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Jean-François Raskin

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Published work

43 published item(s)

preprint2026arXiv

Synthesizing POMDP Policies: Sampling Meets Model-checking via Learning

Partially Observable Markov Decision Processes (POMDPs) are the standard framework for decision-making under uncertainty. While sampling-based methods scale well, they lack formal correctness guarantees, making them unsuitable for safety-critical applications. Conversely, formal synthesis techniques provide correctness-by-construction but often struggle with scalability, as general POMDP synthesis is undecidable. To bridge this gap, we propose a synthesis framework that integrates sampling, automata learning, and model-checking. Inspired by Angluin's $L^*$ algorithm, our approach utilizes sampling as a membership oracle and model-checking as an equivalence oracle. This enables the synthesis of finite-state controllers with formal guarantees, provided the sampling-induced policy is regular. We establish a relative completeness result for this framework. Experimental results from our prototypical implementation demonstrate that this method successfully solves threshold-safety problems that remain challenging for existing formal synthesis tools. We believe our algorithm serves as a valuable component in a portfolio approach to tackling the inherent difficulty of POMDP synthesis problems.

preprint2022arXiv

Lifted Model Checking for Relational MDPs

Probabilistic model checking has been developed for verifying systems that have stochastic and nondeterministic behavior. Given a probabilistic system, a probabilistic model checker takes a property and checks whether or not the property holds in that system. For this reason, probabilistic model checking provide rigorous guarantees. So far, however, probabilistic model checking has focused on propositional models where a state is represented by a symbol. On the other hand, it is commonly required to make relational abstractions in planning and reinforcement learning. Various frameworks handle relational domains, for instance, STRIPS planning and relational Markov Decision Processes. Using propositional model checking in relational settings requires one to ground the model, which leads to the well known state explosion problem and intractability. We present pCTL-REBEL, a lifted model checking approach for verifying pCTL properties of relational MDPs. It extends REBEL, a relational model-based reinforcement learning technique, toward relational pCTL model checking. PCTL-REBEL is lifted, which means that rather than grounding, the model exploits symmetries to reason about a group of objects as a whole at the relational level. Theoretically, we show that pCTL model checking is decidable for relational MDPs that have a possibly infinite domain, provided that the states have a bounded size. Practically, we contribute algorithms and an implementation of lifted relational model checking, and we show that the lifted approach improves the scalability of the model checking approach.

preprint2022arXiv

On the Complexity of SPEs in Parity Games

We study the complexity of problems related to subgame-perfect equilibria (SPEs) in infinite duration non zero-sum multiplayer games played on finite graphs with parity objectives. We present new complexity results that close gaps in the literature. Our techniques are based on a recent characterization of SPEs in prefix-independent games that is grounded on the notions of requirements and negotiation, and according to which the plays supported by SPEs are exactly the plays consistent with the requirement that is the least fixed point of the negotiation function. The new results are as follows. First, checking that a given requirement is a fixed point of the negotiation function is an NP-complete problem. Second, we show that the SPE constrained existence problem is NP-complete, this problem was previously known to be ExpTime-easy and NP-hard. Third, the SPE constrained existence problem is fixed-parameter tractable when the number of players and of colors are parameters. Fourth, deciding whether some requirement is the least fixed point of the negotiation function is complete for the second level of the Boolean hierarchy. Finally, the SPE-verification problem -- that is, the problem of deciding whether there exists a play supported by a SPE that satisfies some LTL formula -- is PSpace-complete, this problem was known to be ExpTime-easy and PSpace-hard.

preprint2022arXiv

Pareto-Rational Verification

We study the rational verification problem which consists in verifying the correctness of a system executing in an environment that is assumed to behave rationally. We consider the model of rationality in which the environment only executes behaviors that are Pareto-optimal with regard to its set of objectives, given the behavior of the system (which is committed in advance of any interaction). We examine two ways of specifying this behavior, first by means of a deterministic Moore machine, and then by lifting its determinism. In the latter case the machine may embed several different behaviors for the system, and the universal rational verification problem aims at verifying that all of them are correct when the environment is rational. For parity objectives, we prove that the Pareto-rational verification problem is co-NP-complete and that its universal version is in PSPACE and both NP-hard and co-NP-hard. For Boolean Büchi objectives, the former problem is $Π_2\mathsf{P}$-complete and the latter is PSPACE-complete. We also study the case where the objectives are expressed using LTL formulas and show that the first problem is PSPACE-complete, and that the second is 2EXPTIME-complete. Both problems are also shown to be fixed-parameter tractable (FPT) for parity and Boolean Büchi objectives. Finally, we evaluate two variations of the FPT algorithm proposed to solve the Pareto-rational verification problem on a parametric toy example as well as on randomly generated instances.

