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Shufang Zhu

Publications and source records attributed to Shufang Zhu.

At least 19 recordsLinked to original sources

Optimal LTLf Synthesis

Strategy synthesis typically follows an all-or-nothing paradigm, returning unrealisable whenever a specification cannot be guaranteed in an uncertain environment. In this paper, we introduce optimal LTLf synthesis, where the goal is to realise as many objectives as possible from a given specification consisting of multiple objectives, especially for the case that they are not all jointly realisable. We first consider max-guarantee synthesis, which commits to a maximal set of objectives that we can a priori guarantee to realise. We then introduce max-observation synthesis, which maximises a posteriori realised objectives that may be incomparable on different executions. Finally, we present incremental max-observation synthesis, which further improves strategies by exploiting opportunities for stronger guarantees when they arise during an execution. Experimental results show that different variations of optimal synthesis scale broadly equally well, solving a large fraction of the benchmark instances within the given timeout, demonstrating the practical feasibility of the approach.

cs.AI

Fast Obligation Translation and Synthesis

Syntactic obligations are a fragment of LTL formulas that translate to deterministic weak $ω$-automata (DWA). We show that syntactic obligations can be very efficiently converted to minimal DWA represented using multi-terminal binary decision diagrams (MTBDDs), and that synthesis of such specifications can be solved directly on the MTBDD representation on the fly. Our implementation in Spot shows substantial runtime improvements in translation and synthesis.

cs.FL

On-the-fly LTLf Synthesis under Partial Observability

LTLf synthesis under partial observability requires reasoning about unobservable environment variables, which is typically handled by constructing a belief-state DFA via subset construction that universally quantifies these variables. Existing approaches perform this construction as a separate step prior to game solving, often generating belief states that are unnecessary in practice. We propose an on-the-fly approach to LTLf synthesis under partial observability based on observable progression. Our method incrementally builds the belief-state DFA by progressing the specification with respect to observable variables only, universally quantifying unobservable variables on the fly. We prove the correctness of the construction and show that it naturally enables on-the-fly game solving, leading to a fully on-the-fly synthesis framework. Our implementation leverages DFAs represented using Multi-Terminal Binary Decision Diagrams: a compact representation that has proven highly effective for LTLf synthesis under full observability. Experimental results demonstrate that our approach significantly outperforms existing methods and further highlight the practical benefits of integrating on-the-fly game solving with belief-state construction.

cs.LO

The Complexity of Games with Randomised Control

We study the complexity of solving two-player infinite duration games played on a fixed finite graph, where the control of a node is not predetermined but rather assigned randomly. In classic random-turn games, control of each node is assigned randomly every time the node is visited during a play. In this work, we study two natural variants of this where control of each node is assigned only once: (i) control is assigned randomly during a play when a node is visited for the first time and does not change for the rest of the play and (ii) control is assigned a priori before the game starts for every node by independent coin tosses and then the game is played. We investigate the complexity of computing the winning probability with three kinds of objectives-reachability, parity, and energy. We show that the qualitative questions on all variants and all objectives are NL-complete. For the quantitative questions, we show that deciding whether the maximiser can win with probability at least a given threshold for every objective is PSPACE-complete under the first mechanism, and that computing the exact winning probability for every objective is sharp-P-complete under the second. To complement our hardness results for the second mechanism, we propose randomised approximation schemes that efficiently estimate the winning probability for all three objectives, assuming a bounded number of parity colours and unary-encoded weights for energy objectives, and we empirically demonstrate their fast convergence.

cs.GT

Learning to Coordinate without Communication under Incomplete Information

Achieving seamless coordination in cooperative games is a crucial challenge in artificial intelligence, particularly when players operate under incomplete information. While communication helps, it is not always feasible. In this paper, we explore how effective coordination can be achieved without verbal communication, relying solely on observing each other's actions. Our method enables an agent to develop a strategy by interpreting its partner's action sequences as intent signals, constructing a finite-state transducer built from deterministic finite automata, one for each possible action the agent can take. Experiments show that these strategies significantly outperform uncoordinated ones and closely match the performance of coordinating via direct communication.

