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Sven Schewe

Publications and source records attributed to Sven Schewe.

At least 55 records · Page 3Linked to original sources

Detecting Operational Adversarial Examples for Reliable Deep Learning

The utilisation of Deep Learning (DL) raises new challenges regarding its dependability in critical applications. Sound verification and validation methods are needed to assure the safe and reliable use of DL. However, state-of-the-art debug testing methods on DL that aim at detecting adversarial examples (AEs) ignore the operational profile, which statistically depicts the software's future operational use. This may lead to very modest effectiveness on improving the software's delivered reliability, as the testing budget is likely to be wasted on detecting AEs that are unrealistic or encountered very rarely in real-life operation. In this paper, we first present the novel notion of "operational AEs" which are AEs that have relatively high chance to be seen in future operation. Then an initial design of a new DL testing method to efficiently detect "operational AEs" is provided, as well as some insights on our prospective research plan.

cs.SE↗

Abstraction and Symbolic Execution of Deep Neural Networks with Bayesian Approximation of Hidden Features

Intensive research has been conducted on the verification and validation of deep neural networks (DNNs), aiming to understand if, and how, DNNs can be applied to safety critical applications. However, existing verification and validation techniques are limited by their scalability, over both the size of the DNN and the size of the dataset. In this paper, we propose a novel abstraction method which abstracts a DNN and a dataset into a Bayesian network (BN). We make use of dimensionality reduction techniques to identify hidden features that have been learned by hidden layers of the DNN, and associate each hidden feature with a node of the BN. On this BN, we can conduct probabilistic inference to understand the behaviours of the DNN processing data. More importantly, we can derive a runtime monitoring approach to detect in operational time rare inputs and covariate shift of the input data. We can also adapt existing structural coverage-guided testing techniques (i.e., based on low-level elements of the DNN such as neurons), in order to generate test cases that better exercise hidden features. We implement and evaluate the BN abstraction technique using our DeepConcolic tool available at https://github.com/TrustAI/DeepConcolic.

cs.LG↗

Simple Stochastic Games with Almost-Sure Energy-Parity Objectives are in NP and coNP

We study stochastic games with energy-parity objectives, which combine quantitative rewards with a qualitative $ω$-regular condition: The maximizer aims to avoid running out of energy while simultaneously satisfying a parity condition. We show that the corresponding almost-sure problem, i.e., checking whether there exists a maximizer strategy that achieves the energy-parity objective with probability $1$ when starting at a given energy level $k$, is decidable and in $NP \cap coNP$. The same holds for checking if such a $k$ exists and if a given $k$ is minimal.

cs.GT↗

Satisfiability Modulo Theories and Chiral Heterotic String Vacua with Positive Cosmological Constant

We apply Boolean Satisfiability (SAT) and Satisfiability Modulo Theories (SMT) solvers in the context of finding chiral heterotic string models with positive cosmological constant from $\mathbb{Z}_2\times \mathbb{Z}_2$ orbifolds. The power of using SAT/SMT solvers to sift large parameter spaces quickly to decide satisfiability, both to declare and prove unsatisfiability and to declare satisfiability, are demonstrated in this setting. These models are partly chosen to be small enough to plot the performance against exhaustive search, which takes around 2 hours 20 minutes to comb through the parameter space. We show that making use of SMT based techniques with integer encoding is rather simple and effective, while a more careful Boolean SAT encoding provides a significant speed-up -- determining satisfiability or unsatisfiability has, in our experiments varied between 0.03 and 0.06 seconds, while determining all models (where models exist) took 19 seconds for a constraint system that allows for 2048 models and 8.4 seconds for a constraint system that admits 640 models. We thus gain several orders of magnitude in speed, and this advantage is set to grow with a growing parameter space. This holds the promise that the method scales well beyond the initial problem we have used it for in this paper.

hep-th↗

How does Weight Correlation Affect the Generalisation Ability of Deep Neural Networks

