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Showing papers by "Jean-François Raskin published in 2014"


Journal ArticleDOI
TL;DR: A tight exponential bound on the memory required for finite-memory winning strategies in both multi-dimensional mean-payoff and energy games along with parity objectives is shown and it is shown that for one-dimension mean- payoff parity games, randomized memoryless strategies are as powerful as their pure finite- memory counterparts.
Abstract: 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 $$\omega $$ ? -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 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.

98 citations


Proceedings ArticleDOI
05 Mar 2014
TL;DR: This work introduces 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.
Abstract: Classical analysis of two-player quantitative games involves an adversary (modeling the environment of the system) which is purely antagonistic and asks for strict guarantees while Markov decision processes model systems facing 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. We consider both the mean-payoff value problem and the shortest path problem. 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.

38 citations


Book ChapterDOI
19 Jan 2014
TL;DR: A new notion of equilibria is proposed, called doomsdayEquilibria, 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.
Abstract: Two-player games on graphs provide the theoretical framework 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 ω-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.

31 citations


Proceedings ArticleDOI
14 Jul 2014
TL;DR: This paper settles the exact complexity of natural decision problems on the set of strategies that survive iterated elimination of dominated strategies and obtains automata which recognize all the possible outcomes of such strategies.
Abstract: 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 ω-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.

28 citations


Posted Content
TL;DR: In this paper, the notion of secure equilibrium was extended from the Boolean setting to the quantitative setting and 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.
Abstract: 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.

26 citations


Proceedings ArticleDOI
14 Jul 2014
TL;DR: It is proved 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, and it is shown that one can synthesize finite-memory strategy profiles with few memory.
Abstract: 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.

23 citations


Proceedings ArticleDOI
15 Apr 2014
TL;DR: This paper identifies a large class of timed games for which their semi-algorithms terminate and are thus complete, and studies in detail the relation between mean-payoff and energy timed games.
Abstract: In this paper, we study energy and mean-payoff timed games. The decision problems that consist in determining the existence of winning strategies in those games are undecidable, and we thus provide semi-algorithms for solving these strategy synthesis problems. We then identify a large class of timed games for which our semi-algorithms terminate and are thus complete. We also study in detail the relation between mean-payoff and energy timed games. Finally, we provide a symbolic algorithm to solve energy timed games and demonstrate its use on small examples using HyTech.

21 citations


Journal ArticleDOI
18 Jul 2014
TL;DR: In this paper, the authors describe a synthesis algorithm for safety specifications described as circuits, which is based on fixpoint computations, abstraction and refinement, it uses binary decision diagrams as symbolic data structure.
Abstract: In this paper, we describe a synthesis algorithm for safety specifications described as circuits. Our algorithm is based on fixpoint computations, abstraction and refinement, it uses binary decision diagrams as symbolic data structure. We evaluate our tool on the benchmarks provided by the organizers of the synthesis competition organized within the SYNT'14 workshop.

21 citations


Journal ArticleDOI
TL;DR: This paper describes a synthesis algorithm for safety specifications described as circuits based on fixpoint computations, abstraction and refinement, it uses binary decision diagrams as symbolic data structure.
Abstract: In this paper, we describe a synthesis algorithm for safety specifications described as circuits. Our algorithm is based on fixpoint computations, abstraction and refinement, it uses binary decision diagrams as symbolic data structure. We evaluate our tool on the benchmarks provided by the organizers of the synthesis competition organized within the SYNT'14 workshop.

19 citations


Proceedings ArticleDOI
01 Dec 2014
TL;DR: It is shown that the quantitative Church problem is undecidable for k-valued sum-automata, even given as finite unions of deterministic sum-Automata.
Abstract: Any weighted automaton (WA) defines a relation from finite words to values: given an input word, its set of values is obtained as the set of values computed by each accepting run on that word. A WA is k-valued if the relation it defines has degree at most k, i.e., every set of values associated with an input word has cardinality at most k. We investigate the class of quantitative languages defined by k-valued automata, for all parameters k. We consider several measures to associate values with runs: sum, discounted-sum, and more generally values in groups. We define a general procedure which decides, given a bound k and a WA over a group, whether this automaton is k-valued. We also show that any k-valued WA over a group, under some general conditions, can be decomposed as a union of k unambiguous WA. While inclusion and equivalence are undecidable problems for arbitrary sum-automata, we show, based on this decomposition, that they are decidable for k-valued sum-automata, and k-valued discounted sum-automata over inverted integer discount factors. We finally show that the quantitative Church problem is undecidable for k-valued sum-automata, even given as finite unions of deterministic sum-automata.

18 citations


Proceedings ArticleDOI
18 Apr 2014
TL;DR: In this paper, the authors consider the problem of determining if a player can attain a payoff in a finite union of arbitrary intervals for various payoff functions (liminf/limsup, mean-payoff, discount sum, total sum).
Abstract: 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,infinity). 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/limsup, 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?"

Posted Content
TL;DR: MEMDPs are introduced which are MDPs with a set of probabilistic transition functions to synthesize a single controller with guaranteed performances against all environments even though the environment is unknown a priori.
Abstract: 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.

Posted Content
TL;DR: The more general problem of determining if a player can attain a payoff in a finite union of arbitrary intervals for various payoff functions is considered, including the interesting exact-value problem, "Can Eve achieve a payoff of exactly (e.g.) 0?"
Abstract: 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?"