cs.AI

A Compositional Framework for On-the-Fly LTLf Synthesis

Reactive synthesis from Linear Temporal Logic over finite traces (LTLf) can be reduced to a two-player game over a Deterministic Finite Automaton (DFA) of the LTLf specification. The primary challenge here is DFA construction, which is 2EXPTIME-complete in the worst case. Existing techniques either construct the DFA compositionally before solving the game, leveraging automata minimization to mitigate state-space explosion, or build the DFA incrementally during game solving to avoid full DFA construction. However, neither is dominant. In this paper, we introduce a compositional on-the-fly synthesis framework that integrates the strengths of both approaches, focusing on large conjunctions of smaller LTLf formulas common in practice. This framework applies composition during game solving instead of automata (game arena) construction. While composing all intermediate results may be necessary in the worst case, pruning these results simplifies subsequent compositions and enables early detection of unrealizability. Specifically, the framework allows two composition variants: pruning before composition to take full advantage of minimization or pruning during composition to guide on-the-fly synthesis. Compared to state-of-the-art synthesis solvers, our framework is able to solve a notable number of instances that other solvers cannot handle. A detailed analysis shows that both composition variants have unique merits.

cs.AI

Emerson-Lei and Manna-Pnueli Games for LTLf+ and PPLTL+ Synthesis

Recently, the Manna-Pnueli Hierarchy has been used to define the temporal logics LTLfp and PPLTLp, which allow to use finite-trace LTLf/PPLTL techniques in infinite-trace settings while achieving the expressiveness of full LTL. In this paper, we present the first actual solvers for reactive synthesis in these logics. These are based on games on graphs that leverage DFA-based techniques from LTLf/PPLTL to construct the game arena. We start with a symbolic solver based on Emerson-Lei games, which reduces lower-class properties (guarantee, safety) to higher ones (recurrence, persistence) before solving the game. We then introduce Manna-Pnueli games, which natively embed Manna-Pnueli objectives into the arena. These games are solved by composing solutions to a DAG of simpler Emerson-Lei games, resulting in a provably more efficient approach. We implemented the solvers and practically evaluated their performance on a range of representative formulas. The results show that Manna-Pnueli games often offer significant advantages, though not universally, indicating that combining both approaches could further enhance practical performance.

cs.LO

Engineering an LTLf Synthesis Tool

The problem of LTLf reactive synthesis is to build a transducer, whose output is based on a history of inputs, such that, for every infinite sequence of inputs, the conjoint evolution of the inputs and outputs has a prefix that satisfies a given LTLf specification. We describe the implementation of an LTLf synthesizer that outperforms existing tools on our benchmark suite. This is based on a new, direct translation from LTLf to a DFA represented as an array of Binary Decision Diagrams (MTBDDs) sharing their nodes. This MTBDD-based representation can be interpreted directly as a reachability game that is solved on-the-fly during its construction.

cs.FL

LTLf Adaptive Synthesis for Multi-Tier Goals in Nondeterministic Domains

We study a variant of LTLf synthesis that synthesizes adaptive strategies for achieving a multi-tier goal, consisting of multiple increasingly challenging LTLf objectives in nondeterministic planning domains. Adaptive strategies are strategies that at any point of their execution (i) enforce the satisfaction of as many objectives as possible in the multi-tier goal, and (ii) exploit possible cooperation from the environment to satisfy as many as possible of the remaining ones. This happens dynamically: if the environment cooperates (ii) and an objective becomes enforceable (i), then our strategies will enforce it. We provide a game-theoretic technique to compute adaptive strategies that is sound and complete. Notably, our technique is polynomial, in fact quadratic, in the number of objectives. In other words, it handles multi-tier goals with only a minor overhead compared to standard LTLf synthesis.

