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Shibashis Guha

Publications and source records attributed to Shibashis Guha.

30 records · Page 2Linked to original sources

Mixing Probabilistic and non-Probabilistic Objectives in Markov Decision Processes

In this paper, we consider algorithms to decide the existence of strategies in MDPs for Boolean combinations of objectives. These objectives are omega-regular properties that need to be enforced either surely, almost surely, existentially, or with non-zero probability. In this setting, relevant strategies are randomized infinite memory strategies: both infinite memory and randomization may be needed to play optimally. We provide algorithms to solve the general case of Boolean combinations and we also investigate relevant subcases. We further report on complexity bounds for these problems.

cs.LO↗

Expected Window Mean-Payoff

In the window mean-payoff objective, given an infinite path, instead of considering a long run average, we consider the minimum payoff that can be ensured at every position of the path over a finite window that slides over the entire path. Chatterjee et al. studied the problem to decide if in a two-player game, Player 1 has a strategy to ensure a window mean-payoff of at least 0. In this work, we consider a function that given a path returns the supremum value of the window mean-payoff that can be ensured over the path and we show how to compute its expected value in Markov chains and Markov decision processes. We consider two variants of the function: Fixed window mean-payoff in which a fixed window length $l_{max}$ is provided; and Bounded window mean-payoff in which we compute the maximum possible value of the window mean-payoff over all possible window lengths. Further, for both variants, we consider (i) a direct version of the problem where for each path, the payoff that can be ensured from its very beginning and (ii) a non-direct version that is the prefix independent counterpart of the direct version of the problem.

cs.GT↗

Two-way Parikh Automata

Parikh automata extend automata with counters whose values can only be tested at the end of the computation, with respect to membership into a semi-linear set. Parikh automata have found several applications, for instance in transducer theory, as they enjoy decidable emptiness problem. In this paper, we study two-way Parikh automata. We show that emptiness becomes undecidable in the non-deterministic case. However, it is PSpace-C when the number of visits to any input position is bounded and the semi-linear set is given as an existential Presburger formula. We also give tight complexity bounds for the inclusion, equivalence and universality problems. Finally, we characterise precisely the complexity of those problems when the semi-linear constraint is given by an arbitrary Presburger formula.

cs.FL↗

Monadic Second-Order Logic with Path-Measure Quantifier is Undecidable

We prove that the theory of Monadic Second-Order logic (MSO) of the infinite binary tree extended with qualitative path-measure quantifier is undecidable. This quantifier says that the set of infinite paths in the tree that satisfies some formula has Lebesgue-measure one. To do this we prove that the emptiness problem of qualitative universal parity tree automata is undecidable. Qualitative means that a run of a tree automaton is accepting if the set of paths in the run that satisfy the acceptance condition has Lebesgue-measure one.

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↗

Mean-Payoff Games on Timed Automata

Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite run. The goal of Player Min is to minimize the limit average weight of the run, while the goal of the Player Max is the opposite. Brenguier, Cassez, and Raskin recently studied a variation of these games and showed that mean-payoff games are undecidable for timed automata with five or more clocks. We refine this result by proving the undecidability of mean-payoff games with three clocks. On a positive side, we show the decidability of mean-payoff games on one-clock timed automata with binary price-rates. A key contribution of this paper is the application of dynamic programming based proof techniques applied in the context of average reward optimization on an uncountable state and action space.

cs.GT↗

From Traces To Proofs: Proving Concurrent Program Safe

Nondeterminism in scheduling is the cardinal reason for difficulty in proving correctness of concurrent programs. A powerful proof strategy was recently proposed [6] to show the correctness of such programs. The approach captured data-flow dependencies among the instructions of an interleaved and error-free execution of threads. These data-flow dependencies were represented by an inductive data-flow graph (iDFG), which, in a nutshell, denotes a set of executions of the concurrent program that gave rise to the discovered data-flow dependencies. The iDFGs were further transformed in to alternative finite automatons (AFAs) in order to utilize efficient automata-theoretic tools to solve the problem. In this paper, we give a novel and efficient algorithm to directly construct AFAs that capture the data-flow dependencies in a concurrent program execution. We implemented the algorithm in a tool called ProofTraPar to prove the correctness of finite state cyclic programs under the sequentially consistent memory model. Our results are encouranging and compare favorably to existing state-of-the-art tools.

