@inproceedings{3348,
abstract = {We study synthesis of controllers for real-time systems, where the objective is to stay in a given safe set. The problem is solved by obtaining winning strategies in the setting of concurrent two-player timed automaton games with safety objectives. To prevent a player from winning by blocking time, we restrict each player to strategies that ensure that the player cannot be responsible for causing a zeno run. We construct winning strategies for the controller which require access only to (1) the system clocks (thus, controllers which require their own internal infinitely precise clocks are not necessary), and (2) a linear (in the number of clocks) number of memory bits. Precisely, we show that for safety objectives, a memory of size (3 · |C|+lg(|C|+1)) bits suffices for winning controller strategies, where C is the set of clocks of the timed automaton game, significantly improving the previous known exponential bound. We also settle the open question of whether winning region controller strategies require memory for safety objectives by showing with an example the necessity of memory for region strategies to win for safety objectives.},
author = {Chatterjee, Krishnendu and Prabhu, Vinayak},
location = {Chicago, USA},
pages = {221 -- 230},
publisher = {Springer},
title = {{Synthesis of memory efficient real time controllers for safety objectives}},
doi = {10.1145/1967701.1967734},
year = {2011},
}
@inproceedings{3349,
abstract = {Games on graphs provide a natural model for reactive non-terminating systems. In such games, the interaction of two players on an arena results in an infinite path that describes a run of the system. Different settings are used to model various open systems in computer science, as for instance turn-based or concurrent moves, and deterministic or stochastic transitions. In this paper, we are interested in turn-based games, and specifically in deterministic parity games and stochastic reachability games (also known as simple stochastic games). We present a simple, direct and efficient reduction from deterministic parity games to simple stochastic games: it yields an arena whose size is linear up to a logarithmic factor in size of the original arena.},
author = {Chatterjee, Krishnendu and Fijalkow, Nathanaël},
location = {Minori, Italy},
pages = {74 -- 86},
publisher = {EPTCS},
title = {{A reduction from parity games to simple stochastic games}},
doi = {10.4204/EPTCS.54.6},
volume = {54},
year = {2011},
}
@inproceedings{3350,
abstract = {A controller for a discrete game with ω-regular objectives requires attention if, intuitively, it requires measuring the state and switching from the current control action. Minimum attention controllers are preferable in modern shared implementations of cyber-physical systems because they produce the least burden on system resources such as processor time or communication bandwidth. We give algorithms to compute minimum attention controllers for ω-regular objectives in imperfect information discrete two-player games. We show a polynomial-time reduction from minimum attention controller synthesis to synthesis of controllers for mean-payoff parity objectives in games of incomplete information. This gives an optimal EXPTIME-complete synthesis algorithm. We show that the minimum attention controller problem is decidable for infinite state systems with finite bisimulation quotients. In particular, the problem is decidable for timed and rectangular automata.},
author = {Chatterjee, Krishnendu and Majumdar, Ritankar},
editor = {Fahrenberg, Uli and Tripakis, Stavros},
location = {Aalborg, Denmark},
pages = {145 -- 159},
publisher = {Springer},
title = {{Minimum attention controller synthesis for omega regular objectives}},
doi = {10.1007/978-3-642-24310-3_11},
volume = {6919},
year = {2011},
}
@inproceedings{3351,
abstract = {In two-player games on graph, the players construct an infinite path through the game graph and get a reward computed by a payoff function over infinite paths. Over weighted graphs, the typical and most studied payoff functions compute the limit-average or the discounted sum of the rewards along the path. Besides their simple definition, these two payoff functions enjoy the property that memoryless optimal strategies always exist. In an attempt to construct other simple payoff functions, we define a class of payoff functions which compute an (infinite) weighted average of the rewards. This new class contains both the limit-average and the discounted sum functions, and we show that they are the only members of this class which induce memoryless optimal strategies, showing that there is essentially no other simple payoff functions.},
author = {Chatterjee, Krishnendu and Doyen, Laurent and Singh, Rohit},
editor = {Owe, Olaf and Steffen, Martin and Telle, Jan Arne},