preprint2022arXiv

Stackelberg-Pareto Synthesis (Extended Version)

We study the framework of two-player Stackelberg games played on graphs in which Player 0 announces a strategy and Player 1 responds rationally with a strategy that is an optimal response. While it is usually assumed that Player 1 has a single objective, we consider here the new setting where he has several. In this context, after responding with his strategy, Player 1 gets a payoff in the form of a vector of Booleans corresponding to his satisfied objectives. Rationality of Player 1 is encoded by the fact that his response must produce a Pareto-optimal payoff given the strategy of Player 0. We study for several kinds of $ω$-regular objectives the Stackelberg-Pareto Synthesis problem which asks whether Player 0 can announce a strategy which satisfies his objective, whatever the rational response of Player 1. We show that this problem is fixed-parameter tractable for games in which objectives are all reachability, safety, Büchi, co-Büchi, Boolean Büchi, parity, Muller, Streett or Rabin objectives. We also show that this problem is NEXPTIME-complete except for the cases of Büchi objectives for which it is NP-complete and co-Büchi objectives for which it is in NEXPTIME and NP-hard. The problem is already NP-complete in the simple case of reachability objectives and graphs that are trees.

preprint2022arXiv

Strategy Synthesis for Global Window PCTL

Given a Markov decision process (MDP) $M$ and a formula $Φ$, the strategy synthesis problem asks if there exists a strategy $σ$ s.t. the resulting Markov chain $M[σ]$ satisfies $Φ$. This problem is known to be undecidable for the probabilistic temporal logic PCTL. We study a class of formulae that can be seen as a fragment of PCTL where a local, bounded horizon property is enforced all along an execution. Moreover, we allow for linear expressions in the probabilistic inequalities. This logic is at the frontier of decidability, depending on the type of strategies considered. In particular, strategy synthesis is decidable when strategies are deterministic while the general problem is undecidable.

preprint2022arXiv

Subgame-perfect Equilibria in Mean-payoff Games

In this paper, we provide an effective characterization of all the subgame-perfect equilibria in infinite duration games played on finite graphs with mean-payoff objectives. To this end, we introduce the notion of requirement, and the notion of negotiation function. We establish that the plays that are supported by SPEs are exactly those that are consistent with the least fixed point of the negotiation function. Finally, we show that the negotiation function is piecewise linear, and can be analyzed using the linear algebraic tool box. As a corollary, we prove the decidability of the SPE constrained existence problem, whose status was left open in the literature.

preprint2020arXiv

Learning Non-Markovian Reward Models in MDPs

There are situations in which an agent should receive rewards only after having accomplished a series of previous tasks. In other words, the reward that the agent receives is non-Markovian. One natural and quite general way to represent history-dependent rewards is via a Mealy machine; a finite state automaton that produces output sequences (rewards in our case) from input sequences (state/action observations in our case). In our formal setting, we consider a Markov decision process (MDP) that models the dynamic of the environment in which the agent evolves and a Mealy machine synchronised with this MDP to formalise the non-Markovian reward function. While the MDP is known by the agent, the reward function is unknown from the agent and must be learnt. Learning non-Markov reward functions is a challenge. Our approach to overcome this challenging problem is a careful combination of the Angluin's L* active learning algorithm to learn finite automata, testing techniques for establishing conformance of finite model hypothesis and optimisation techniques for computing optimal strategies in Markovian (immediate) reward MDPs. We also show how our framework can be combined with classical heuristics such as Monte Carlo Tree Search. We illustrate our algorithms and a preliminary implementation on two typical examples for AI.

preprint2020arXiv

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.