cs.PL↗

Revisiting Robustness in Priced Timed Games

Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the controller is to reach a given set of target locations as cheaply as possible, while the goal of the environment is the opposite. Priced timed games are known to be undecidable for timed automata with $3$ or more clocks, while they are known to be decidable for automata with $1$ clock. In an attempt to recover decidability for priced timed games Bouyer, Markey, and Sankur studied robust priced timed games where the environment has the power to slightly perturb delays proposed by the controller. Unfortunately, however, they showed that the natural problem of deciding the existence of optimal limit-strategy---optimal strategy of the controller where the perturbations tend to vanish in the limit---is undecidable with $10$ or more clocks. In this paper we revisit this problem and improve our understanding of the decidability of these games. We show that the limit-strategy problem is already undecidable for a subclass of robust priced timed games with $5$ or more clocks. On a positive side, we show the decidability of the existence of almost optimal strategies for the same subclass of one-clock robust priced timed games by adapting a classical construction by Bouyer at al. for one-clock priced timed games.

cs.LO↗

Reducing Clocks in Timed Automata while Preserving Bisimulation

Model checking timed automata becomes increasingly complex with the increase in the number of clocks. Hence it is desirable that one constructs an automaton with the minimum number of clocks possible. The problem of checking whether there exists a timed automaton with a smaller number of clocks such that the timed language accepted by the original automaton is preserved is known to be undecidable. In this paper, we give a construction, which for any given timed automaton produces a timed bisimilar automaton with the least number of clocks. Further, we show that such an automaton with the minimum possible number of clocks can be constructed in time that is doubly exponential in the number of clocks of the original automaton.

cs.FL↗

A Unifying Approach to Decide Relations for Timed Automata and their Game Characterization

In this paper we present a unifying approach for deciding various bisimulations, simulation equivalences and preorders between two timed automata states. We propose a zone based method for deciding these relations in which we eliminate an explicit product construction of the region graphs or the zone graphs as in the classical methods. Our method is also generic and can be used to decide several timed relations. We also present a game characterization for these timed relations and show that the game hierarchy reflects the hierarchy of the timed relations. One can obtain an infinite game hierarchy and thus the game characterization further indicates the possibility of defining new timed relations which have not been studied yet. The game characterization also helps us to come up with a formula which encodes the separation between two states that are not timed bisimilar. Such distinguishing formulae can also be generated for many relations other than timed bisimilarity.

cs.FL↗

Inferring Fences in a Concurrent Program Using SC proof of Correctness

Most proof systems for concurrent programs assume the underlying memory model to be sequentially consistent (SC), an assumption which does not hold for modern multicore processors. These processors, for performance reasons, implement relaxed memory models. As a result of this relaxation a program, proved correct on the SC memory model, might execute incorrectly. To ensure its correctness under relaxation, fence instructions are inserted in the code. In this paper we show that the SC proof of correctness of an algorithm, carried out in the proof system of [Sou84], identifies per-thread instruction orderings sufficient for this SC proof. Further, to correctly execute this algorithm on an underlying relaxed memory model it is sufficient to respect only these orderings by inserting fence instructions.

cs.LO↗

Game Characterizations of Timed Relations for Timed Automata Processes

In this work, we design the game semantics for timed equivalences and preorders of timed processes. The timed games corresponding to the various timed relations form a hierarchy. These games are similar to Stirling's bisimulation games. If it is the case that the existence of a winning strategy for the defender in a game ${\cal G}_1$ implies that there exists a winning strategy for the defender in another game ${\cal G}_2$, then the relation that corresponds to ${\cal G}_1$ is stronger than the relation corresponding to ${\cal G}_2$. The game hierarchy also throws light into several timed relations that are not considered in this paper.

cs.FL↗