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Solving Games Without Determinization

Solving Games Without Determinization. Nir Piterman École Polytechnique Fédéral de Lausanne (EPFL) Switzerland Joint work with Thomas A. Henzinger. Nondeterminizing Nondeterministic Automata. Nir Piterman École Polytechnique Fédéral de Lausanne (EPFL) Switzerland

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Solving Games Without Determinization

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  1. Solving Games Without Determinization Nir Piterman École Polytechnique Fédéral de Lausanne (EPFL) Switzerland Joint work with Thomas A. Henzinger

  2. Nondeterminizing NondeterministicAutomata Nir Piterman École Polytechnique Fédéral de Lausanne (EPFL) Switzerland Joint work with Thomas A. Henzinger

  3. What? • Get a nondeterministic automaton with n states. • Construct a nondeterministic automaton with 2nn2n states. • Why?

  4. Plan of Talk • Verification. • Automata on Infinite Words. • Synthesis. • Design Synthesis in Action. • Our solution.

  5. Verification • The normal process of development: • Write specifications (informally). • Develop design. • Test. • Check that the system satisfies the specification.

  6. Reactive Systems • We are interested in systems that behave rather than compute (CPU, Operating system). • Main complexity is in maintaining communication with a user / another program / the environment. • The system has to be ready for every possible input. • The system maintains behavior forever.

  7. What is Behavior? • The sequence of states the system passes along a computation. • Nondeterministic systems / many possible inputs produce many possible behaviors. • For reactive systems the behavior is infinite.

  8. Automata Theoretic Approach to Verification • Use automata to reason about systems and specifications. • Questions like satisfiability and model checking reduce to emptiness of automata. • Separates logical and algorithmic aspects of problems.

  9. Automata on Infinite Words • Introduced by Büchi, McNaughton, Elgot, Trakhtenbrot, Rabin, … in the 60s. • Basically: take the same machine; run it on infinite words. • In infinite runs there is no last state. Use the set of recurring states. • Büchi acceptance: the set of recurring states intersects the set of accepting states.

  10. Examples q1 q0

  11. Examples q1 q0

  12. Applications • Satisfiability of S1S [Buc62] and linear time logics. • A linear time formula characterizes sets of sequences. • Construct an automaton that accepts the set of models of the formula. • Is the language of the automaton empty?

  13. Applications • Linear-time model checking [VW94]. • A linear time formula characterizes sets of sequences. • Construct an automaton that accepts all non-models of the formula. • Consider the intersection of the automaton and the system. • Is the intersection empty?

  14. Verification • The normal process of development: • Write specifications (informally). • Develop design. • Test. • Check that the system satisfies the specification. • We need a formal way to write specifications: temporal logic.

  15. Specifications • We formally write specifications using temporal logic. • We use automata on infinite words as an intermediate tool to reason about specifications.

  16. Synthesis • Can’t we automatically produce the system from the specification? • Produce systems that are ensured to work correctly.

  17. Church’s Problem In 1965 Church posed this problem as: Given a circuit interface and a behavioral specification, determine: • Does there exist an automaton (circuit) that realizes the specification? 2. Construct an implementing circuit.

  18. Solutions • Rabin develops the theory of automata on infinite trees [Rab69]. • Büchi and Landweber propose a reduction to infinite duration games [BL69]. • These are the main two solutions up till today.

  19. Synthesis as a Game • System controls internal variables. Environment controls input. • Moves of system must match all possible future moves of environment. • System plays against environment. • System tries to satisfy specification. • Environment tries to falsify specification. • Success of system determined by the outcome of interaction.

  20. Game Graphs • We represent games as directed graphs. G=hV,V0,V1,E,v0i • The vertices are partitioned to those of player 0 (system) and player 1 (environment). • A play starts with a pebble on v0. • If the pebble is on v2V0, player 0 chooses an outgoing edge and transfers the pebble. • If the pebble is on v2V1, player 1 chooses the successor.

  21. Winning Condition • An infinite play is an infinite sequence of states. • Winning conditions: • Recurrence / persistence in terms of states of the game. • Linear temporal logic or automata on infinite words over states of the game. • Does there exist a winning strategy? • Use the automaton to follow the play and determine the winner?

  22. Use Automaton • Add one pebble on the automaton. • Move the pebble on the automaton according to the move in the game. • Decide acceptance according to the automaton. Environment System Game Automaton

  23. Simple Game Visit finitely many 0’s Environment System 0 1 1

  24. 0 1 1 Nondeterminism is bad Environment System

  25. What’s the Problem? • The opponent chooses between (infinitely) many different paths. • A guess should match all possible paths. • Deterministic automata don’t guess!