location = {Oslo, Norway},
pages = {148 -- 159},
publisher = {Springer},
title = {{On memoryless quantitative objectives}},
doi = {10.1007/978-3-642-22953-4_13},
volume = {6914},
year = {2011},
}
@article{3352,
abstract = {Exploring the connection of biology with reactive systems to better understand living systems.},
author = {Fisher, Jasmin and Harel, David and Henzinger, Thomas A},
journal = {Communications of the ACM},
number = {10},
pages = {72 -- 82},
publisher = {ACM},
title = {{Biology as reactivity}},
doi = {10.1145/2001269.2001289},
volume = {54},
year = {2011},
}
@article{3353,
abstract = {Compositional theories are crucial when designing large and complex systems from smaller components. In this work we propose such a theory for synchronous concurrent systems. Our approach follows so-called interface theories, which use game-theoretic interpretations of composition and refinement. These are appropriate for systems with distinct inputs and outputs, and explicit conditions on inputs that must be enforced during composition. Our interfaces model systems that execute in an infinite sequence of synchronous rounds. At each round, a contract must be satisfied. The contract is simply a relation specifying the set of valid input/output pairs. Interfaces can be composed by parallel, serial or feedback composition. A refinement relation between interfaces is defined, and shown to have two main properties: (1) it is preserved by composition, and (2) it is equivalent to substitutability, namely, the ability to replace an interface by another one in any context. Shared refinement and abstraction operators, corresponding to greatest lower and least upper bounds with respect to refinement, are also defined. Input-complete interfaces, that impose no restrictions on inputs, and deterministic interfaces, that produce a unique output for any legal input, are discussed as special cases, and an interesting duality between the two classes is exposed. A number of illustrative examples are provided, as well as algorithms to compute compositions, check refinement, and so on, for finite-state interfaces.},
author = {Tripakis, Stavros and Lickly, Ben and Henzinger, Thomas A and Lee, Edward},
journal = {ACM Transactions on Programming Languages and Systems (TOPLAS)},
number = {4},
publisher = {ACM},
title = {{A theory of synchronous relational interfaces}},
doi = {10.1145/1985342.1985345},
volume = {33},
year = {2011},
}
@article{3354,
abstract = {We consider two-player games played on a finite state space for an infinite number of rounds. The games are concurrent: in each round, the two players (player 1 and player 2) choose their moves independently and simultaneously; the current state and the two moves determine the successor state. We consider ω-regular winning conditions specified as parity objectives. Both players are allowed to use randomization when choosing their moves. We study the computation of the limit-winning set of states, consisting of the states where the sup-inf value of the game for player 1 is 1: in other words, a state is limit-winning if player 1 can ensure a probability of winning arbitrarily close to 1. We show that the limit-winning set can be computed in O(n2d+2) time, where n is the size of the game structure and 2d is the number of priorities (or colors). The membership problem of whether a state belongs to the limit-winning set can be decided in NP ∩ coNP. While this complexity is the same as for the simpler class of turn-based parity games, where in each state only one of the two players has a choice of moves, our algorithms are considerably more involved than those for turn-based games. This is because concurrent games do not satisfy two of the most fundamental properties of turn-based parity games. First, in concurrent games limit-winning strategies require randomization; and second, they require infinite memory.},
author = {Chatterjee, Krishnendu and De Alfaro, Luca and Henzinger, Thomas A},
journal = {ACM Transactions on Computational Logic (TOCL)},
number = {4},
publisher = {ACM},
title = {{Qualitative concurrent parity games}},
doi = {10.1145/1970398.1970404},
volume = {12},
year = {2011},
}
@inproceedings{3355,
