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Browsing by Author "Hausmann, Daniel"

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    COOL 2 – A Generic Reasoner for Modal Fixpoint Logics (System Description)
    (2023) Görlitz, Oliver; Hausmann, Daniel; Humml, Merlin; Pattinson, Dirk; Prucker, Simon; Schröder, Lutz
    There is a wide range of modal logics whose semantics goes beyond relational structures, and instead involves, e.g., probabilities, multi-player games, weights, or neighbourhood structures. Coalgebraic logic serves as a unifying semantic and algorithmic framework for such logics. It provides uniform reasoning algorithms that are easily instantiated to particular, concretely given logics. The COOL 2 reasoner provides an implementation of such generic algorithms for coalgebraic modal fixpoint logics. As concrete instances, we obtain in particular reasoners for the aconjunctive and alternation-free fragments of the graded μ -calculus and the alternating-time μ -calculus. We evaluate the tool on standard benchmark sets for fixpoint-free graded modal logic and alternating-time temporal logic (ATL), as well as on a dedicated set of benchmarks for the graded μ -calculus.
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    Distribution of Reconfiguration Languages maintaining Tree-like Communication Topology
    (2024) Hausmann, Daniel; Lehaut, Mathieu; Piterman, Nir
    We study how to distribute trace languages in a setting where processes communicate via reconfigurable communication channels. That is, the different processes can connect and disconnect from channels at run time. We restrict attention to communication via tree-like communication architectures. These allow channels to connect more than two processes in a way that maintains an underlying spanning tree and keeps communication continuous on the tree. We make the reconfiguration explicit in the language allowing both a centralized automaton as well as the distributed processes to share relevant information about the current communication configuration. We show that Zielonka's seminal result regarding distribution of regular languages for asynchronous automata can be generalized in this setting, incorporating both reconfiguration and more than binary tree architectures.
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    Fair Omega-regular Games
    (27th International Conference on Foundations of Software Science and Computation Structures, 2024) Hausmann, Daniel; Piterman, Nir; Saglam, Irmak; Schmuck, Anne-Kathrin
    We consider two-player games over finite graphs in which both players are restricted by fairness constraints on their moves. Given a two player game graph G=(V,E) and a set of fair moves E_f a subset of E a player is said to play fair in G if they choose an edge e in E_f infinitely often whenever the source vertex of e is visited infinitely often. Otherwise, they play unfair. We equip such games with two omega-regular winning conditions alpha and beta deciding the winner of mutually fair and mutually unfair plays, respectively. Whenever one player plays fair and the other plays unfair, the fairly playing player wins the game. The resulting games are called fair alpha/beta games. We formalize fair alpha/beta games and show that they are determined. For fair parity/parity games, i.e., fair alpha/beta games where alpha and beta are given each by a parity condition over G, we provide a polynomial reduction to (normal) parity games via a gadget construction inspired by the reduction of stochastic parity games to parity games. We further give a direct symbolic fixpoint algorithm to solve fair parity/parity games. On a conceptual level, we illustrate the translation between the gadget-based reduction and the direct symbolic algorithm which uncovers the underlying similarities of solution algorithms for fair and stochastic parity games, as well as for the recently considered class of fair games in which only one player is restricted by fair moves.
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    Faster and Smaller Solutions of Obliging Games
    (35th International Conference on Concurrency Theory (CONCUR 2024), 2024) Hausmann, Daniel; Piterman, Nir
    Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of obliging games have been small-step in the sense that they have been based on a reduction to standard (non-obliging) games in which single moves correspond to single moves in the original (obliging) game. Here, we propose a novel, large-step view on obliging games, reducing them to standard games in which single moves encode long-term behaviors in the original game. This not only allows us to give a meaningful definition of the environment winning in obliging games, but also leads to significantly improved bounds on both strategy sizes and the solution runtime for obliging games.
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    Faster Game Solving by Fixpoint Acceleration
    (2024) Hausmann, Daniel
    We propose a method for solving parity games with acyclic (DAG) sub-structures by computing nested fixpoints of a DAG attractor function that lives over the non-DAG parts of the game, thereby restricting the domain of the involved fixpoint operators. Intuitively, this corresponds to accelerating fixpoint computation by inlining cycle-free parts during the solution of parity games, leading to earlier convergence. We also present an economic later-appearence-record construction that takes Emerson-Lei games to parity games, and show that it preserves DAG sub-structures; it follows that the proposed method can be used also for the accelerated solution of Emerson-Lei games.