preprint2020arXiv

The Adversarial Stackelberg Value in Quantitative Games

In this paper, we study the notion of adversarial Stackelberg value for two-player non-zero sum games played on bi-weighted graphs with the mean-payoff and the discounted sum functions. The adversarial Stackelberg value of Player 0 is the largest value that Player 0 can obtain when announcing her strategy to Player 1 which in turn responds with any of his best response. For the mean-payoff function, we show that the adversarial Stackelberg value is not always achievable but epsilon-optimal strategies exist. We show how to compute this value and prove that the associated threshold problem is in NP. For the discounted sum payoff function, we draw a link with the target discounted sum problem which explains why the problem is difficult to solve for this payoff function. We also provide solutions to related gap problems.

preprint2016arXiv

Admissibility in Quantitative Graph Games

Admissibility has been studied for games of infinite duration with Boolean objectives. We extend here this study to games of infinite duration with quantitative objectives. First, we show that, un- der the assumption that optimal worst-case and cooperative strategies exist, admissible strategies are guaranteed to exist. Second, we give a characterization of admissible strategies using the no- tion of adversarial and cooperative values of a history, and we characterize the set of outcomes that are compatible with admissible strategies. Finally, we show how these characterizations can be used to design algorithms to decide relevant verification and synthesis problems.

preprint2016arXiv

Compositional Algorithms for Succinct Safety Games

We study the synthesis of circuits for succinct safety specifications given in the AIG format. We show how AIG safety specifications can be decomposed automatically into sub specifications. Then we propose symbolic compositional algorithms to solve the synthesis problem compositionally starting for the sub-specifications. We have evaluated the compositional algorithms on a set of benchmarks including those proposed for the first synthesis competition organised in 2014 by the Synthesis Workshop affiliated to the CAV conference. We show that a large number of benchmarks can be decomposed automatically and solved more efficiently with the compositional algorithms that we propose in this paper.

preprint2016arXiv

Minkowski games

We introduce and study Minkowski games. These are two player games, where the players take turns to chose positions in $\mathbb{R}^d$ based on some rules. Variants include boundedness games, where one player wants to keep the positions bounded, and the other wants to escape to infinity; as well as safety games, where one player wants to stay within a prescribed set, while the other wants to leave it. We provide some general characterizations of which player can win such games, and explore the computational complexity of the associated decision problems. A natural representation of boundedness games yields coNP-completeness, whereas the safety games are undecidable.

preprint2016arXiv

On the complexity of heterogeneous multidimensional quantitative games

In this paper, we study two-player zero-sum turn-based games played on a finite multidimensional weighted graph. In recent papers all dimensions use the same measure, whereas here we allow to combine different measures. Such heterogeneous multidimensional quantitative games provide a general and natural model for the study of reactive system synthesis. We focus on classical measures like the Inf, Sup, LimInf, and LimSup of the weights seen along the play, as well as on the window mean-payoff (WMP) measure. This new measure is a natural strengthening of the mean-payoff measure. We allow objectives defined as Boolean combinations of heterogeneous constraints. While multidimensional games with Boolean combinations of mean-payoff constraints are undecidable, we show that the problem becomes EXPTIME-complete for DNF/CNF Boolean combinations of heterogeneous measures taken among {WMP, Inf, Sup, LimInf, LimSup} and that exponential memory strategies are sufficient for both players to win. We provide a detailed study of the complexity and the memory requirements when the Boolean combination of the measures is replaced by an intersection. EXPTIME-completeness and exponential memory strategies still hold for the intersection of measures in {WMP, Inf, Sup, LimInf, LimSup}, and we get PSPACE-completeness when WMP measure is no longer considered. To avoid EXPTIME-or PSPACE-hardness, we impose at most one occurrence of WMP measure and fix the number of Sup measures, and we propose several refinements (on the number of occurrences of the other measures) for which we get polynomial algorithms and lower memory requirements. For all the considered classes of games, we also study parameterized complexity.

preprint2016arXiv

Secure Equilibria in Weighted Games

We consider two-player non zero-sum infinite duration games played on weighted graphs. We extend the notion of secure equilibrium introduced by Chatterjee et al., from the Boolean setting to this quantitative setting. As for the Boolean setting, our notion of secure equilibrium refines the classical notion of Nash equilibrium. We prove that secure equilibria always exist in a large class of weighted games which includes common measures like sup, inf, lim sup, lim inf, mean-payoff, and discounted sum. Moreover we show that one can synthesize finite-memory strategy profiles with few memory. We also prove that the constrained existence problem for secure equilibria is decidable for sup, inf, lim sup, lim inf and mean-payoff measures. Our solutions rely on new results for zero-sum quantitative games with lexicographic objectives that are interesting on their own right.