  26. Determinization • Need stronger acceptance conditions [Lan69]. • Starting with NBW with n states: • DRW with 22n states [McN66]. • DRW with (12)nn2n states and 2n index [Saf88]. • DPW with n2n+2states and 2n index [Pit06]. • Lower bound nO(n)[Mic88,Yan06]

  27. Back to Games • Games: • The opponent chooses between many different paths. • A deterministic automaton enables monitoring the goal of the game. • Games with LTL/NBW goals: • Convert LTL to NBW, convert NBW to DPW. • Create product of game and DPW. • Reasoning about general games reduces to reasoning about parity games.

  28. The End?! Not really …

  29. In Practice • Determinization is extremely complex.

  30. Safra’s Construction • Have a tree of subset constructions. • Whenever a node (subset) visits F, create a new son with the states in F. • If a node is removed – flash red light. • If a node equals its sons – flash green light. • The Rabin condition has a pair for every node. Node flashes red – bad. Node flashes green – good.

  31. Deterministic State • Ordered tree. • Nodes are elements in {1,…,n}. • Every node is labeled by a subset of the states. • Every node is colored green, red, or white. • Unused names are colored red.

  32. 0,1,3,4 1 1 1 1 1 1 1 1 1 1 1 1 0,1,3 0,1,3 0,1,3 0,1,3 3 2 2 2 2 4 4 4 4 4 3 1 4 3 3 3 5 5 Deterministic Transition The transition of d is the result of the following transformations. • Replace node label by labels of successors (subset construction). • Spawn new sons with accepting states. • Move states to ‘best’ nodes. • Remove empty nodes. • Nodes that equal their sons colored green.

  33. What about your variant? • Recently, improvement of Safra: • Safra: NBW(n) ! DRW(12nn2n,n) • Variant: NBW(n) ! DPW(n2n+2,2n) • But: still trees, and everything else.

  34. Or abcdefghij

  35. In Practice • Determinization is extremely complex. • First implementation in CIAA05.

  36. OmegaDet [STW05]

  37. In Practice • Determinization is extremely complex. • First implementation in CIAA05. • No way to implement symbolically. • All or nothing. • Resort to other solutions.

  38. Practical Solution 1 • Restrict attention to a subset of LTL. • Safety / reachability – linear time [RW89,AMPS98]. • Recurrence / persistance – quadratic time [AMPS98]. • Boolean combinations of safety / reachability [AT04]. • Generalized Reactivity(1) – cubic time [PPS06].

  39. Practical Solution 2 [JGB05,HRS05] • Heuristics that use the NBW. • Works? Good. • Does not work?

  40. Nondeterminism • Nondeterministic automata cannot be used for game monitoring. • Or can they? • They just have to be built correctly…

  41. Good for Games Automata • Automata that can be controlled in a step-wise fashion. • Defined via a game on the structure of the automaton. • Can be used for game monitoring. Environment System Game Automaton

  42. Definition • Define the monitor game played on the structure of the automaton: • Start from the initial state. • Opponent chooses a letter. • We choose successor. • We win if: • The resulting word is not in the language • The resulting run is accepting • An automaton is GFG if we win from initial state.

  43. · · · · · · · 1 1 1 1 1 1 1 · 1 1 1 1 1 1 1 0 1 1

  44. 0 0,1 2 3 1 0,1 1 1

  45. Use for Game Monitoring • Given a GFG we combine the game with the GFG. • Player 0 chooses how to advance the GFG. Environment System Game Automaton

  46. Where do I get one? • Prove that an automaton is good for games if it fair-simulates another good for games. • Deterministic automata are trivially good for games. So start from the deterministic automaton. • We show how to construct one.

  47. Construct a GFG Automaton • Replace the tree structure by nondeterminism. • Follow nondeterministically n subsets of states. • Ensure that all the runs followed by some subset visit accepting states infinitely often. • Wrong guess? Change your mind! • Intuition: - first set is the subset construction. - other n-1 sets follow subsets of first set.

  48. Construct a GFG • Let’s start with details on determinization.

  49. 1 1 b 0 a a ab 0,1 1 1 0 Determinization in Detail Subset Construction • There are infinitely many runs that reach an accepting state a finite number of times. • Somehow these runs have to be separated.

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