Two-player games on graphs provide the mathematical foundation for the study of reactive systems. In the quantitative framework, an objective assigns a value to every play, and the goal of player 1 is to minimize the value of the objective. In this framework, there are two relevant synthesis problems to consider: the quantitative analysis problem is to compute the minimal (or infimum) value that player 1 can assure, and the boolean analysis problem asks whether player 1 can assure that the value of the objective is at most $ν$ (for a given threshold $ν$). Mean-payoff expression games are played on a multidimensional weighted graph. An atomic mean-payoff expression objective is the mean-payoff value (the long-run average weight) of a certain dimension, and the class of mean-payoff expressions is the closure of atomic mean-payoff expressions under the algebraic operations of $\MAX,\MIN$, numerical complement and $\SUM$. In this work, we study for the first time the strategy synthesis problems for games with robust quantitative objectives, namely, games with mean-payoff expression objectives. While in general, optimal strategies for these games require infinite-memory, in synthesis we are typically interested in the construction of a finite-state system. Hence, we consider games in which player 1 is restricted to finite-memory strategies, and our main contribution is as follows. We prove that for mean-payoff expressions, the quantitative analysis problem is computable, and the boolean analysis problem is inter-reducible with Hilbert's tenth problem over rationals --- a fundamental long-standing open problem in computer science and mathematics.
We consider both finite-state game graphs and recursive game graphs (or pushdown game graphs), that can model the control flow of sequential programs with recursion, with multi-dimensional mean-payoff objectives. In pushdown games two types of strategies are relevant: global strategies, that depend on the entire global history; and modular strategies, that have only local memory and thus do not depend on the context of invocation. We present solutions to several fundamental algorithmic questions and our main contributions are as follows: (1) We show that finite-state multi-dimensional mean-pay…
Mean-payoff games play a central role in quantitative synthesis and verification. In a single-dimensional game a weight is assigned to every transition and the objective of the protagonist is to assure a non-negative limit-average weight. In the multidimensional setting, a weight vector is assigned to every transition and the objective of the protagonist is to satisfy a boolean condition over the limit-average weight of each dimension, e.g., $\LimAvg(x_1) \leq 0 \vee \LimAvg(x_2)\geq 0 \wedge \LimAvg(x_3) \geq 0$. We recently proved that when one of the players is restricted to finite-memory s…
The classical LTL synthesis problem is purely qualitative: the given LTL specification is realized or not by a reactive system. LTL is not expressive enough to formalize the correctness of reactive systems with respect to some quantitative aspects. This paper extends the qualitative LTL synthesis setting to a quantitative setting. The alphabet of actions is extended with a weight function ranging over the rational numbers. The value of an infinite word is the mean-payoff of the weights of its letters. The synthesis problem then amounts to automatically construct (if possible) a reactive system…
Masaryk University(马萨里克大学);IST Austria(奥地利科学技术研究所);University of Oxford(牛津大学)
We present MultiGain, a tool to synthesize strategies for Markov decision processes (MDPs) with multiple mean-payoff objectives. Our models are described in PRISM, and our tool uses the existing interface and simulator of PRISM. Our tool extends PRISM by adding novel algorithms for multiple mean-payoff objectives, and also provides features such as (i)~generating strategies and exploring them for simulation, and checking them with respect to other properties; and (ii)~generating an approximate Pareto curve for two mean-payoff objectives. In addition, we present a new practical algorithm for th…
Most specification languages express only qualitative constraints. However, among two implementations that satisfy a given specification, one may be preferred to another. For example, if a specification asks that every request is followed by a response, one may prefer an implementation that generates responses quickly but does not generate unnecessary responses. We use quantitative properties to measure the "goodness" of an implementation. Using games with corresponding quantitative objectives, we can synthesize "optimal" implementations, which are preferred among the set of possible implement…
Graph games provide the foundation for modeling and synthesis of reactive processes. Such games are played over graphs where the vertices are controlled by two adversarial players. We consider graph games where the objective of the first player is the conjunction of a qualitative objective (specified as a parity condition) and a quantitative objective (specified as a mean-payoff condition). There are two variants of the problem, namely, the threshold problem where the quantitative goal is to ensure that the mean-payoff value is above a threshold, and the value problem where the quantitative go…
Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we study the strategy synthesis problem for games with such multi-dimensional objectives along with a parity condition, a canonical way to express $ω$-regular conditions. While in general, the winning strategies in such games may require infinite memory, for synthesis the most relevant problem is the construction of a finite-memory winning strategy (if one exist…
Two-player zero-sum games of infinite duration and their quantitative versions are used in verification to model the interaction between a controller (Eve) and its environment (Adam). The question usually addressed is that of the existence (and computability) of a strategy for Eve that can maximize her payoff against any strategy of Adam. In this work, we are interested in strategies of Eve that minimize her regret, i.e. strategies that minimize the difference between her actual payoff and the payoff she could have achieved if she had known the strategy of Adam in advance. We give algorithms t…
