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Udi Boker

Publications and source records attributed to Udi Boker.

At least 19 recordsLinked to original sources

Woodelf++: A Fast and Unified Partial Dependence Plot Algorithm for Decision Tree Ensembles

Partial Dependence Plots (PDPs) visualize how changes in a single feature affect the average model prediction. They are widely used in practice to interpret decision tree ensembles and other machine learning models. Joint-PDPs extend this idea to pairs of features, revealing their combined effect. Partial Dependence Interaction Values (PDIVs) measure feature interactions. The Any-Order-PDIVs task computes these interactions for every feature subset across all rows of the dataset. We introduce Woodelf++, a unified and efficient approach for computing all these useful explainability tools on decision tree ensembles, building on Woodelf, an algorithm for efficient SHAP computation. By deriving suitable metrics over pseudo-Boolean functions, Woodelf++ can compute PDPs (exact and approximate), Joint-PDPs, and Any-Order-PDIVs in a unified framework. Our method delivers substantial complexity improvements over the state of the art, including an exponential gain for Any-Order-PDIVs. Additionally, we introduce and efficiently compute Full PDPs, which leverage the model's split thresholds to faithfully capture its behavior across all possible feature values. Woodelf++ is implemented in pure Python and supports GPU acceleration. On a dataset with 400,000 rows, Woodelf++ computes PDP and Joint-PDP up to 6x faster than the state of the art and up to five orders of magnitude faster than scikit-learn. For Any-Order-PDIVs, the gap is even larger: Woodelf++ computes all interaction values in 5 minutes, while the state of the art is estimated to require over 1,000,000 years.

cs.LG

WOODELF-HD: Efficient Background SHAP for High-Depth Decision Trees

Decision-tree ensembles are a cornerstone of predictive modeling, and SHAP is a standard framework for interpreting their predictions. Among its variants, Background SHAP offers high accuracy by modeling missing features using a background dataset. Historically, this approach did not scale well, as the time complexity for explaining n instances using m background samples included an O(mn) component. Recent methods such as Woodelf and PLTreeSHAP reduce this to O(m+n), but introduce a preprocessing bottleneck that grows as 3^D with tree depth D, making them impractical for deep trees. We address this limitation with WoodelfHD, a Woodelf extension that reduces the 3^D factor to 2^D. The key idea is a Strassen-like multiplication scheme that exploits the structure of Woodelf matrices, reducing matrix-vector multiplication from O(k^2) to O(k*log(k)) via a fully vectorized, non-recursive implementation. In addition, we merge path nodes with identical features, reducing cache size and memory usage. When running on standard environments, WoodelfHD enables exact Background SHAP computation for trees with depths up to 21, where previous methods fail due to excessive memory usage. For ensembles of depths 12 and 15, it achieves speedups of 33x and 162x, respectively, over the state-of-the-art.

cs.LG

The Target Discounted-Sum Problem

The target discounted-sum problem is the following: Given a rational discount factor $0<λ<1$ and three rational values $a,b$, and $t$, does there exist a finite or an infinite sequence $w \in \{a,b\}^*$ or $w \in \{a,b\}^ω$, such that $\sum_{i=0}^{|w|} w(i) λ^i$ equals $t$? The problem turns out to relate to many fields of mathematics and computer science, and its decidability question is surprisingly hard to solve. We solve the finite version of the problem, and show the hardness of the infinite version, linking it to various areas and open problems in mathematics and computer science: $β$-expansions, discounted-sum automata, piecewise affine maps, and generalizations of the Cantor set. We provide some partial results to the infinite version, among which are solutions to its restriction to eventually-periodic sequences and to the cases that $λ\geq \frac{1}{2}$ or $λ=\frac{1}{n}$, for every $n\in \mathbb{N}$. We use our results for solving some open problems on discounted-sum automata, among which are the exact-value, universality and inclusion problems for functional automata.

