Let us assume a distributed system with an unknown number of participants. They all execute the same program given as a finite-state machine called a protocol and can communicate by sending messages. In the protocol, transitions among two states are either reception transitions (labeled by a message), broadcast transitions (labeled by a message), or sending transitions (labeled by a message and an integer). When a process takes a broadcast transition labeled by a message \(a\), all other agents on a state with an outgoing reception transition labeled by message \(a\) take it. When a process takes a sending transition labeled by a message \(a\) and an integer \(k\), we distinguish between two cases: (1) either there exist \(k\) processes who are on a state with an outgoing reception transition labeled by message \(a\), and they take this transition; (2) or there exist \(j < k\) such processes and only those \(j\) agents take the corresponding reception transition.
24.8 Coverability in Wait-Only Networks with non-blocking bounded sendings
24.7 Minimality for Deterministic Suffix-reading Automata
Deterministic Suffix-reading Automata (DSA) are a model of automata over finite words introduced recently. DSAs are able to represent regular languages more succinctly than conventional DFAs.
Transitions in a DSA are labeled with words. From a state, a DSA triggers an outgoing transition on seeing a word ending with the transition's label. Therefore, rather than moving along an input word letter by letter, a DSA can jump along blocks of letters, with each block ending in a suitable suffix. This enables DSAs to represent regular languages more concisely.
This is a very recent model with plenty of open questions. Here is one concrete question: given a DSA, is it minimal?
For DFAs, this question can be answered by identifying a distinguishing string for every pair of states, thanks to the Myhill-Nerode theorem. No such characterization is known in the DSA setting.
24.6 Emptiness-checking for 3-clock Timed Automata with additive constraints
Timed automata are finite-state automata extended with finite real-valued variables called clocks. Timed automata with additive constraints are timed automata extended with atomic clock constraints of the form \[x + y \sim c\] where x and y are clocks, and c is a constant.
The emptiness-checking problem for Timed automata with additive constraints was shown to be undecidable with only 4 clocks, while it is decidable for 2 clocks [Beìrard Duford '00]. However the case of 3 clocks was left open in the paper.
Question: Is the emptiness-checking decidable for timed automata with additive constraints for 3 clocks?
24.5 Properties of the value function in weighted timed games
Weighted timed games (WTGs for short) are two-player zero-sum games played in a timed automaton equipped with integer weights into transitions and locations. In a turn-based fashion, the current player chooses the next delay and transition. We consider optimal reachability objectives, in which one of the players, whom we call Min, wants to reach a target location while minimising the cumulated weight given by the sequence of transitions firing and the time spent in each location. Its opponent, called Max, has the opposite objective, i.e. avoids the target or maximises the accumulated weight needed to reach the target.
This allows one to define the value of a WTG as the minimal weight Min can guarantee whatever Max does. In a WTG, the value for a given location is a function according to the valuation of the clocks when the first player starts to play.
While knowing if Min has a strategy to guarantee the value lower than a given threshold is known to be undecidable (with two or more clocks), several conditions, one of them being the divergence or one-clock WTGs have been given to recover decidability. Decidability proof relies on the properties of the value: it is a piecewise affine function characterise as a fixpoint of a operator that locally chooses the best option for each player.
I propose to study this function for all WTGs: for which class of WTGs, the value function is continuous and/or a fixed point of the local operator? In particular, I propose to start with WTGs that only use non-negative weights.
24.4 Language Equivalence between Nondeterministic and Deterministic One-Counter Machines
Problem A: Given a deterministic one-counter automaton (a pushdown automaton with one stack alphabet) \(A\) and a nondeterministic one-counter net (a one-counter automaton with no zero-tests) \(N\), decide if the language recognised by $A$ is the same as the language recognised by \(N\).
Decidability of A is open. This is related to the open question of decidability for the following problem, which is relatively more well-known.
Problem B: Given a deterministic one-counter net \(D\) and a nondeterministic one-counter net \(N\), decide if the language recognised by \(D\) is the same as the language recognised by \(N\).
