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Sophie Pinchinat

Publications and source records attributed to Sophie Pinchinat.

16 recordsLinked to original sources

Semantics of Attack-Defense Trees for Dynamic Countermeasures and a New Hierarchy of Star-free Languages

We present a mathematical setting for attack-defense trees, a classic graphical model to specify attacks and countermeasures. We equip attack-defense trees with (trace) language semantics allowing to have an original dynamic interpretation of countermeasures. Interestingly, the expressiveness of attack-defense trees coincides with star-free languages, and the nested countermeasures impact the expressiveness of attack-defense trees. With an adequate notion of countermeasure-depth, we exhibit a strict hierarchy of the star-free languages that does not coincides with the classic one. Additionally, driven by the use of attack-defense trees in practice, we address the decision problems of trace membership and of non-emptiness, and study their computational complexities parameterized by the countermeasure-depth.

cs.FL↗

Adversarial Formal Semantics of Attack Trees and Related Problems

Security is a subject of increasing attention in our actual society in order to protect critical resources from information disclosure, theft or damage. The informal model of attack trees introduced by Schneier, and widespread in the industry, is advocated in the 2008 NATO report to govern the evaluation of the threat in risk analysis. Attack-defense trees have since been the subject of many theoretical works addressing different formal approaches. In 2017, M. Audinot et al. introduced a path semantics over a transition system for attack trees. Inspired by the later, we propose a two-player interpretation of the attack-tree formalism. To do so, we replace transition systems by concurrent game arenas and our associated semantics consist of strategies. We then show that the emptiness problem, known to be NP-complete for the path semantics, is now PSPACE-complete. Additionally, we show that the membership problem is coNP-complete for our two-player interpretation while it collapses to P in the path semantics.

cs.GT↗

On the Role of Postconditions in Dynamic First-Order Epistemic Logic

Dynamic Epistemic Logic (DEL) is a logic that models information change in a multi-agent setting through the use of action models with pre- and post-conditions. In a recent work, DEL has been extended to first-order epistemic logic (DFOEL), with a proof that the resulting Epistemic Planning Problem is decidable, as long as action models pre- and post-conditions are non-modal and the first-order domain is finite. Our contribution highlights the role post-conditions have in DFOEL. We show that the Epistemic Planning Problem with possibly infinite first-order domains is undecidable if the non-modal event post-conditions may contain first-order quantifiers, while, on the contrary, the problem becomes decidable when event post-conditions are quantifier-free. The latter result is non-trivial and makes an extensive use of automatic structures.

cs.LO↗

Alternating Tree Automata with Qualitative Semantics

We study alternating automata with qualitative semantics over infinite binary trees: alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the automaton is accepting if almost all branches of the run are accepting. In this paper we prove a positive and a negative result for the emptiness problem of alternating automata with qualitative semantics. The positive result is the decidability of the emptiness problem for the case of Büchi acceptance condition. An interesting aspect of our approach is that we do not extend the classical solution for solving the emptiness problem of alternating automata, which first constructs an equivalent non-deterministic automaton. Instead, we directly construct an emptiness game making use of imperfect information. The negative result is the undecidability of the emptiness problem for the case of co-Büchi acceptance condition. This result has two direct consequences: the undecidability of monadic second-order logic extended with the qualitative path-measure quantifier, and the undecidability of the emptiness problem for alternating tree automata with non-zero semantics, a recently introduced probabilistic model of alternating tree automata.

cs.FL↗

Dynamic Epistemic Logic Games with Epistemic Temporal Goals

Dynamic Epistemic Logic (DEL) is a logical framework in which one can describe in great detail how actions are perceived by the agents, and how they affect the world. DEL games were recently introduced as a way to define classes of games with imperfect information where the actions available to the players are described very precisely. This framework makes it possible to define easily, for instance, classes of games where players can only use public actions or public announcements. These games have been studied for reachability objectives, where the aim is to reach a situation satisfying some epistemic property expressed in epistemic logic; several (un)decidability results have been established. In this work we show that the decidability results obtained for reachability objectives extend to a much more general class of winning conditions, namely those expressible in the epistemic temporal logic LTLK. To do so we establish that the infinite game structures generated by DEL public actions are regular, and we describe how to obtain finite representations on which we rely to solve them.