cs.FL

Discounted-Sum Automata with Multiple Discount Factors

Discounting the influence of future events is a key paradigm in economics and it is widely used in computer-science models, such as games, Markov decision processes (MDPs), reinforcement learning, and automata. While a single game or MDP may allow for several different discount factors, nondeterministic discounted-sum automata (NDAs) were only studied with respect to a single discount factor. It is known that every class of NDAs with an integer as the discount factor has good computational properties: It is closed under determinization and under the algebraic operations min, max, addition, and subtraction, and there are algorithms for its basic decision problems, such as automata equivalence and containment. Extending the integer discount factor to an arbitrary rational number, loses most of these good properties. We define and analyze nondeterministic discounted-sum automata in which each transition can have a different integral discount factor (integral NMDAs). We show that integral NMDAs with an arbitrary choice of discount factors are not closed under determinization and under algebraic operations and that their containment problem is undecidable. We then define and analyze a restricted class of integral NMDAs, which we call tidy NMDAs, in which the choice of discount factors depends on the prefix of the word read so far. Among their special cases are NMDAs that correlate discount factors to actions (alphabet letters) or to the elapsed time. We show that for every function $θ$ that defines the choice of discount factors, the class of $θ$-NMDAs enjoys all of the above good properties of NDAs with a single integral discount factor, as well as the same complexity of the required decision problems. Tidy NMDAs are also as expressive as deterministic integral NMDAs with an arbitrary choice of discount factors.

cs.LO

Safety and Liveness of Quantitative Properties and Automata

Safety and liveness stand as fundamental concepts in formal languages, playing a key role in verification. The safety-liveness classification of boolean properties characterizes whether a given property can be falsified by observing a finite prefix of an infinite computation trace (always for safety, never for liveness). In the quantitative setting, properties are arbitrary functions from infinite words to partially-ordered domains. Extending this paradigm to the quantitative domain, where properties are arbitrary functions mapping infinite words to partially-ordered domains, we introduce and study the notions of quantitative safety and liveness. First, we formally define quantitative safety and liveness, and prove that our definitions induce conservative quantitative generalizations of both the safety-progress hierarchy and the safety-liveness decomposition of boolean properties. Consequently, like their boolean counterparts, quantitative properties can be min-decomposed into safety and liveness parts, or alternatively, max-decomposed into co-safety and co-liveness parts. We further establish a connection between quantitative safety and topological continuity and provide alternative characterizations of quantitative safety and liveness in terms of their boolean analogs. Second, we instantiate our framework with the specific classes of quantitative properties expressed by automata. These quantitative automata contain finitely many states and rational-valued transition weights, and their common value functions Inf, Sup, LimInf, LimSup, LimInfAvg, LimSupAvg, and DSum map infinite words into the totally-ordered domain of real numbers. For all common value functions, we provide a procedure for deciding whether a given automaton is safe or live, we show how to construct its safety closure, and we present a min-decomposition into safe and live automata.

cs.FL

History-Determinism vs Fair Simulation

An automaton is history-deterministic if its nondeterminism can be resolved on the fly, only using the prefix of the word read so far. This mild form of nondeterminism has attracted particular attention for its applications in synthesis problems. An automaton $A$ is guidable with respect to a class $C$ of automata if it can fairly simulate every automaton in $C$ whose language is contained in that of $A$. In other words, guidable automata are those for which inclusion and simulation coincide, making them particularly interesting for model-checking. We study the connection between these two notions, and specifically the question of when they coincide. For classes of automata on which they do, deciding guidability, an otherwise challenging decision problem, reduces to deciding history-determinism, a problem that is starting to be well-understood for many classes. We provide a selection of sufficient criteria for a class of automata to guarantee the coincidence of the notions, and use them to show that the notions coincide for the most common automata classes, among which are $\omega$-regular automata and many infinite-state automata with safety and reachability acceptance conditions, including vector addition systems with states, one-counter nets, pushdown-, Parikh-, and timed-automata. We also demonstrate that history-determinism and guidability do not always coincide, for example, for the classes of timed automata with a fixed number of clocks.