preprint2016arXiv

The 3rd Reactive Synthesis Competition (SYNTCOMP 2016): Benchmarks, Participants & Results

We report on the benchmarks, participants and results of the third reactive synthesis competition(SYNTCOMP 2016). The benchmark library of SYNTCOMP 2016 has been extended to benchmarks in the new LTL-based temporal logic synthesis format (TLSF), and 2 new sets of benchmarks for the existing AIGER-based format for safety specifications. The participants of SYNTCOMP 2016 can be separated according to these two classes of specifications, and we give an overview of the 6 tools that entered the competition in the AIGER-based track, and the 3 participants that entered the TLSF-based track. We briefly describe the benchmark selection, evaluation scheme and the experimental setup of SYNTCOMP 2016. Finally, we present and analyze the results of our experimental evaluation, including a comparison to participants of previous competitions and a legacy tool.

preprint2016arXiv

The First Reactive Synthesis Competition (SYNTCOMP 2014)

We introduce the reactive synthesis competition (SYNTCOMP), a long-term effort intended to stimulate and guide advances in the design and application of synthesis procedures for reactive systems. The first iteration of SYNTCOMP is based on the controller synthesis problem for finite-state systems and safety specifications. We provide an overview of this problem and existing approaches to solve it, and report on the design and results of the first SYNTCOMP. This includes the definition of the benchmark format, the collection of benchmarks, the rules of the competition, and the five synthesis tools that participated. We present and analyze the results of the competition and draw conclusions on the state of the art. Finally, we give an outlook on future directions of SYNTCOMP.

preprint2016arXiv

The Second Reactive Synthesis Competition (SYNTCOMP 2015)

We report on the design and results of the second reactive synthesis competition (SYNTCOMP 2015). We describe our extended benchmark library, with 6 completely new sets of benchmarks, and additional challenging instances for 4 of the benchmark sets that were already used in SYNTCOMP 2014. To enhance the analysis of experimental results, we introduce an extension of our benchmark format with meta-information, including a difficulty rating and a reference size for solutions. Tools are evaluated on a set of 250 benchmarks, selected to provide a good coverage of benchmarks from all classes and difficulties. We report on changes of the evaluation scheme and the experimental setup. Finally, we describe the entrants into SYNTCOMP 2015, as well as the results of our experimental evaluation. In our analysis, we emphasize progress over the tools that participated last year.

preprint2015arXiv

Assume-Admissible Synthesis

In this paper, we introduce a novel rule for synthesis of reactive systems, applicable to systems made of n components which have each their own objectives. It is based on the notion of admissible strategies. We compare our novel rule with previous rules defined in the literature, and we show that contrary to the previous proposals, our rule defines sets of solutions which are rectangular. This property leads to solutions which are robust and resilient. We provide algorithms with optimal complexity and also an abstraction framework.

preprint2015arXiv

Looking at Mean-Payoff through Foggy Windows

Mean-payoff games (MPGs) are infinite duration two-player zero-sum games played on weighted graphs. Under the hypothesis of perfect information, they admit memoryless optimal strategies for both players and can be solved in NP-intersect-coNP. MPGs are suitable quantitative models for open reactive systems. However, in this context the assumption of perfect information is not always realistic. For the partial-observation case, the problem that asks if the first player has an observation-based winning strategy that enforces a given threshold on the mean-payoff, is undecidable. In this paper, we study the window mean-payoff objectives that were introduced recently as an alternative to the classical mean-payoff objectives. We show that, in sharp contrast to the classical mean-payoff objectives, some of the window mean-payoff objectives are decidable in games with partial-observation.

preprint2015arXiv

Meet Your Expectations With Guarantees: Beyond Worst-Case Synthesis in Quantitative Games