cs.AI

On-the-fly Synthesis for LTL over Finite Traces: An Efficient Approach that Counts

We present an on-the-fly synthesis framework for Linear Temporal Logic over finite traces (LTLf) based on top-down deterministic automata construction. Existing approaches rely on constructing a complete Deterministic Finite Automaton (DFA) corresponding to the LTLf specification, a process with doubly exponential complexity relative to the formula size in the worst case. In this case, the synthesis procedure cannot be conducted until the entire DFA is constructed. This inefficiency is the main bottleneck of existing approaches. To address this challenge, we first present a method for converting LTLf into Transition-based DFA (TDFA) by directly leveraging LTLf semantics, incorporating intermediate results as direct components of the final automaton to enable parallelized synthesis and automata construction. We then explore the relationship between LTLf synthesis and TDFA games and subsequently develop an algorithm for performing LTLf synthesis using on-the-fly TDFA game solving. This algorithm traverses the state space in a global forward manner combined with a local backward method, along with the detection of strongly connected components. Moreover, we introduce two optimization techniques -- model-guided synthesis and state entailment -- to enhance the practical efficiency of our approach. Experimental results demonstrate that our on-the-fly approach achieves the best performance on the tested benchmarks and effectively complements existing tools and approaches.

cs.AI

The Trembling-Hand Problem for LTLf Planning

Consider an agent acting to achieve its temporal goal, but with a "trembling hand". In this case, the agent may mistakenly instruct, with a certain (typically small) probability, actions that are not intended due to faults or imprecision in its action selection mechanism, thereby leading to possible goal failure. We study the trembling-hand problem in the context of reasoning about actions and planning for temporally extended goals expressed in Linear Temporal Logic on finite traces (LTLf), where we want to synthesize a strategy (aka plan) that maximizes the probability of satisfying the LTLf goal in spite of the trembling hand. We consider both deterministic and nondeterministic (adversarial) domains. We propose solution techniques for both cases by relying respectively on Markov Decision Processes and on Markov Decision Processes with Set-valued Transitions with LTLf objectives, where the set-valued probabilistic transitions capture both the nondeterminism from the environment and the possible action instruction errors from the agent. We formally show the correctness of our solution techniques and demonstrate their effectiveness experimentally through a proof-of-concept implementation.

cs.RO

Symbolic LTLf Best-Effort Synthesis

We consider an agent acting to fulfil tasks in a nondeterministic environment. When a strategy that fulfills the task regardless of how the environment acts does not exist, the agent should at least avoid adopting strategies that prevent from fulfilling its task. Best-effort synthesis captures this intuition. In this paper, we devise and compare various symbolic approaches for best-effort synthesis in Linear Temporal Logic on finite traces (LTLf). These approaches are based on the same basic components, however they change in how these components are combined, and this has a significant impact on the performance of the approaches as confirmed by our empirical evaluations.

cs.AI

LTLf Synthesis Under Environment Specifications for Reachability and Safety Properties

In this paper, we study LTLf synthesis under environment specifications for arbitrary reachability and safety properties. We consider both kinds of properties for both agent tasks and environment specifications, providing a complete landscape of synthesis algorithms. For each case, we devise a specific algorithm (optimal wrt complexity of the problem) and prove its correctness. The algorithms combine common building blocks in different ways. While some cases are already studied in literature others are studied here for the first time.

cs.LO

LTLf Best-Effort Synthesis in Nondeterministic Planning Domains

We study best-effort strategies (aka plans) in fully observable nondeterministic domains (FOND) for goals expressed in Linear Temporal Logic on Finite Traces (LTLf). The notion of best-effort strategy has been introduced to also deal with the scenario when no agent strategy exists that fulfills the goal against every possible nondeterministic environment reaction. Such strategies fulfill the goal if possible, and do their best to do so otherwise. We present a game-theoretic technique for synthesizing best-effort strategies that exploit the specificity of nondeterministic planning domains. We formally show its correctness and demonstrate its effectiveness experimentally, exhibiting a much greater scalability with respect to a direct best-effort synthesis approach based on re-expressing the planning domain as generic environment specifications.