cs.FL

Synchronized CTL over One-Counter Automata

We consider the model-checking problem of Synchronized Computation-Tree Logic (CTL+Sync) over One-Counter Automata (OCAs). CTL+Sync augments CTL with temporal operators that require several paths to satisfy properties in a synchronous manner, e.g., the property "all paths should eventually see $p$ at the same time". The model-checking problem for CTL+Sync over finite-state Kripke structures was shown to be in $\mathsf{P}^{\mathsf{NP}^{\mathsf{NP}}}$. OCAs are labelled transition systems equipped with a non-negative counter that can be zero-tested. Thus, they induce infinite-state systems whose computation trees are not regular. The model-checking problem for CTL over OCAs was shown to be $\mathsf{PSPACE}$-complete. We show that the model-checking problem for CTL+Sync over OCAs is decidable. However, the upper bound we give is non-elementary. We therefore proceed to study the problem for a central fragment of CTL+Sync, extending CTL with operators that require all paths to satisfy properties in a synchronous manner, and show that it is in $\mathsf{EXP}^\mathsf{NEXP}$ (and in particular in $\mathsf{EXPSPACE}$), by exhibiting a certain "segmented periodicity" in the computation trees of OCAs.

cs.FL

Token Games and History-Deterministic Quantitative-Automata

A nondeterministic automaton is history-deterministic if its nondeterminism can be resolved by only considering the prefix of the word read so far. Due to their good compositional properties, history-deterministic automata are useful in solving games and synthesis problems. Deciding whether a given nondeterministic automaton is history-deterministic (the HDness problem) is generally a difficult task, which can involve an exponential procedure, or even be undecidable, as is the case for example with pushdown automata. Token games provide a PTime solution to the HDness problem of Büchi and coBüchi automata, and it is conjectured that 2-token games characterise HDness for all $ω$-regular automata. We extend token games to the quantitative setting and analyse their potential to help deciding HDness of quantitative automata. In particular, we show that 1-token games characterise HDness for all quantitative (and Boolean) automata on finite words, as well as discounted-sum (DSum), Inf and Reachability automata on infinite words, and that 2-token games characterise HDness of LimInf and LimSup automata, as well as Sup automata on infinite words. Using these characterisations, we provide solutions to the HDness problem of Safety, Reachability, Inf and Sup automata on finite and infinite words in PTime, of DSum automata on finite and infinite words in NP$\cap$co-NP, of LimSup automata in quasipolynomial time, and of LimInf automata in exponential time, where the latter two are only polynomial for automata with a logarithmic number of weights.

cs.FL

On the Translation of Automata to Linear Temporal Logic

While the complexity of translating future linear temporal logic (LTL) into automata on infinite words is well-understood, the size increase involved in turning automata back to LTL is not. In particular, there is no known elementary bound on the complexity of translating deterministic $ω$-regular automata to LTL. Our first contribution consists of tight bounds for LTL over a unary alphabet: alternating, nondeterministic and deterministic automata can be exactly exponentially, quadratically and linearly more succinct, respectively, than any equivalent LTL formula. Our main contribution consists of a translation of general counter-free deterministic $ω$-regular automata into LTL formulas of double exponential temporal-nesting depth and triple exponential length, using an intermediate Krohn-Rhodes cascade decomposition of the automaton. To our knowledge, this is the first elementary bound on this translation. Furthermore, our translation preserves the acceptance condition of the automaton in the sense that it turns a looping, weak, Büchi, coBüchi or Muller automaton into a formula that belongs to the matching class of the syntactic future hierarchy. In particular, it can be used to translate an LTL formula recognising a safety language to a formula belonging to the safety fragment of LTL (over both finite and infinite words).