We extend the quantitative synthesis framework by going beyond the worst-case. On the one hand, classical analysis of two-player games involves an adversary (modeling the environment of the system) which is purely antagonistic and asks for strict guarantees. On the other hand, stochastic models like Markov decision processes represent situations where the system is faced to a purely randomized environment: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. We introduce the beyond worst-case synthesis problem, which is to construct strategies that guarantee some quantitative requirement in the worst-case while providing an higher expected value against a particular stochastic model of the environment given as input. This problem is relevant to produce system controllers that provide nice expected performance in the everyday situation while ensuring a strict (but relaxed) performance threshold even in the event of very bad (while unlikely) circumstances. We study the beyond worst-case synthesis problem for two important quantitative settings: the mean-payoff and the shortest path. In both cases, we show how to decide the existence of finite-memory strategies satisfying the problem and how to synthesize one if one exists. We establish algorithms and we study complexity bounds and memory requirements.

preprint2015arXiv

Weak Subgame Perfect Equilibria and their Application to Quantitative Reachability

We study $n$-player turn-based games played on a finite directed graph. For each play, the players have to pay a cost that they want to minimize. Instead of the well-known notion of Nash equilibrium (NE), we focus on the notion of subgame perfect equilibrium (SPE), a refinement of NE well-suited in the framework of games played on graphs. We also study natural variants of SPE, named weak (resp. very weak) SPE, where players who deviate cannot use the full class of strategies but only a subclass with a finite number of (resp. a unique) deviation step(s). Our results are threefold. Firstly, we characterize in the form of a Folk theorem the set of all plays that are the outcome of a weak SPE. Secondly, for the class of quantitative reachability games, we prove the existence of a finite-memory SPE and provide an algorithm for computing it (only existence was known with no information regarding the memory). Moreover, we show that the existence of a constrained SPE, i.e. an SPE such that each player pays a cost less than a given constant, can be decided. The proofs rely on our Folk theorem for weak SPEs (which coincide with SPEs in the case of quantitative reachability games) and on the decidability of MSO logic on infinite words. Finally with similar techniques, we provide a second general class of games for which the existence of a (constrained) weak SPE is decidable.

preprint2014arXiv

Expectations or Guarantees? I Want It All! A crossroad between games and MDPs

When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a strategy for a reactive system which yields some desired performance, taking into account the possible impact of the environment of the system. There are at least two ways to look at this environment. In the classical analysis of two-player quantitative games, the environment is purely antagonistic and the problem is to provide strict performance guarantees. In Markov decision processes, the environment is seen as purely stochastic: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. In this expository work, we report on recent results introducing the beyond worst-case synthesis problem, which is to construct strategies that guarantee some quantitative requirement in the worst-case while providing an higher expected value against a particular stochastic model of the environment given as input. This problem is relevant to produce system controllers that provide nice expected performance in the everyday situation while ensuring a strict (but relaxed) performance threshold even in the event of very bad (while unlikely) circumstances. It has been studied for both the mean-payoff and the shortest path quantitative measures.

preprint2014arXiv

Looking at Mean-Payoff and Total-Payoff through Windows

We consider two-player games played on weighted directed graphs with mean-payoff and total-payoff objectives, two classical quantitative objectives. While for single-dimensional games the complexity and memory bounds for both objectives coincide, we show that in contrast to multi-dimensional mean-payoff games that are known to be coNP-complete, multi-dimensional total-payoff games are undecidable. We introduce conservative approximations of these objectives, where the payoff is considered over a local finite window sliding along a play, instead of the whole play. For single dimension, we show that (i) if the window size is polynomial, deciding the winner takes polynomial time, and (ii) the existence of a bounded window can be decided in NP $\cap$ coNP, and is at least as hard as solving mean-payoff games. For multiple dimensions, we show that (i) the problem with fixed window size is EXPTIME-complete, and (ii) there is no primitive-recursive algorithm to decide the existence of a bounded window.

preprint2014arXiv

Multiple-Environment Markov Decision Processes

We introduce Multi-Environment Markov Decision Processes (MEMDPs) which are MDPs with a set of probabilistic transition functions. The goal in a MEMDP is to synthesize a single controller with guaranteed performances against all environments even though the environment is unknown a priori. While MEMDPs can be seen as a special class of partially observable MDPs, we show that several verification problems that are undecidable for partially observable MDPs, are decidable for MEMDPs and sometimes have even efficient solutions.