This paper studies the novel concept of weight correlation in deep neural networks and discusses its impact on the networks' generalisation ability. For fully-connected layers, the weight correlation is defined as the average cosine similarity between weight vectors of neurons, and for convolutional layers, the weight correlation is defined as the cosine similarity between filter matrices. Theoretically, we show that, weight correlation can, and should, be incorporated into the PAC Bayesian framework for the generalisation of neural networks, and the resulting generalisation bound is monotonic with respect to the weight correlation. We formulate a new complexity measure, which lifts the PAC Bayes measure with weight correlation, and experimentally confirm that it is able to rank the generalisation errors of a set of networks more precisely than existing measures. More importantly, we develop a new regulariser for training, and provide extensive experiments that show that the generalisation error can be greatly reduced with our novel approach.

cs.LG↗

Minimising Good-for-Games automata is NP complete

This paper discusses the hardness of finding minimal good-for-games (GFG) Buchi, Co-Buchi, and parity automata with state based acceptance. The problem appears to sit between finding small deterministic and finding small nondeterministic automata, where minimality is NP-complete and PSPACE-complete, respectively. However, recent work of Radi and Kupferman has shown that minimising Co-Buchi automata with transition based acceptance is tractable, which suggests that the complexity of minimising GFG automata might be cheaper than minimising deterministic automata. We show for the standard state based acceptance that the minimality of a GFG automaton is NP-complete for Buchi, Co-Buchi, and parity GFG automata. The proofs are a surprisingly straight forward generalisation of the proofs from deterministic Buchi automata: they use a similar reductions, and the same hard class of languages.

cs.FL↗

Good-for-MDPs Automata for Probabilistic Analysis and Reinforcement Learning

We characterize the class of nondeterministic $ω$-automata that can be used for the analysis of finite Markov decision processes (MDPs). We call these automata `good-for-MDPs' (GFM). We show that GFM automata are closed under classic simulation as well as under more powerful simulation relations that leverage properties of optimal control strategies for MDPs. This closure enables us to exploit state-space reduction techniques, such as those based on direct and delayed simulation, that guarantee simulation equivalence. We demonstrate the promise of GFM automata by defining a new class of automata with favorable properties - they are Büchi automata with low branching degree obtained through a simple construction - and show that going beyond limit-deterministic automata may significantly benefit reinforcement learning.

cs.FL↗

Parity Games with Weights

Quantitative extensions of parity games have recently attracted significant interest. These extensions include parity games with energy and payoff conditions as well as finitary parity games and their generalization to parity games with costs. Finitary parity games enjoy a special status among these extensions, as they offer a native combination of the qualitative and quantitative aspects in infinite games: The quantitative aspect of finitary parity games is a quality measure for the qualitative aspect, as it measures the limit superior of the time it takes to answer an odd color by a larger even one. Finitary parity games have been extended to parity games with costs, where each transition is labeled with a nonnegative weight that reflects the costs incurred by taking it. We lift this restriction and consider parity games with costs with arbitrary integer weights. We show that solving such games is in NP $\cap$ coNP, the signature complexity for games of this type. We also show that the protagonist has finite-state winning strategies, and provide tight pseudo-polynomial bounds for the memory he needs to win the game. Naturally, the antagonist may need infinite memory to win. Moreover, we present tight bounds on the quality of winning strategies for the protagonist. Furthermore, we investigate the problem of determining, for a given threshold $b$, whether the protagonist has a strategy of quality at most $b$ and show this problem to be EXPTIME-complete. The protagonist inherits the necessity of exponential memory for implementing such strategies from the special case of finitary parity games.

cs.GT↗

Improving the complexity of Parys' recursive algorithm

Parys has recently proposed a quasi-polynomial version of Zielonka's recursive algorithm for solving parity games. In this brief note we suggest a variation of his algorithm that improves the complexity to meet the state-of-the-art complexity of broadly $2^{O((\log n)(\log c))}$, while providing polynomial bounds when the number of colours is logarithmic.

