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Showing papers by "Jean-François Raskin published in 2016"


BookDOI
TL;DR: This paper presents a meta-analyses of parallel SAT simplification on GPU architectures and its applications in reinforcement learning, artificial intelligence, and bioinformatics.
Abstract: Citation for published version (APA): Osama, M., & Wijs, A. (2019). Parallel SAT simplification on GPU architectures. In L. Zhang, & T. Vojnar (Eds.), Tools and Algorithms for the Construction and Analysis of Systems 25th International Conference, TACAS 2019, Held as Part of the European Joint Conferences on Theory and Practice of Software, ETAPS 2019, Proceedings (pp. 21-40). (Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics); Vol. 11427 LNCS). Springer. https://doi.org/10.1007/978-3030-17462-0_2

320 citations


Book ChapterDOI
14 Mar 2016
TL;DR: New solution concepts useful for the synthesis of reactive systems that are developed in the context of non-zero sum games played on graphs are summarized.
Abstract: In this invited contribution, we summarize new solution concepts useful for the synthesis of reactive systems that we have introduced in several recent publications. These solution concepts are developed in the context of non-zero sum games played on graphs. They are part of the contributions obtained in the inVEST project funded by the European Research Council.

48 citations


Journal ArticleDOI
02 Feb 2016
TL;DR: The second reactive synthesis competition (SYNTCOMP2015) as mentioned in this paper was the first edition of the challenge, with 6 completely new sets of benchmarks, and additional challenging instances for 4 of the benchmark sets.
Abstract: 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

25 citations


Journal ArticleDOI
22 Nov 2016
TL;DR: The SYNTCOMP 2016 benchmark library has been extended to benchmarks in the new LTL-based temporal logic synthesis format (TLSF), and two new sets of benchmarks for the existing AIGER-based format for safety specifications.
Abstract: 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.

15 citations


Proceedings ArticleDOI
23 Aug 2016
TL;DR: It is shown that CNF/DNF Boolean combinations for heterogeneous measures taken among {WMP, Inf, Sup, LimInf, LimSup} lead to EXPTIME-completeness with exponential memory strategies for both players.
Abstract: We study two-player zero-sum turn-based games played on multidimensional weighted graphs with heterogeneous quantitative objectives. Our objectives are defined starting from the measures Inf, Sup, LimInf, and LimSup of the weights seen along the play, as well as on the window mean-payoff (WMP) measure recently introduced in [Krishnendu,Doyen,Randour,Raskin, Inf. Comput., 2015]. Whereas multidimensional games with Boolean combinations of classical mean-payoff objectives are undecidable [Velner, FOSSACS, 2015], we show that CNF/DNF Boolean combinations for heterogeneous measures taken among {WMP, Inf, Sup, LimInf, LimSup} lead to EXPTIME-completeness with exponential memory strategies for both players. We also identify several interesting fragments with better complexities and memory requirements, and show that some of them are solvable in PTIME.

14 citations


Journal ArticleDOI
TL;DR: 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.
Abstract: 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.

11 citations


Proceedings ArticleDOI
13 Dec 2016
TL;DR: In this paper, it was shown that under the assumption that optimal worst-case and cooperative strategies exist, admissible strategies are guaranteed to exist in games of infinite duration with Boolean objectives.
Abstract: 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, under 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 notion 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.

11 citations


Journal ArticleDOI
TL;DR: An extension of the authors' benchmark format with meta-information, including a difficulty rating and a reference size for solutions, is introduced to enhance the analysis of experimental results, and the entrants into SYNTCOMP 2015 are described.
Abstract: 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.

11 citations


Journal ArticleDOI
TL;DR: It is shown that a large number of benchmarks can be decomposed automatically and solved more efficiently with the compositional algorithms that are proposed in this paper.
Abstract: 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.

5 citations


Posted Content
TL;DR: Some general characterizations of which player can win Minkowski games are provided, and the computational complexity of the associated decision problems are explored.
Abstract: 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

5 citations


Posted Content
TL;DR: This study shows how a characterization of admissible strategies using the notion of adversarial and cooperative values of a history can be used to design algorithms to decide relevant verification and synthesis problems.
Abstract: 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.

Proceedings ArticleDOI
01 Aug 2016
TL;DR: Algorithms are given for the general problem of computing the minimal regret of the controller as well as several variants depending on which strategies the environment is permitted to use in discounted-sum games played on weighted game graphs.
Abstract: In this paper, we study the problem of minimizing regret in discounted-sum games played on weighted game graphs. We give algorithms for the general problem of computing the minimal regret of the controller (Eve) as well as several variants depending on which strategies the environment (Adam) is permitted to use. We also consider the problem of synthesizing regret-free strategies for Eve in each of these scenarios.

DOI
01 Apr 2016
TL;DR: This tutorial first review the definitions of mean-payoff and energy games, then presents simple and self-contained proofs of their main properties and provides a pseudo-polynomial time algorithm to solve them.
Abstract: In this tutorial, we first review the definitions of mean-payoff and energy games. We then present simple and self-contained proofs of their main properties. We also provide a pseudo-polynomial time algorithm to solve them. Pointers to more advanced materials in the literature are also provided to the reader.

Posted Content
TL;DR: This work goes beyond both the "expectation" and "threshold" approaches and considers a "guaranteed payoff optimization (GPO) problem for POMDPs, where the authors are given a threshold and the objective is to find a policy that maximizes the expected discounted-sum payoff.
Abstract: A standard objective in partially-observable Markov decision processes (POMDPs) is to find a policy that maximizes the expected discounted-sum payoff. However, such policies may still permit unlikely but highly undesirable outcomes, which is problematic especially in safety-critical applications. Recently, there has been a surge of interest in POMDPs where the goal is to maximize the probability to ensure that the payoff is at least a given threshold, but these approaches do not consider any optimization beyond satisfying this threshold constraint. In this work we go beyond both the "expectation" and "threshold" approaches and consider a "guaranteed payoff optimization (GPO)" problem for POMDPs, where we are given a threshold $t$ and the objective is to find a policy $\sigma$ such that a) each possible outcome of $\sigma$ yields a discounted-sum payoff of at least $t$, and b) the expected discounted-sum payoff of $\sigma$ is optimal (or near-optimal) among all policies satisfying a). We present a practical approach to tackle the GPO problem and evaluate it on standard POMDP benchmarks.

Posted Content
TL;DR: In this paper, the authors study multi-player turn-based games played on (potentially infinite) directed graphs and derive general conditions on the structure of the game graph and on the preference relations of the players that guarantee the existence of a weak subgame perfect equilibrium.
Abstract: We study multi-player turn-based games played on (potentially infinite) directed graphs. An outcome is assigned to every play of the game. Each player has a preference relation on the set of outcomes which allows him to compare plays. We focus on the recently introduced notion of weak subgame perfect equilibrium (weak SPE). This is a variant of the classical notion of SPE, where players who deviate can only use strategies deviating from their initial strategy in a finite number of histories. Having an SPE in a game implies having a weak SPE but the contrary is generally false. We propose general conditions on the structure of the game graph and on the preference relations of the players that guarantee the existence of a weak SPE, that additionally is finite-memory. From this general result, we derive two large classes of games for which there always exists a weak SPE: (i) the games with a finite-range outcome function, and (ii) the games with a finite underlying graph and a prefix-independent outcome function. For the second class, we identify conditions on the preference relations that guarantee memoryless strategies for the weak SPE.