In mean-payoff games, the objective of the protagonist is to ensure that the limit average of an infinite sequence of numeric weights is nonnegative. In energy games, the objective is to ensure that the running sum of weights is always nonnegative. Generalized mean-payoff and energy games replace individual weights by tuples, and the limit average (resp. running sum) of each coordinate must be (resp. remain) nonnegative. These games have applications in the synthesis of resource-bounded processes with multiple resources. We prove the finite-memory determinacy of generalized energy games and sh…
This paper is concerned with the synthesis of strategies in network systems with active cyber deception. Active deception in a network employs decoy systems and other defenses to conduct defensive planning against the intrusion of malicious attackers who have been confirmed by sensing systems. In this setting, the defender's objective is to ensure the satisfaction of security properties specified in temporal logic formulas. We formulate the problem of deceptive planning with decoy systems and other defenses as a two-player games with asymmetrical information and Boolean payoffs in temporal log…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph are controlled by two adversarial players, and the other transitions are executed probabilistically. We consider such games where the objective is the conjunction of several quantitative objectives (specified as mean-payoff conditions), which we refer to as generalized mean-payoff objectives. The basic decision problem asks for the existence of a finite-memo…
We extend the quantitative synthesis framework by going beyond the worst-case. On the one hand, classical analysis of two-player games involves an adversary (modeling the environment of the system) which is purely antagonistic and asks for strict guarantees. On the other hand, stochastic models like Markov decision processes represent situations where the system is faced to a purely randomized environment: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. We introduce the beyond worst-case synthesis problem, which is to construct strategies that guarant…
Two-player games on graphs is central in many problems in formal verification and program analysis such as synthesis and verification of open systems. In this work we consider solving recursive game graphs (or pushdown game graphs) that can model the control flow of sequential programs with recursion. While pushdown games have been studied before with qualitative objectives, such as reachability and $ω$-regular objectives, in this work we study for the first time such games with the most well-studied quantitative objective, namely, mean-payoff objectives. In pushdown games two types of strateg…
Continuous-time Markov chains with alarms (ACTMCs) allow for alarm events that can be non-exponentially distributed. Within parametric ACTMCs, the parameters of alarm-event distributions are not given explicitly and can be subject of parameter synthesis. An algorithm solving the $\varepsilon$-optimal parameter synthesis problem for parametric ACTMCs with long-run average optimization objectives is presented. Our approach is based on reduction of the problem to finding long-run average optimal strategies in semi-Markov decision processes (semi-MDPs) and sufficient discretization of parameter (i…
Energy parity games are infinite two-player turn-based games played on weighted graphs. The objective of the game combines a (qualitative) parity condition with the (quantitative) requirement that the sum of the weights (i.e., the level of energy in the game) must remain positive. Beside their own interest in the design and synthesis of resource-constrained omega-regular specifications, energy parity games provide one of the simplest model of games with combined qualitative and quantitative objective. Our main results are as follows: (a) exponential memory is necessary and sufficient for winni…
Synthesis is the automated construction of a system from its specification. The system has to satisfy its specification in all possible environments. Modern systems often interact with other systems, or agents. Many times these agents have objectives of their own, other than to fail the system. Thus, it makes sense to model system environments not as hostile, but as composed of rational agents; i.e., agents that act to achieve their own objectives. We introduce the problem of synthesis in the context of rational agents (rational synthesis, for short). The input consists of a temporal-logic for…
When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a strategy for a reactive system which yields some desired performance, taking into account the possible impact of the environment of the system. There are at least two ways to look at this environment. In the classical analysis of two-player quantitative games, the environment is purely antagonistic and the problem is to provide strict performance guarantees. In …
The goal of the thesis is to leverage fast graph algorithms and modern algorithmic techniques for problems in model checking and synthesis on graphs, MDPs, and game graphs. The results include symbolic algorithms, a well-known class of algorithms in model checking that trades limited access to the input model for an efficient representation. In particular, we present the following results: Algorithms for game graphs with mean-payoff Büchi objectives and mean-payoff coBüchi objectives which match one of the best running time bounds for mean-payoff objectives. A near-linear time randomized algor…
University of Oxford(牛津大学);University of Göteborg(哥德堡大学)
In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we study the design of incentives so that a desirable equilibrium is obtained, for instance, an equilibrium satisfying a given temporal logic property -- a problem that we call equilibrium design. We base our study on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players' goals as mean-payoff objectives. In particular, we consider system specifications given b…
In recent years, two-player zero-sum games with multiple objectives have received a lot of interest as a model for the synthesis of complex reactive systems. In this framework, Player 1 wins if he can ensure that all objectives are satisfied against any behavior of Player 2. When this is not possible to satisfy all the objectives at once, an alternative is to use some preorder on the objectives according to which subset of objectives Player 1 wants to satisfy. For example, it is often natural to provide more significance to one objective over another, a situation that can be modelled with lexi…