cs.FL

History Determinism vs. Good for Gameness in Quantitative Automata

Automata models between determinism and nondeterminism/alternations can retain some of the algorithmic properties of deterministic automata while enjoying some of the expressiveness and succinctness of nondeterminism. We study three closely related such models -- history determinism, good for gameness and determinisability by pruning -- on quantitative automata. While in the Boolean setting, history determinism and good for gameness coincide, we show that this is no longer the case in the quantitative setting: good for gameness is broader than history determinism, and coincides with a relaxed version of it, defined with respect to thresholds. We further identify criteria in which history determinism, which is generally broader than determinisability by pruning, coincides with it, which we then apply to typical quantitative automata types. As a key application of good for games and history deterministic automata is synthesis, we clarify the relationship between the two notions and various quantitative synthesis problems. We show that good-for-games automata are central for "global" (classical) synthesis, while "local" (good-enough) synthesis reduces to deciding whether a nondeterministic automaton is history deterministic.

cs.FL

On the Succinctness of Alternating Parity Good-for-Games Automata

We study alternating parity good-for-games (GFG) automata, i.e., alternating parity automata where both conjunctive and disjunctive choices can be resolved in an online manner, without knowledge of the suffix of the input word still to be read. We show that they can be exponentially more succinct than both their nondeterministic and universal counterparts. Furthermore, we present a single exponential determinisation procedure and an Exptime upper bound to the problem of recognising whether an alternating automaton is GFG. We also study the complexity of deciding "half-GFGness", a property specific to alternating automata that only requires nondeterministic choices to be resolved in an online manner. We show that this problem is PSpace-hard already for alternating automata on finite words.

cs.FL

Parametrized Universality Problems for One-Counter Nets

We study the language universality problem for One-Counter Nets, also known as 1-dimensional Vector Addition Systems with States (1-VASS), parameterized either with an initial counter value, or with an upper bound on the allowed counter value during runs. The language accepted by an OCN (defined by reaching a final control state) is monotone in both parameters. This yields two natural questions: 1) Does there exist an initial counter value that makes the language universal? 2) Does there exist a sufficiently high ceiling so that the bounded language is universal? Although the ordinary universality problem is decidable (and Ackermann-complete) and these parameterized problems seem to reduce to checking basic structural properties of the underlying automaton, we show that in fact both problems are undecidable. We also look into the complexities of the problems for several decidable subclasses, namely for unambiguous, and deterministic systems, and for those over a single-letter alphabet.

cs.FL

Register Games

The complexity of parity games is a long standing open problem that saw a major breakthrough in 2017 when two quasi-polynomial algorithms were published. This article presents a third, independent approach to solving parity games in quasi-polynomial time, based on the notion of register game, a parameterised variant of a parity game. The analysis of register games leads to a quasi-polynomial algorithm for parity games, a polynomial algorithm for restricted classes of parity games and a novel measure of complexity, the register index, which aims to capture the combined complexity of the priority assignement and the underlying game graph. We further present a translation of alternating parity word automata into alternating weak automata with only a quasi-polynomial increase in size, based on register games; this improves on the previous exponential translation. We also use register games to investigate the parity index hierarchy: while for words the index hierarchy of alternating parity automata collapses to the weak level, and for trees it is strict, for structures between trees and words, it collapses logarithmically, in the sense that any parity tree automaton of size n is equivalent, on these particular classes of structures, to an automaton with a number of priorities logarithmic in n.

cs.FL

On Succinctness and Recognisability of Alternating Good-for-Games Automata

We study alternating good-for-games (GFG) automata, i.e., alternating automata where both conjunctive and disjunctive choices can be resolved in an online manner, without knowledge of the suffix of the input word still to be read. We show that they can be exponentially more succinct than both their nondeterministic and universal counterparts. Furthermore, we lift many results from nondeterministic parity GFG automata to alternating ones: a single exponential determinisation procedure, an Exptime upper bound to the GFGness problem, a PTime algorithm for the GFGness problem of weak automata, and a reduction from a positive solution to the $G_2$ conjecture to a PTime algorithm for the GFGness problem of parity automata with a fixed index. The $G_2$ conjecture states that a nondeterministic parity automaton A is GFG if and only if a token game, known as the $G_2$ game, played on A is won by the first player. So far, it had only been proved for Büchi automata; we provide further evidence for it by proving it for coBüchi automata. We also study the complexity of deciding "half-GFGness", a property specific to alternating automata that only requires nondeterministic choices to be resolved in an online manner. We show that this problem is strictly more difficult than GFGness check, already for alternating automata on finite words.