preprint2014arXiv

Quantitative games with interval objectives

Traditionally quantitative games such as mean-payoff games and discount sum games have two players -- one trying to maximize the payoff, the other trying to minimize it. The associated decision problem, "Can Eve (the maximizer) achieve, for example, a positive payoff?" can be thought of as one player trying to attain a payoff in the interval $(0,\infty)$. In this paper we consider the more general problem of determining if a player can attain a payoff in a finite union of arbitrary intervals for various payoff functions (liminf, mean-payoff, discount sum, total sum). In particular this includes the interesting exact-value problem, "Can Eve achieve a payoff of exactly (e.g.) 0?"

preprint2014arXiv

Strategy Synthesis for Multi-dimensional Quantitative Objectives

Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we study the strategy synthesis problem for games with such multi-dimensional objectives along with a parity condition, a canonical way to express $ω$-regular conditions. While in general, the winning strategies in such games may require infinite memory, for synthesis the most relevant problem is the construction of a finite-memory winning strategy (if one exists). Our main contributions are as follows. First, we show a tight exponential bound (matching upper and lower bounds) on the memory required for finite-memory winning strategies in both multi-dimensional mean-payoff and energy games along with parity objectives. This significantly improves the triple exponential upper bound for multi energy games (without parity) that could be derived from results in literature for games on VASS (vector addition systems with states). Second, we present an optimal symbolic and incremental algorithm to compute a finite-memory winning strategy (if one exists) in such games. Finally, we give a complete characterization of when finite memory of strategies can be traded off for randomness. In particular, we show that for one-dimension mean-payoff parity games, randomized memoryless strategies are as powerful as their pure finite-memory counterparts.

preprint2014arXiv

Symblicit algorithms for optimal strategy synthesis in monotonic Markov decision processes

When treating Markov decision processes (MDPs) with large state spaces, using explicit representations quickly becomes unfeasible. Lately, Wimmer et al. have proposed a so-called symblicit algorithm for the synthesis of optimal strategies in MDPs, in the quantitative setting of expected mean-payoff. This algorithm, based on the strategy iteration algorithm of Howard and Veinott, efficiently combines symbolic and explicit data structures, and uses binary decision diagrams as symbolic representation. The aim of this paper is to show that the new data structure of pseudo-antichains (an extension of antichains) provides another interesting alternative, especially for the class of monotonic MDPs. We design efficient pseudo-antichain based symblicit algorithms (with open source implementations) for two quantitative settings: the expected mean-payoff and the stochastic shortest path. For two practical applications coming from automated planning and LTL synthesis, we report promising experimental results w.r.t. both the run time and the memory consumption.

preprint2014arXiv

Symblicit algorithms for optimal strategy synthesis in monotonic Markov decision processes (extended version)

When treating Markov decision processes (MDPs) with large state spaces, using explicit representations quickly becomes unfeasible. Lately, Wimmer et al. have proposed a so-called symblicit algorithm for the synthesis of optimal strategies in MDPs, in the quantitative setting of expected mean-payoff. This algorithm, based on the strategy iteration algorithm of Howard and Veinott, efficiently combines symbolic and explicit data structures, and uses binary decision diagrams as symbolic representation. The aim of this paper is to show that the new data structure of pseudo-antichains (an extension of antichains) provides another interesting alternative, especially for the class of monotonic MDPs. We design efficient pseudo-antichain based symblicit algorithms (with open source implementations) for two quantitative settings: the expected mean-payoff and the stochastic shortest path. For two practical applications coming from automated planning and LTL synthesis, we report promising experimental results w.r.t. both the run time and the memory consumption.

preprint2014arXiv

The Complexity of Admissibility in Omega-Regular Games

Iterated admissibility is a well-known and important concept in classical game theory, e.g. to determine rational behaviors in multi-player matrix games. As recently shown by Berwanger, this concept can be soundly extended to infinite games played on graphs with omega-regular objectives. In this paper, we study the algorithmic properties of this concept for such games. We settle the exact complexity of natural decision problems on the set of strategies that survive iterated elimination of dominated strategies. As a byproduct of our construction, we obtain automata which recognize all the possible outcomes of such strategies.