cs.LO↗

Reachability Games in Dynamic Epistemic Logic

We define reachability games based on Dynamic Epistemic Logic (DEL), where the players' actions are finely described as DEL action models. We first consider the setting where an external controller with perfect information interacts with an environment and aims at reaching some epistemic goal state regarding the passive agents of the system. We study the problem of strategy existence for the controller, which generalises the classic epistemic planning problem, and we solve it for several types of actions such as public announcements and public actions. We then consider a yet richer setting where agents themselves are players, whose strategies must be based on their observations. We establish several (un)decidability results for the problem of existence of a distributed strategy, depending on the type of actions the players can use, and relate them to results from the literature on multiplayer games with imperfect information.

cs.LO↗

Is my attack tree correct? Extended version

Attack trees are a popular way to represent and evaluate potential security threats on systems or infrastructures. The goal of this work is to provide a framework allowing to express and check whether an attack tree is consistent with the analyzed system. We model real systems using transition systems and introduce attack trees with formally specified node labels. We formulate the correctness properties of an attack tree with respect to a system and study the complexity of the corresponding decision problems. The proposed framework can be used in practice to assist security experts in manual creation of attack trees and enhance development of tools for automated generation of attack trees.

cs.CR↗

Unifying Hyper and Epistemic Temporal Logic

In the literature, two powerful temporal logic formalisms have been proposed for expressing information flow security requirements, that in general, go beyond regular properties. One is classic, based on the knowledge modalities of epistemic logic. The other one, the so called hyper logic, is more recent and subsumes many proposals from the literature; it is based on explicit and simultaneous quantification over multiple paths. In an attempt to better understand how these logics compare with each other, we consider the logic KCTL* (the extension of CTL* with knowledge modalities and synchronous perfect recall semantics) and HyperCTL*. We first establish that KCTL* and HyperCTL* are expressively incomparable. Second, we introduce and study a natural linear past extension of HyperCTL* to unify KCTL* and HyperCTL*; indeed, we show that KCTL* can be easily translated in linear time into the proposed logic. Moreover, we show that the model-checking problem for this novel logic is decidable, and we provide its exact computational complexity in terms of a new measure of path quantifiers' alternation. For this, we settle open complexity issues for unrestricted quantified propositional temporal logic.

cs.LO↗

The Expressive Power of Epistemic $μ$-Calculus

While the $μ$-calculus notoriously subsumes Alternating-time Temporal Logic (ATL), we show that the epistemic $μ$-calculus does not subsume ATL with imperfect information (ATL$_i$) for the synchronous perfect-recall semantics. To prove this we first establish that jumping parity tree automata (JTA), a recently introduced extension of alternating parity tree automata, are expressively equivalent to the epistemic $μ$-calculus, and this for any knowledge semantics. Using this result we also show that, for bounded-memory semantics, the epistemic $μ$-calculus is not more expressive than the standard $μ$-calculus, and that its satisfiability problem is EXPTIME-complete.

cs.LO↗

Automata Techniques for Epistemic Protocol Synthesis

In this work we aim at applying automata techniques to problems studied in Dynamic Epistemic Logic, such as epistemic planning. To do so, we first remark that repeatedly executing ad infinitum a propositional event model from an initial epistemic model yields a relational structure that can be finitely represented with automata. This correspondence, together with recent results on uniform strategies, allows us to give an alternative decidability proof of the epistemic planning problem for propositional events, with as by-products accurate upper-bounds on its time complexity, and the possibility to synthesize a finite word automaton that describes the set of all solution plans. In fact, using automata techniques enables us to solve a much more general problem, that we introduce and call epistemic protocol synthesis.

