result shows that context-bounded fair termination is decidable for the model; context-bounded implies that each spawned thread can be context switched a fixed constant number of times. Our proof is technical, since fair termination requires reasoning about the composition of unboundedly many threads each with unboundedly large stacks. In fact, techniques for related problems, which depend crucially on replacing the pushdown threads with finite-state threads, are not applicable. Instead, we introduce an extension of vector addition systems with states (VASS), called VASS with balloons (VASSB), as an intermediate model; it is an infinite-state model of independent interest. A VASSB allows tokens that are themselves markings (balloons). We show that context bounded fair termination reduces to fair termination for VASSB. We show the latter problem is decidable by showing a series of reductions: from fair termination to configuration reachability for VASSB and thence to the reachability problem for VASS. For a lower bound, fair termination is known to be non-elementary already in the special case where threads run to completion (no context switches). We also show that the simpler problem of context-bounded termination is 2EXPSPACE-complete, matching the complexity bound---and indeed the techniques---for safety verification. Additionally, we show the related problem of fair starvation, which checks if some thread can be starved along a fair run, is also decidable in the context-bounded case. The decidability employs an intricate reduction from fair starvation to fair termination. Like fair termination, this problem is also non-elementary.

cs.FL↗

The complexity of bounded context switching with dynamic thread creation

Dynamic networks of concurrent pushdown systems (DCPS) are a theoretical model for multi-threaded recursive programs with shared global state and dynamical creation of threads. The (global) state reachability problem for DCPS is undecidable in general, but Atig et al. (2009) showed that it becomes decidable, and is in 2EXPSPACE, when each thread is restricted to a fixed number of context switches. The best known lower bound for the problem is EXPSPACE-hard and this lower bound follows already when each thread is a finite-state machine and runs atomically to completion (i.e., does not switch contexts). In this paper, we close the gap by showing that state reachability is 2EXPSPACE-hard already with only one context switch. Interestingly, state reachability analysis is in EXPSPACE both for pushdown threads without context switches as well as for finite-state threads with arbitrary context switches. Thus, recursive threads together with a single context switch provide an exponential advantage. Our proof techniques are of independent interest for 2EXPSPACE-hardness results. We introduce transducer-defined Petri nets, a succinct representation for Petri nets, and show coverability is 2EXPSPACE-hard for this model. To show 2EXPSPACE-hardness, we present a modified version of Lipton's simulation of counter machines by Petri nets, where the net programs can make explicit recursive procedure calls up to a bounded depth.

cs.FL↗