abstract = {Byzantine Fault Tolerant (BFT) protocols aim to improve the reliability of distributed systems. They enable systems to tolerate arbitrary failures in a bounded number of nodes. BFT protocols are usually proven correct for certain safety and liveness properties. However, recent studies have shown that the performance of state-of-the-art BFT protocols decreases drastically in the presence of even a single malicious node. This motivates a formal quantitative analysis of BFT protocols to investigate their performance characteristics under different scenarios. We present HyPerf, a new hybrid methodology based on model checking and simulation techniques for evaluating the performance of BFT protocols. We build a transition system corresponding to a BFT protocol and systematically explore the set of behaviors allowed by the protocol. We associate certain timing information with different operations in the protocol, like cryptographic operations and message transmission. After an elaborate state exploration, we use the time information to evaluate the performance characteristics of the protocol using simulation techniques. We integrate our framework in Mace, a tool for building and verifying distributed systems. We evaluate the performance of PBFT using our framework. We describe two different use-cases of our methodology. For the benign operation of the protocol, we use the time information as random variables to compute the probability distribution of the execution times. In the presence of faults, we estimate the worst-case performance of the protocol for various attacks that can be employed by malicious nodes. Our results show the importance of hybrid techniques in systematically analyzing the performance of large-scale systems.},
author = {Halalai, Raluca and Henzinger, Thomas A and Singh, Vasu},
location = {Aachen, Germany},
pages = {255 -- 264},
publisher = {IEEE},
title = {{Quantitative evaluation of BFT protocols}},
doi = {10.1109/QEST.2011.40},
year = {2011},
}
@inproceedings{3356,
abstract = {There is recently a significant effort to add quantitative objectives to formal verification and synthesis. We introduce and investigate the extension of temporal logics with quantitative atomic assertions, aiming for a general and flexible framework for quantitative-oriented specifications. In the heart of quantitative objectives lies the accumulation of values along a computation. It is either the accumulated summation, as with the energy objectives, or the accumulated average, as with the mean-payoff objectives. We investigate the extension of temporal logics with the prefix-accumulation assertions Sum(v) ≥ c and Avg(v) ≥ c, where v is a numeric variable of the system, c is a constant rational number, and Sum(v) and Avg(v) denote the accumulated sum and average of the values of v from the beginning of the computation up to the current point of time. We also allow the path-accumulation assertions LimInfAvg(v) ≥ c and LimSupAvg(v) ≥ c, referring to the average value along an entire computation. We study the border of decidability for extensions of various temporal logics. In particular, we show that extending the fragment of CTL that has only the EX, EF, AX, and AG temporal modalities by prefix-accumulation assertions and extending LTL with path-accumulation assertions, result in temporal logics whose model-checking problem is decidable. The extended logics allow to significantly extend the currently known energy and mean-payoff objectives. Moreover, the prefix-accumulation assertions may be refined with "controlled-accumulation", allowing, for example, to specify constraints on the average waiting time between a request and a grant. On the negative side, we show that the fragment we point to is, in a sense, the maximal logic whose extension with prefix-accumulation assertions permits a decidable model-checking procedure. Extending a temporal logic that has the EG or EU modalities, and in particular CTL and LTL, makes the problem undecidable.},
author = {Boker, Udi and Chatterjee, Krishnendu and Henzinger, Thomas A and Kupferman, Orna},
location = {Toronto, Canada},
publisher = {IEEE},
title = {{Temporal specifications with accumulative values}},
doi = {10.1109/LICS.2011.33},
year = {2011},
}
@inproceedings{3357,
abstract = {We consider two-player graph games whose objectives are request-response condition, i.e conjunctions of conditions of the form "if a state with property Rq is visited, then later a state with property Rp is visited". The winner of such games can be decided in EXPTIME and the problem is known to be NP-hard. In this paper, we close this gap by showing that this problem is, in fact, EXPTIME-complete. We show that the problem becomes PSPACE-complete if we only consider games played on DAGs, and NP-complete or PTIME-complete if there is only one player (depending on whether he wants to enforce or spoil the request-response condition). We also present near-optimal bounds on the memory needed to design winning strategies for each player, in each case.},
author = {Chatterjee, Krishnendu and Henzinger, Thomas A and Horn, Florian},
editor = {Dediu, Adrian-Horia and Inenaga, Shunsuke and Martín-Vide, Carlos},
location = {Tarragona, Spain},
pages = {227 -- 237},
publisher = {Springer},
title = {{The complexity of request-response games}},
doi = {10.1007/978-3-642-21254-3_17},
volume = {6638},
year = {2011},
}