cs.GT↗

Accelerated Model Checking of Parametric Markov Chains

Parametric Markov chains occur quite naturally in various applications: they can be used for a conservative analysis of probabilistic systems (no matter how the parameter is chosen, the system works to specification); they can be used to find optimal settings for a parameter; they can be used to visualise the influence of system parameters; and they can be used to make it easy to adjust the analysis for the case that parameters change. Unfortunately, these advancements come at a cost: parametric model checking is---or rather was---often slow. To make the analysis of parametric Markov models scale, we need three ingredients: clever algorithms, the right data structure, and good engineering. Clever algorithms are often the main (or sole) selling point; and we face the trouble that this paper focuses on -- the latter ingredients to efficient model checking. Consequently, our easiest claim to fame is in the speed-up we have often realised when comparing to the state of the art.

cs.LO↗

Perpetually Dominating Large Grids

In the m-\emph{Eternal Domination} game, a team of guard tokens initially occupies a dominating set on a graph $G$. An attacker then picks a vertex without a guard on it and attacks it. The guards defend against the attack: one of them has to move to the attacked vertex, while each remaining one can choose to move to one of his neighboring vertices. The new guards' placement must again be dominating. This attack-defend procedure continues eternally. The guards win if they can eternally maintain a dominating set against any sequence of attacks, otherwise, the attacker wins. The m-\emph{eternal domination number} for a graph $G$ is the minimum amount of guards such that they win against any attacker strategy in $G$ (all guards move model). We study rectangular grids and provide the first known general upper bound on the m-eternal domination number for these graphs. Our novel strategy implements a square rotation principle and eternally dominates $m \times n$ grids by using approximately $\frac{mn}{5}$ guards, which is asymptotically optimal even for ordinary domination.

cs.DM↗

Omega-Regular Objectives in Model-Free Reinforcement Learning

We provide the first solution for model-free reinforcement learning of ω-regular objectives for Markov decision processes (MDPs). We present a constructive reduction from the almost-sure satisfaction of ω-regular objectives to an almost- sure reachability problem and extend this technique to learning how to control an unknown model so that the chance of satisfying the objective is maximized. A key feature of our technique is the compilation of ω-regular properties into limit- deterministic Buechi automata instead of the traditional Rabin automata; this choice sidesteps difficulties that have marred previous proposals. Our approach allows us to apply model-free, off-the-shelf reinforcement learning algorithms to compute optimal strategies from the observations of the MDP. We present an experimental evaluation of our technique on benchmark learning problems.

cs.LO↗

Maximum Rooted Connected Expansion

Prefetching constitutes a valuable tool toward efficient Web surfing. As a result, estimating the amount of resources that need to be preloaded during a surfer's browsing becomes an important task. In this regard, prefetching can be modeled as a two-player combinatorial game [Fomin et al., Theoretical Computer Science 2014], where a surfer and a marker alternately play on a given graph (representing the Web graph). During its turn, the marker chooses a set of $k$ nodes to mark (prefetch), whereas the surfer, represented as a token resting on graph nodes, moves to a neighboring node (Web resource). The surfer's objective is to reach an unmarked node before all nodes become marked and the marker wins. Intuitively, since the surfer is step-by-step traversing a subset of nodes in the Web graph, a satisfactory prefetching procedure would load in cache all resources lying in the neighborhood of this growing subset. Motivated by the above, we consider the following problem to which we refer to as the Maximum Rooted Connected Expansion (MRCE) problem. Given a graph $G$ and a root node $v_0$, we wish to find a subset of vertices $S$ such that $S$ is connected, $S$ contains $v_0$ and the ratio $|N[S]|/|S|$ is maximized, where $N[S]$ denotes the closed neighborhood of $S$, that is, $N[S]$ contains all nodes in $S$ and all nodes with at least one neighbor in $S$. We prove that the problem is NP-hard even when the input graph $G$ is restricted to be a split graph. On the positive side, we demonstrate a polynomial time approximation scheme for split graphs. Furthermore, we present a $\frac{1}{6}(1-\frac{1}{e})$-approximation algorithm for general graphs based on techniques for the Budgeted Connected Domination problem [Khuller et al., SODA 2014]. Finally, we provide a polynomial-time algorithm for the special case of interval graphs.