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    Games for Efficient Supervisor Synthesis
    (2023) Hausmann, Daniel; Kumar Jha, Prabhat; Piterman, Nir
    In recent years, there has been an increasing interest in the connections between supervisory control theory and reactive synthesis. As the two fields use similar techniques there is great hope that technologies from one field could be used in the other. In this spirit, we provide an alternative reduction from the supervisor synthesis problem to solving Büchi games via games with a non-blocking objective. Our reduction is more compact and uniform than previous reductions. As a consequence, it gives an asymptotically better upper bound on the time complexity of the supervisory control synthesis problem. Our reduction also breaks a widely held belief about the impossibility of reducing the supervisory control synthesis problem to a game with a linear winning condition.
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    Games for Efficient Supervisor Synthesis
    (2023) Hausmann, Daniel; Prabhat, Kumar Jha; Piterman, Nir; Department of Computer Science and Engineering, Computing Science (GU)
    In recent years, there has been an increasing interest in the connections between supervisory control theory and reactive synthesis. As the two fields use similar techniques there is great hope that technologies from one field could be used in the other. In this spirit, we provide an alternative reduction from the supervisor synthesis problem to solving Büchi games via games with a non-blocking objective. Our reduction is more compact and uniform than previous reductions. As a consequence, it gives an asymptotically better upper bound on the time complexity of the supervisory control synthesis problem. Our reduction also breaks a widely held belief about the impossibility of reducing the supervisory control synthesis problem to a game with a linear winning condition.
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    Generic Model Checking for Modal Fixpoint Logics in COOL-MC
    (2023) Hausmann, Daniel; Humml, Merlin; Prucker, Simon; Schröder, Lutz; Strahlberger, Aaron
    We report on COOL-MC, a model checking tool for fixpoint logics that is parametric in the branching type of models (non-deterministic, game-based, probabilistic etc.) and in the next-step modalities used in formulae. The tool implements generic model checking algorithms developed in coalgebraic logic that are easily adapted to concrete instance logics. Apart from the standard modal -calculus, COOL-MC currently supports alternating-time, graded, probabilistic and monotone variants of the -calculus, but is also effortlessly extensible with new instance logics. The model checking process is realized by polynomial reductions to parity game solving, or, alternatively, by a local model checking algorithm that directly computes the extensions of formulae in a lazy fashion, thereby potentially avoiding the construction of the full parity game. We evaluate COOL-MC on informative benchmark sets.
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    A Survey on Satisfiability Checking for the μ -Calculus Through Tree Automata
    (2022) Hausmann, Daniel; Piterman, Nir
    Algorithms for model checking and satisfiability of the modal μ -calculus start by converting formulas to alternating parity tree automata. Thus, model checking is reduced to checking acceptance by tree automata and satisfiability to checking their emptiness. The first reduces directly to the solution of parity games but the second is more complicated. We review the non-emptiness checking of alternating tree automata by a reduction to solving parity games of a certain structure, so-called emptiness games. Since the emptiness problem for alternating tree automata is EXPTIME -complete, the size of these games is exponential in the number of states of the input automaton. We show how the construction of the emptiness games combines a (fixed) structural part with (history-)determinization of parity word automata. For tree automata with certain syntactic structures, simpler methods may be used to handle the treatment of the word automata, which then may be asymptotically smaller than in the general case. These results have direct consequences in satisfiability and validity checking for (various fragments of) the modal μ -calculus.
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    Symbolic Solution of Emerson-Lei Games for Reactive Synthesis
    (2024) Hausmann, Daniel; Lehaut, Mathieu; Piterman, Nir
    Emerson-Lei conditions have recently attracted attention due to both their succinctness and their favorable closure properties. In the current work, we show how infinite-duration games with Emerson-Lei objectives can be analyzed in two different ways. First, we show that the Zielonka tree of the Emerson-Lei condition naturally gives rise to a new reduction to parity games. This reduction, however, does not result in optimal analysis. Second, we show based on the first reduction (and the Zielonka tree) how to provide a direct fixpoint-based characterization of the winning region. The fixpoint-based characterization allows for symbolic analysis. It generalizes the solutions of games with known winning conditions such as B\"uchi, GR[1], parity, Streett, Rabin and Muller objectives, and in the case of these conditions reproduces previously known symbolic algorithms and complexity results. We also show how the capabilities of the proposed algorithm can be exploited in reactive synthesis, suggesting a new expressive fragment of LTL that can be handled symbolically. Our fragment combines a safety specification and a liveness part. The safety part is unrestricted and the liveness part allows to define Emerson-Lei conditions on occurrences of letters. The symbolic treatment is enabled due to the simplicity of determinization in the case of safety languages and by using our new algorithm for game solving. This approach maximizes the number of steps solved symbolically in order to maximize the potential for efficient symbolic implementations.

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