Solving Games Without Determinization - PowerPoint PPT Presentation

1 / 67
About This Presentation
Title:

Solving Games Without Determinization

Description:

... removed flash red light. If a node equals its sons flash green ... The parity condition follows the minimal node that flashed red/green infinitely often. ... – PowerPoint PPT presentation

Number of Views:21
Avg rating:3.0/5.0
Slides: 68
Provided by: nirpit
Category:

less

Transcript and Presenter's Notes

Title: Solving Games Without Determinization


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
  • Cant we automatically produce the system from
    the specification?
  • Produce systems that are ensured to work
    correctly.

17
Churchs 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.
  • GhV,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
(No Transcript)
22
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?

23
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
24
Simple Game
Visit finitely many 0s
Environment
System
1
0
1
25
Nondeterminism is bad
Environment
System
26
Whats the Problem?
  • The opponent chooses between (infinitely) many
    different paths.
  • A guess should match all possible paths.
  • Deterministic automata dont guess!

27
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 n2n2 states and 2n index Pit06.
  • Lower bound nO(n) Mic88,Yan06

28
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.

29
The End?!
  • Not really

30
In Practice
  • Determinization is extremely complex.

31
Safras 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.

32
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.

33
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.

34
What about your variant?
  • Recently, improvement of Safra
  • Safra NBW(n) ! DRW(12nn2n,n)
  • Variant NBW(n) ! DPW(n2n2,2n)
  • But still trees, and everything else.

35
Or abcdefghij
36
In Practice
  • Determinization is extremely complex.
  • First implementation in CIAA05.

37
OmegaDet STW05
38
In Practice
  • Determinization is extremely complex.
  • First implementation in CIAA05.
  • No way to implement symbolically.
  • All or nothing.
  • Resort to other solutions.

39
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.

40
Practical Solution 2 JGB05,HRS05
  • Heuristics that use the NBW.
  • Works? Good.
  • Does not work?

41
Nondeterminism
  • Nondeterministic automata cannot be used for game
    monitoring.
  • Or can they?
  • They just have to be built correctly

42
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
43
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.

44




1
1
1
1
1
1
1

1
1
1
1
1
1
1



1
1
0
45
0
0,1
2
1
3
0,1
1
1
46
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
47
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.

48
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.

49
Construct a GFG
  • Lets start with details on determinization.

50
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.

51
Determinization 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 parity condition follows the minimal node
    that flashed red/green infinitely often.

52
(No Transcript)
53
What is a state
  • A tree.
  • Nodes are elements in 1,,n.
  • Every node is labeled by a subset of the states.
  • G21,...,n1 - the least node colored green.
  • R21,,n1 the least node that got erased.

54
Transition
  • Replace label by the set of successors (subset
    construction).
  • Create youngest son with subset of accepting
    states.
  • Move double states to older brothers.
  • If node equal to union of sons, remove sons and
    color green.
  • Remove empty nodes.
  • Compact names.

55
1
2
b
subset construction
remove empty nodes
1
1
0,3
0,3
2
c
subset construction
spawn sons
move to older sons
Handle full nodes
1
1
1
1
2
2
2
2
4
4
4
4,1
4
a
3
3
subset construction
move to older sons
Handle full nodes
spawn sons
1
1
1
1
0,1,3
0,1,3
0,1,3
0,1,3
3
2
2
2
4
4
4
2
4
3
3
3
1
3
5
5
56
From OmegaDet STW05
1
1
0
0
1
0
1
0
57
Safra from a nodes point of view
  • I follow some states.
  • Some of them may disappear.
  • If all visit acceptance set, I raise a green
    flag.
  • If all disappear I die.
  • After I die, I can be revived with a new set.

58
Our ConstructionA State
  • Up to n subsets of the states of the NBW.
  • Every state in a subset is either marked or
    unmarked.
  • If a subset is empty all subsets above it are
    empty.

59
Our ConstructionA Transition
  • Replace every set with a subset of the possible
    successors.
  • Successors of marked states are marked accepting
    states are marked.
  • If all are marked, remove marking.
  • An empty set can load a subset of the first set.

60
Advantages
  • Very simple construction.
  • Amenable to symbolic implementation.
  • Natural incremental structure leading to complete
    solution.

61
A Range of Constructions
  • We can get closer / further from the
    deterministic automaton.
  • The number of states goes between n2n and n3n.
  • It all depends on the symbolic implementation

62
Incremental Construction
  • We dont always need n sets.
  • An automaton with i1 sets monitors fully more
    games than an automaton with i sets.
  • It depends on the game itself.
  • It is not related (directly) to memory.

63
Summary
  • Replace deterministic automata by
    nondeterministic automata.
  • Definition of GFG automata.
  • Construction of GFG automata.
  • Simple, amenable to symbolic implementation.
  • Incremental structure leading to the full
    solution.
  • Initial enumerative implementation.
  • Lower bound.

64
Safraless Decision Procedures KV05
  • Emptiness of alternating parity tree automata by
    rank computation.
  • Requires determinization for the upper bound.
  • Reduces to Büchi games instead of parity.
  • Complexity may be quadratically worse.
  • Strategy may be exponentially worse.
  • Enables solution of games with LTL winning
    conditions. Does not apply for NBW winning
    conditions. Does not apply to infinite structures.

65
Future Work
  • Implementation.
  • Reuse work done in increments.
  • Understand better the incremental structure.
  • Automata for the complement language.
  • Lower bound on the index.

66
Going Both Ways
  • It would be nice to find both winning and losing
    states fast.
  • Starting from LTL it is easy.
  • Starting from NBW?
  • Build GFG for N.
  • Build KV ranks for N.
  • Build NBW N? for ?.
  • Build NBW N ? for ?.
  • Combine the game incrementally with GFG for N?.
  • Combine the game incrementally with GFG for N ?.

67
Thank You
Write a Comment
User Comments (0)
About PowerShow.com