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Qiyi Tang

Qiyi Tang contributes to research discovery and scholarly infrastructure.

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Published work

5 published item(s)

preprint2026arXiv

Optimal LTLf Synthesis

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

preprint2026arXiv

The Complexity of Games with Randomised Control

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

preprint2025arXiv

On Good-for-MDPs Automata

Nondeterministic good-for-MDPs (GFM) automata are for MDP model checking and reinforcement learning what good-for-games (GFG) automata are for reactive synthesis: a more compact alternative to deterministic automata that displays nondeterminism, but only so much that it can be resolved locally, such that a syntactic product can be analysed. GFM has recently been introduced as a property for reinforcement learning, where the simpler Büchi acceptance conditions it allows to use is key. However, while there are classic and novel techniques to obtain automata that are GFM, there has not been a decision procedure for checking whether or not an automaton is GFM. We show that GFM-ness is decidable and provide an EXPTIME decision procedure as well as a PSPACE-hardness proof. We also compare the succinctness of GFM automata with other types of automata with restricted nondeterminism. The first natural comparison point are GFG automata. Deterministic automata are GFG, and GFG automata are GFM, but not vice versa. This raises the question of how these classes relate in terms of succinctness. GFG automata are known to be exponentially more succinct than deterministic automata, but the gap between GFM and GFG automata as well as the gap between ordinary nondeterministic automata and those that are GFM have been open. We establish that these gaps are exponential, and sharpen this result by showing that the latter gap remains exponential when restricting the nondeterministic automata to separating safety or unambiguous reachability automata.

preprint2022arXiv

1-to-1 or 1-to-n? Investigating the effect of function inlining on binary similarity analysis

Binary similarity analysis is critical to many code-reuse-related issues and "1-to-1" mechanism is widely applied, where one function in a binary file is matched against one function in a source file or binary file. However, we discover that function mapping is a more complex problem of "1-to-n" or even "n-to-n" due to the existence of function inlining. In this paper, we investigate the effect of function inlining on binary similarity analysis. We first construct 4 inlining-oriented datasets for four similarity analysis tasks, including code search, OSS reuse detection, vulnerability detection, and patch presence test. Then, we further study the extent of function inlining, the performance of existing works under function inlining, and the effectiveness of existing inlining-simulation strategies. Results show that the proportion of function inlining can reach nearly 70%, while most existing works neglect it and use "1-to-1" mechanism. The mismatches cause a 30% loss in performance during code search and a 40% loss during vulnerability detection. Moreover, two existing inlining-simulation strategies can only recover 60% of the inlined functions. We discover that inlining is usually cumulative when optimization increases. Conditional inlining and incremental inlining are suggested to design low-cost and high-coverage inlining-simulation strategies.

preprint2022arXiv

Unleashing the Power of Compiler Intermediate Representation to Enhance Neural Program Embeddings

Neural program embeddings have demonstrated considerable promise in a range of program analysis tasks, including clone identification, program repair, code completion, and program synthesis. However, most existing methods generate neural program embeddings directly from the program source codes, by learning from features such as tokens, abstract syntax trees, and control flow graphs. This paper takes a fresh look at how to improve program embeddings by leveraging compiler intermediate representation (IR). We first demonstrate simple yet highly effective methods for enhancing embedding quality by training embedding models alongside source code and LLVM IR generated by default optimization levels (e.g., -O2). We then introduce IRGen, a framework based on genetic algorithms (GA), to identify (near-)optimal sequences of optimization flags that can significantly improve embedding quality.