cs.DS↗

Incremental Verification of Parametric and Reconfigurable Markov Chains

The analysis of parametrised systems is a growing field in verification, but the analysis of parametrised probabilistic systems is still in its infancy. This is partly because it is much harder: while there are beautiful cut-off results for non-stochastic systems that allow to focus only on small instances, there is little hope that such approaches extend to the quantitative analysis of probabilistic systems, as the probabilities depend on the size of a system. The unicorn would be an automatic transformation of a parametrised system into a formula, which allows to plot, say, the likelihood to reach a goal or the expected costs to do so, against the parameters of a system. While such analysis exists for narrow classes of systems, such as waiting queues, we aim both lower---stepwise exploring the parameter space---and higher---considering general systems. The novelty is to heavily exploit the similarity between instances of parametrised systems. When the parameter grows, the system for the smaller parameter is, broadly speaking, present in the larger system. We use this observation to guide the elegant state-elimination method for parametric Markov chains in such a way, that the model transformations will start with those parts of the system that are stable under increasing the parameter. We argue that this can lead to a very cheap iterative way to analyse parametric systems, show how this approach extends to reconfigurable systems, and demonstrate on two benchmarks that this approach scales.

cs.LO↗

An Ordered Approach to Solving Parity Games in Quasi Polynomial Time and Quasi Linear Space

Parity games play an important role in model checking and synthesis. In their paper, Calude et al. have shown that these games can be solved in quasi-polynomial time. We show that their algorithm can be implemented efficiently: we use their data structure as a progress measure, allowing for a backward implementation instead of a complete unravelling of the game. To achieve this, a number of changes have to be made to their techniques, where the main one is to add power to the antagonistic player that allows for determining her rational move without changing the outcome of the game. We provide a first implementation for a quasi-polynomial algorithm, test it on small examples, and provide a number of side results, including minor algorithmic improvements, a quasi bi-linear complexity in the number of states and edges for a fixed number of colours, and matching lower bounds for the algorithm of Calude et al.

cs.LO↗

CTL* synthesis via LTL synthesis

We reduce synthesis for CTL* properties to synthesis for LTL. In the context of model checking this is impossible - CTL* is more expressive than LTL. Yet, in synthesis we have knowledge of the system structure and we can add new outputs. These outputs can be used to encode witnesses of the satisfaction of CTL* subformulas directly into the system. This way, we construct an LTL formula, over old and new outputs and original inputs, which is realisable if, and only if, the original CTL* formula is realisable. The CTL*-via-LTL synthesis approach preserves the problem complexity, although it might increase the minimal system size. We implemented the reduction, and evaluated the CTL*-via-LTL synthesiser on several examples.

cs.FL↗

Optimal Control for Multi-Mode Systems with Discrete Costs

This paper studies optimal time-bounded control in multi-mode systems with discrete costs. Multi-mode systems are an important subclass of linear hybrid systems, in which there are no guards on transitions and all invariants are global. Each state has a continuous cost attached to it, which is linear in the sojourn time, while a discrete cost is attached to each transition taken. We show that an optimal control for this model can be computed in NEXPTIME and approximated in PSPACE. We also show that the one-dimensional case is simpler: although the problem is NP-complete (and in LOGSPACE for an infinite time horizon), we develop an FPTAS for finding an approximate solution.

cs.LO↗

MDPs with Energy-Parity Objectives

Energy-parity objectives combine $ω$-regular with quantitative objectives of reward MDPs. The controller needs to avoid to run out of energy while satisfying a parity objective. We refute the common belief that, if an energy-parity objective holds almost-surely, then this can be realised by some finite memory strategy. We provide a surprisingly simple counterexample that only uses coBüchi conditions. We introduce the new class of bounded (energy) storage objectives that, when combined with parity objectives, preserve the finite memory property. Based on these, we show that almost-sure and limit-sure energy-parity objectives, as well as almost-sure and limit-sure storage parity objectives, are in $\mathit{NP}\cap \mathit{coNP}$ and can be solved in pseudo-polynomial time for energy-parity MDPs.

cs.LO↗