Journal ArticleDOI
01 Dec 2014
TL;DR: It is proved that no finite time abstract language equivalence exists for ECA, and it is shown that regions can still be used to build a finite automaton recognizing the untimed language of an ECA.
Abstract: Event clock automata ( $$\mathsf{ECA}$$ 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, $$\mathsf{ECA}$$ ECA are determinizable while timed automata are not). In this paper, we revisit and extend the theory of $$\mathsf{ECA}$$ ECA . We first prove that no finite time abstract language equivalence exists for $$\mathsf{ECA}$$ ECA , thereby disproving a claim in the original work on $$\mathsf{ECA}$$ 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 $$\mathsf{ECA}$$ 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 $$\mathsf{ECA}$$ ECA .

Journal ArticleDOI
03 Apr 2014
TL;DR: In this article, the authors 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.
Abstract: 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 [10, 9] 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.

Book ChapterDOI
22 Sep 2014
TL;DR: This paper investigates the algorithmic properties of several subclasses of mean-payoff games where the players have asymmetric information about the state of the game, including a generalization of perfect information games where positional strategies are sufficient.
Abstract: Mean-payoff games are important quantitative models for open reactive systems. They have been widely studied as games of perfect information. In this paper we investigate the algorithmic properties of several subclasses of mean-payoff games where the players have asymmetric information about the state of the game. These games are in general undecidable and not determined according to the classical definition. We show that such games are determined under a more general notion of winning strategy. We also consider mean-payoff games where the winner can be determined by the winner of a finite cycle-forming game. This yields several decidable classes of mean-payoff games of asymmetric information that require only finite-memory strategies, including a generalization of perfect information games where positional strategies are sufficient. We give an exponential time algorithm for determining the winner of the latter.

Journal ArticleDOI
18 Jul 2014
TL;DR: In this article, a pseudo-antichain-based strategy iteration algorithm for Markov decision processes (MDPs) has been proposed, which combines symbolic and explicit data structures and uses binary decision diagrams as symbolic representation.
Abstract: 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 meanpayoff. 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.

18 Oct 2014
TL;DR: The geometry of the Pareto curve is studied and it is shown that it is definable as a finite union of convex sets given by linear inequations, and under the former natural assumptions, this construction can be done in deterministic polynomial time.
Abstract: In this paper, we study the set of thresholds that the protagonist can force in a zero-sum two-player multidimensional mean-payoff game. The set of maximal elements of such a set is called the Pareto curve, a classical tool to analyze trade-offs. As thresholds are vectors of real numbers in multiple dimensions, there exist usually an infinite number of such maximal elements. Our main results are as follow. First, we study the geometry of this set and show that it is definable as a finite union of convex sets given by linear inequations. Second, we provide a Σ2 P algorithm to decide if this set intersects a convex set defined by linear inequations, and we prove the optimality of our algorithm by providing a matching complexity lower bound for the problem. Furthermore, we show that, under natural assumptions, i.e. fixed number of dimensions and polynomially bounded weights in the game, the problem can be solved in deterministic polynomial time. Finally, we show that the Pareto curve can be effectively constructed, and under the former natural assumptions, this construction can be done in deterministic polynomial time.


BookDOI
01 Jan 2014
TL;DR: In this article, the Invited Talks and Invited talks were discussed, and the following topics were discussed: "Invited Talks" and "Invariant Conversations" were discussed.
Abstract: s of the Invited Talks and

Journal ArticleDOI
TL;DR: In this article, the authors 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.
Abstract: 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.


Journal ArticleDOI
TL;DR: This paper designs efficient pseudo-antichain based symblicit algorithms (with open source implementations) for two quantitative settings: the expected mean-payoff and the stochastic shortest path, and reports promising experimental results w.r.t. both the run time and the memory consumption.
Abstract: 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.

Posted Content
TL;DR: In this paper, the authors revisited the stochastic shortest path problem and showed how recent results allow one to improve over the classical solutions, and presented 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.
Abstract: 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.

Posted Content
TL;DR: In this article, the complexity of percentile queries in MDPs with multi-dimensional weights was studied and algorithms to synthesize strategies that enforce such constraints were presented. But the complexity was not studied in the quantitative case.
Abstract: Markov decision processes (MDPs) with multi-dimensional weights are useful to analyze systems with multiple objectives that may be conflicting and require the analysis of trade-offs. We study the complexity of percentile queries in such MDPs and give algorithms to synthesize strategies that enforce such constraints. Given a multi-dimensional weighted MDP and a quantitative payoff function $f$, thresholds $v_i$ (one per dimension), and probability thresholds $\alpha_i$, we show how to compute a single strategy to enforce that for all dimensions $i$, the probability of outcomes $\rho$ satisfying $f_i(\rho) \geq v_i$ is at least $\alpha_i$. We consider classical quantitative payoffs from the literature (sup, inf, lim sup, lim inf, mean-payoff, truncated sum, discounted sum). Our work extends to the quantitative case the multi-objective model checking problem studied by Etessami et al. in unweighted MDPs.


Posted Content
TL;DR: In this paper, a pseudo-antichain-based strategy iteration algorithm for Markov decision processes (MDPs) has been proposed, which combines symbolic and explicit data structures and uses binary decision diagrams as symbolic representation.
Abstract: 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.

01 Jan 2014
TL;DR: The beyond worst-case synthesis problem is introduced, 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.
Abstract: 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 [10, 9] 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.

Proceedings ArticleDOI
01 Dec 2014
TL;DR: In this article, the authors introduce multi-environment Markov decision processes (MEMDPs), which are MDPs with a set of probabilistic transition functions, where the goal is to synthesize a single controller strategy with guaranteed performances against all environments even though the environment is unknown a priori.
Abstract: We introduce Multi-Environment Markov Decision Processes (MEMDPs) which are MDPs with a set of probabilistic transition functions. The goal in an MEMDP is to synthesize a single controller strategy 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.