cs.AI

Act for Your Duties but Maintain Your Rights

Most of the synthesis literature has focused on studying how to synthesize a strategy to fulfill a task. This task is a duty for the agent. In this paper, we argue that intelligent agents should also be equipped with rights, that is, tasks that the agent itself can choose to fulfill (e.g., the right of recharging the battery). The agent should be able to maintain these rights while acting for its duties. We study this issue in the context of LTLf synthesis: we give duties and rights in terms of LTLf specifications, and synthesize a suitable strategy to achieve the duties that can be modified on-the-fly to achieve also the rights, if the agent chooses to do so. We show that handling rights does not make synthesis substantially more difficult, although it requires a more sophisticated solution concept than standard LTLf synthesis. We also extend our results to the case in which further duties and rights are given to the agent while already executing.

cs.AI

Mimicking Behaviors in Separated Domains

Devising a strategy to make a system mimicking behaviors from another system is a problem that naturally arises in many areas of Computer Science. In this work, we interpret this problem in the context of intelligent agents, from the perspective of LTLf, a formalism commonly used in AI for expressing finite-trace properties. Our model consists of two separated dynamic domains, D_A and D_B, and an LTLf specification that formalizes the notion of mimicking by mapping properties on behaviors (traces) of D_A into properties on behaviors of D_B. The goal is to synthesize a strategy that step-by-step maps every behavior of D_A into a behavior of D_B so that the specification is met. We consider several forms of mapping specifications, ranging from simple ones to full LTLf, and for each we study synthesis algorithms and computational properties.

cs.AI

On the Power of Automata Minimization in Reactive Synthesis

Temporal logic is often used to describe temporal properties in AI applications. The most popular language for doing so is Linear Temporal Logic (LTL). Recently, LTL on finite traces, LTLf, has been investigated in several contexts. In order to reason about LTLf, formulas are typically compiled into deterministic finite automata (DFA), as the intermediate semantic representation. Moreover, due to the fact that DFAs have canonical representation, efficient minimization algorithms can be applied to maximally reduce DFA size, helping to speed up subsequent computations. Here, we present a thorough investigation on two classical minimization algorithms, namely, the Hopcroft and Brzozowski algorithms. More specifically, we show how to apply these algorithms to semi-symbolic (explicit states, symbolic transition functions) automata representation. We then compare the two algorithms in the context of an LTLf-synthesis framework, starting from LTLf formulas. While earlier studies on comparing the two algorithms starting from randomly-generated automata concluded that neither algorithm dominates, our results suggest that starting from LTLf formulas, Hopcroft's algorithm is the best choice in the context of reactive synthesis. Deeper analysis explains why the supposed advantage of Brzozowski's algorithm does not materialize in practice.

cs.FL

A Symbolic Approach to Safety LTL Synthesis

Temporal synthesis is the automated design of a system that interacts with an environment, using the declarative specification of the system's behavior. A popular language for providing such a specification is Linear Temporal Logic, or LTL. LTL synthesis in the general case has remained, however, a hard problem to solve in practice. Because of this, many works have focused on developing synthesis procedures for specific fragments of LTL, with an easier synthesis problem. In this work, we focus on Safety LTL, defined here to be the Until-free fragment of LTL in Negation Normal Form~(NNF), and shown to express a fragment of safe LTL formulas. The intrinsic motivation for this fragment is the observation that in many cases it is not enough to say that something "good" will eventually happen, we need to say by when it will happen. We show here that Safety LTL synthesis is significantly simpler algorithmically than LTL synthesis. We exploit this simplicity in two ways, first by describing an explicit approach based on a reduction to Horn-SAT, which can be solved in linear time in the size of the game graph, and then through an efficient symbolic construction, allowing a BDD-based symbolic approach which significantly outperforms extant LTL-synthesis tools.

cs.LO