cs.LO↗

Refinement Modal Logic

In this paper we present {\em refinement modal logic}. A refinement is like a bisimulation, except that from the three relational requirements only `atoms' and `back' need to be satisfied. Our logic contains a new operator 'all' in addition to the standard modalities 'box' for each agent. The operator 'all' acts as a quantifier over the set of all refinements of a given model. As a variation on a bisimulation quantifier, this refinement operator or refinement quantifier 'all' can be seen as quantifying over a variable not occurring in the formula bound by it. The logic combines the simplicity of multi-agent modal logic with some powers of monadic second-order quantification. We present a sound and complete axiomatization of multi-agent refinement modal logic. We also present an extension of the logic to the modal mu-calculus, and an axiomatization for the single-agent version of this logic. Examples and applications are also discussed: to software verification and design (the set of agents can also be seen as a set of actions), and to dynamic epistemic logic. We further give detailed results on the complexity of satisfiability, and on succinctness.

cs.LO↗

Specifying Robustness

This paper proposes a new logic RoCTL* to model robustness in concurrent systems. RoCTL* extends CTL* with the addition of Obligatory and Robustly operators, which quantify over failure-free paths and paths with one more failure respectively. We present a number of examples of problems to which RoCTL* can be applied. The core result of this paper is to show that RoCTL* is expressively equivalent to CTL* but is non-elementarily more succinct. We present a translation from RoCTL* into CTL* that preserves truth but may result in non-elementary growth in the length of the translated formula as each nested Robustly operator may result in an extra exponential blowup. However, we show that this translation is optimal in the sense that any equivalence preserving translation will require an extra exponential growth per nested Robustly. We also compare RoCTL* to Quantified CTL* (QCTL*) and hybrid logics.

cs.LO↗

The Complexity of Synthesizing Uniform Strategies

We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not μ-calculus definable. Typically, we can state that a strategy is observation-based. We propose a formal language to specify uniformity properties, interpreted over two-player turn-based arenas equipped with a binary relation between plays. This way, we capture e.g. games with winning conditions expressible in epistemic temporal logic, whose underlying equivalence relation between plays reflects the observational capabilities of agents (for example, synchronous perfect recall). Our framework naturally generalizes many other situations from the literature. We establish that the problem of synthesizing strategies under uniformity constraints based on regular binary relations between plays is non-elementary complete.

cs.GT↗

Uniform Strategies

We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed strategies, such as being observation-based. We propose a formal language to specify uniformity properties and demonstrate its relevance by rephrasing various known problems from the literature. Note that the ability to correlate different plays cannot be achieved by any branching-time logic if not equipped with an additional modality, so-called R in this contribution. We also study an automated procedure to synthesize strategies subject to a uniformity property, which strictly extends existing results based on, say standard temporal logics. We exhibit a generic solution for the synthesis problem provided the bundles of plays rely on any binary relation definable by a finite state transducer. This solution yields a non-elementary procedure.

cs.GT↗

Opacity Issues in Games with Imperfect Information

We study in depth the class of games with opacity condition, which are two-player games with imperfect information in which one of the players only has imperfect information, and where the winning condition relies on the information he has along the play. Those games are relevant for security aspects of computing systems: a play is opaque whenever the player who has imperfect information never "knows" for sure that the current position is one of the distinguished "secret" positions. We study the problems of deciding the existence of a winning strategy for each player, and we call them the opacity-violate problem and the opacity-guarantee problem. Focusing on the player with perfect information is new in the field of games with imperfect-information because when considering classical winning conditions it amounts to solving the underlying perfect-information game. We establish the EXPTIME-completeness of both above-mentioned problems, showing that our winning condition brings a gap of complexity for the player with perfect information, and we exhibit the relevant opacity-verify problem, which noticeably generalizes approaches considered in the literature for opacity analysis in discrete-event systems. In the case of blindfold games, this problem relates to the two initial ones, yielding the determinacy of blindfold games with opacity condition and the PSPACE-completeness of the three problems.

cs.GT↗