cs.FL

Good for Games Automata: From Nondeterminism to Alternation

A word automaton recognizing a language $L$ is good for games (GFG) if its composition with any game with winning condition $L$ preserves the game's winner. While all deterministic automata are GFG, some nondeterministic automata are not. There are various other properties that are used in the literature for defining that a nondeterministic automaton is GFG, including "history-deterministic", "compliant with some letter game", "good for trees", and "good for composition with other automata". The equivalence of these properties has not been formally shown. We generalize all of these definitions to alternating automata and show their equivalence. We further show that alternating GFG automata are as expressive as deterministic automata with the same acceptance conditions and indices. We then show that alternating GFG automata over finite words, and weak automata over infinite words, are not more succinct than deterministic automata, and that determinizing Büchi and co-Büchi alternating GFG automata involves a $2^{Θ(n)}$ state blow-up. We leave open the question of whether alternating GFG automata of stronger acceptance conditions allow for doubly-exponential succinctness compared to deterministic automata.

cs.FL

Families of DFAs as Acceptors of $ω$-Regular Languages

Families of DFAs (FDFAs) provide an alternative formalism for recognizing $ω$-regular languages. The motivation for introducing them was a desired correlation between the automaton states and right congruence relations, in a manner similar to the Myhill-Nerode theorem for regular languages. This correlation is beneficial for learning algorithms, and indeed it was recently shown that $ω$-regular languages can be learned from membership and equivalence queries, using FDFAs as the acceptors. In this paper, we look into the question of how suitable FDFAs are for defining omega-regular languages. Specifically, we look into the complexity of performing Boolean operations, such as complementation and intersection, on FDFAs, the complexity of solving decision problems, such as emptiness and language containment, and the succinctness of FDFAs compared to standard deterministic and nondeterministic $ω$-automata. We show that FDFAs enjoy the benefits of deterministic automata with respect to Boolean operations and decision problems. Namely, they can all be performed in nondeterministic logarithmic space. We provide polynomial translations of deterministic Büchi and co-Büchi automata to FDFAs and of FDFAs to nondeterministic Büchi automata (NBAs). We show that translation of an NBA to an FDFA may involve an exponential blowup. Last, we show that FDFAs are more succinct than deterministic parity automata (DPAs) in the sense that translating a DPA to an FDFA can always be done with only a polynomial increase, yet the other direction involves an inevitable exponential blowup in the worst case.

cs.FL

How Deterministic are Good-For-Games Automata?

In GFG automata, it is possible to resolve nondeterminism in a way that only depends on the past and still accepts all the words in the language. The motivation for GFG automata comes from their adequacy for games and synthesis, wherein general nondeterminism is inappropriate. We continue the ongoing effort of studying the power of nondeterminism in GFG automata. Initial indications have hinted that every GFG automaton embodies a deterministic one. Today we know that this is not the case, and in fact GFG automata may be exponentially more succinct than deterministic ones. We focus on the typeness question, namely the question of whether a GFG automaton with a certain acceptance condition has an equivalent GFG automaton with a weaker acceptance condition on the same structure. Beyond the theoretical interest in studying typeness, its existence implies efficient translations among different acceptance conditions. This practical issue is of special interest in the context of games, where the Buchi and co-Buchi conditions admit memoryless strategies for both players. Typeness is known to hold for deterministic automata and not to hold for general nondeterministic automata. We show that GFG automata enjoy the benefits of typeness, similarly to the case of deterministic automata. In particular, when Rabin or Streett GFG automata have equivalent Buchi or co-Buchi GFG automata, respectively, then such equivalent automata can be defined on a substructure of the original automata. Using our typeness results, we further study the place of GFG automata in between deterministic and nondeterministic ones. Specifically, considering automata complementation, we show that GFG automata lean toward nondeterministic ones, admitting an exponential state blow-up in the complementation of a Streett automaton into a Rabin automaton, as opposed to the constant blow-up in the deterministic case.

cs.FL