preprint2014arXiv

Variations on the Stochastic Shortest Path Problem

In this invited contribution, we revisit the stochastic shortest path problem, and show how recent results allow one to improve over the classical solutions: we present algorithms to synthesize strategies with multiple guarantees on the distribution of the length of paths reaching a given target, rather than simply minimizing its expected value. The concepts and algorithms that we propose here are applications of more general results that have been obtained recently for Markov decision processes and that are described in a series of recent papers.

preprint2013arXiv

Doomsday Equilibria for Omega-Regular Games

Two-player games on graphs provide the theoretical frame- work for many important problems such as reactive synthesis. While the traditional study of two-player zero-sum games has been extended to multi-player games with several notions of equilibria, they are decidable only for perfect-information games, whereas several applications require imperfect-information games. In this paper we propose a new notion of equilibria, called doomsday equilibria, which is a strategy profile such that all players satisfy their own objective, and if any coalition of players deviates and violates even one of the players objective, then the objective of every player is violated. We present algorithms and complexity results for deciding the existence of doomsday equilibria for various classes of omega-regular objectives, both for imperfect-information games, and for perfect-information games. We provide optimal complexity bounds for imperfect-information games, and in most cases for perfect-information games.

preprint2013arXiv

Synthesis from LTL Specifications with Mean-Payoff Objectives

The classical LTL synthesis problem is purely qualitative: the given LTL specification is realized or not by a reactive system. LTL is not expressive enough to formalize the correctness of reactive systems with respect to some quantitative aspects. This paper extends the qualitative LTL synthesis setting to a quantitative setting. The alphabet of actions is extended with a weight function ranging over the rational numbers. The value of an infinite word is the mean-payoff of the weights of its letters. The synthesis problem then amounts to automatically construct (if possible) a reactive system whose executions all satisfy a given LTL formula and have mean-payoff values greater than or equal to some given threshold. The latter problem is called LTLMP synthesis and the LTLMP realizability problem asks to check whether such a system exists. We first show that LTLMP realizability is not more difficult than LTL realizability: it is 2ExpTime-Complete. This is done by reduction to two-player mean-payoff parity games. While infinite memory strategies are required to realize LTLMP specifications in general, we show that epsilon-optimality can be obtained with finite memory strategies, for any epsilon > 0. To obtain an efficient algorithm in practice, we define a Safraless procedure to decide whether there exists a finite-memory strategy that realizes a given specification for some given threshold. This procedure is based on a reduction to two-player energy safety games which are in turn reduced to safety games. Finally, we show that those safety games can be solved efficiently by exploiting the structure of their state spaces and by using antichains as a symbolic data-structure. All our results extend to multi-dimensional weights. We have implemented an antichain-based procedure and we report on some promising experimental results.

preprint2013arXiv

ω-Petri nets

We introduce ω-Petri nets (ωPN), an extension of plain Petri nets with ω-labeled input and output arcs, that is well-suited to analyse parametric concurrent systems with dynamic thread creation. Most techniques (such as the Karp and Miller tree or the Rackoff technique) that have been proposed in the setting of plain Petri nets do not apply directly to ωPN because ωPN define transition systems that have infinite branching. This motivates a thorough analysis of the computational aspects of ωPN. We show that an ωPN can be turned into an plain Petri net that allows to recover the reachability set of the ωPN, but that does not preserve termination. This yields complexity bounds for the reachability, (place) boundedness and coverability problems on ωPN. We provide a practical algorithm to compute a coverability set of the ωPN and to decide termination by adapting the classical Karp and Miller tree construction. We also adapt the Rackoff technique to ωPN, to obtain the exact complexity of the termination problem. Finally, we consider the extension of ωPN with reset and transfer arcs, and show how this extension impacts the decidability and complexity of the aforementioned problems.

preprint2012arXiv

Queue-Dispatch Asynchronous Systems

To make the development of efficient multi-core applications easier, libraries, such as Grand Central Dispatch, have been proposed. When using such a library, the programmer writes so-called blocks, which are chunks of codes, and dispatches them, using synchronous or asynchronous calls, to several types of waiting queues. A scheduler is then responsible for dispatching those blocks on the available cores. Blocks can synchronize via a global memory. In this paper, we propose Queue-Dispatch Asynchronous Systems as a mathematical model that faithfully formalizes the synchronization mechanisms and the behavior of the scheduler in those systems. We study in detail their relationships to classical formalisms such as pushdown systems, Petri nets, fifo systems, and counter systems. Our main technical contributions are precise worst-case complexity results for the Parikh coverability problem for several subclasses of our model.

preprint2012arXiv

Time-bounded Reachability for Hybrid Automata: Complexity and Fixpoints

In this paper, we study thetime-bounded reachability problem for rectangular hybrid automata with non-negative rates (RHA+). This problem was recently shown to be decidable [Brihaye et al, ICALP11] (even though the unbounded reachability problem for even very simple classes of hybrid automata is well-known to be undecidable). However, [Brihaye et al, ICALP11] does not provide a precise characterisation of the complexity of the time-bounded reachability problem. The contribution of the present paper is threefold. First, we provide a new NExpTime algorithm to solve the timed-bounded reachability problem on RHA+. This algorithm improves on the one of [Brihaye et al, ICALP11] by at least one exponential. Second, we show that this new algorithm is optimal, by establishing a matching lower bound: time-bounded reachability for RHA+ is therefore NExpTime-complete. Third, we extend these results in a practical direction, by showing that we can effectively compute fixpoints that characterise the sets of states that are reachable (resp. co-reachable) within T time units from a given starting state.

preprint2011arXiv

Event-Clock Automata: From Theory to Practice

Event clock automata (ECA) are a model for timed languages that has been introduced by Alur, Fix and Henzinger as an alternative to timed automata, with better theoretical properties (for instance, ECA are determinizable while timed automata are not). In this paper, we revisit and extend the theory of ECA. We first prove that no finite time abstract language equivalence exists for ECA, thereby disproving a claim in the original work on ECA. This means in particular that regions do not form a time abstract bisimulation. Nevertheless, we show that regions can still be used to build a finite automaton recognizing the untimed language of an ECA. Then, we extend the classical notions of zones and DBMs to let them handle event clocks instead of plain clocks (as in timed automata) by introducing event zones and Event DBMs (EDBMs). We discuss algorithms to handle event zones represented as EDBMs, as well as (semi-) algorithms based on EDBMs to decide language emptiness of ECA.

preprint2011arXiv

On Reachability for Hybrid Automata over Bounded Time

This paper investigates the time-bounded version of the reachability problem for hybrid automata. This problem asks whether a given hybrid automaton can reach a given target location within T time units, where T is a constant rational value. We show that, in contrast to the classical (unbounded) reachability problem, the timed-bounded version is decidable for rectangular hybrid automata provided only non-negative rates are allowed. This class of systems is of practical interest and subsumes, among others, the class of stopwatch automata. We also show that the problem becomes undecidable if either diagonal constraints or both negative and positive rates are allowed.

preprint2010arXiv

Iterated Regret Minimization in Game Graphs

Iterated regret minimization has been introduced recently by J.Y. Halpern and R. Pass in classical strategic games. For many games of interest, this new solution concept provides solutions that are judged more reasonable than solutions offered by traditional game concepts -- such as Nash equilibrium --. Although computing iterated regret on explicit matrix game is conceptually and computationally easy, nothing is known about computing the iterated regret on games whose matrices are defined implicitly using game tree, game DAG or, more generally game graphs. In this paper, we investigate iterated regret minimization for infinite duration two-player quantitative non-zero sum games played on graphs. We consider reachability objectives that are not necessarily antagonist. Edges are weighted by integers -- one for each player --, and the payoffs are defined by the sum of the weights along the paths. Depending on the class of graphs, we give either polynomial or pseudo-polynomial time algorithms to compute a strategy that minimizes the regret for a fixed player. We finally give algorithms to compute the strategies of the two players that minimize the iterated regret for trees, and for graphs with strictly positive weights only.

preprint2010arXiv

On Functionality of Visibly Pushdown Transducers

Visibly pushdown transducers form a subclass of pushdown transducers that (strictly) extends finite state transducers with a stack. Like visibly pushdown automata, the input symbols determine the stack operations. In this paper, we prove that functionality is decidable in PSpace for visibly pushdown transducers. The proof is done via a pumping argument: if a word with two outputs has a sufficiently large nesting depth, there exists a nested word with two outputs whose nesting depth is strictly smaller. The proof uses technics of word combinatorics. As a consequence of decidability of functionality, we also show that equivalence of functional visibly pushdown transducers is Exptime-Complete.