24.3 Bi-reachability in Petri nets with ordered data
Petri nets with ordered data is an extension of Petri nets where tokens carry values from the set of rational numbers \(\mathbb{Q}\), and executability of transitions is conditioned by inequalities between data values. More precisely, every arc is labeled by a finite number of variables corresponding to the data values of tokens, and every transition is labeled by a first-order formula over a signature \(\{\leq\}\), where variables are from incident arcs. Data values of tokens produced and consumed by a transition must satisfy that formula. A configuration (marking) of a Petri net is a function that assigns to every place a finite multiset of rational numbers (data values carried by the tokens on this place). A configuration \(q'\) is reachable from a configuration \(q\) if there is a sequence of transition firings that leads from \(q\) to \(q'\).
Question: Is the following problem decidable?
- Input: a Petri net with ordered data and its two configurations \(q, q'\).
- Question: is \(q\) reachable from \(q'\) and \(q'\) reachable from \(q\)?
24.2 Positional Nash Equilibria
We consider multi-player infinite duration games on graphs. A game is given by a
directed graph, with vertices partitioned in $k$ sets; Player $i$ controls
vertices in the ith set. Edges are coloured with colours in a set $C$, and each
player has an objective $W_i \subseteq C^\omega$. A strategy profile is an array
of $k$ strategies, $\bar{\sigma} = (\sigma_1,\dots, \sigma_k)$, one for each
player. It is a Nash equilibrium if no player has an incentive to change their
strategy, that is: If $\bar{\sigma}$ produces a losing outcome for Player $i$,
then Player $i$ cannot modify his strategy and obtain a winning outcome.
It is known that, under some mild hypothesis on the objectives $W_i$, every game
admits some Nash equilibrium. The proofs for this fact usually build a NE where
strategies use infinite memory, even for games with very simple objectives.
Question: Do all reachability/Büchi/parity games admit a Nash equilibrium in which all strategies are positional?
24.1 How is $a^* = 1/(1-a)?$
Consider the language \(a^*\). We have
\begin{align} a^* &{}= \varepsilon + a + aa + aaa + \ldots\\ &{}= 1 + a + a^2 + a^3 + \ldots~, \tag{since \(\varepsilon\) is the unit of concatenation}\\ &{}= \sum_{k = 0}^\infty a^k \end{align}in which we now immediately recognize the familiar \emph{geometric series} whose closed form is well known to be \(\frac{1}{1 - a}\). In that sense,
\begin{align} a^* = \frac{1}{1 - a}~. \end{align}23.8 Linear loop synthesis: When d variables are not enough.
Linear loops (or linear dynamical systems) are an established computational model in our community. We typically understand under a linear loop a simple while loop with a single linear update as shown next.
\[\textbf{x}:= \textbf{s}; \; while \; true \; do \; \textbf{x} := M \cdot \textbf{x};\]
Here, \(\textbf{x} = (x_1, \dots, x_d)\) is a vector of rational-valued loop variables and the matrix \(M \in \mathbb{Q}^{d \times d}\) denotes a linear transformation of \(\mathbb{Q}^d\).
In the loop synthesis problem, a polynomial \(p \in \mathbb{Q}[x_1, \dots, x_d]\) in \(d\) variables is given. The goal is to generate a linear loop (that is, both the update matrix \(M\) and the initialisation vector \(s\)) such that \(p(x_1(n), \dots, x_d(n)) = 0\) holds after \(n\)-th iteration of the loop for all \(n \in \mathbb{N}\).
23.7 The time-complexity of coverability in unary 1-VASS
A 1-dimensional Vector Addition System with States (1-VASS) can be seen as an directed and integer weighted graph that is equipped with a non-negative integer counter. A configuration of a 1-VASS is a pair \((q, x)\) that is the current node \(q\) and the current non-negative counter value \(x\). A run in a 1-VASS is a sequence of configurations \((q_0, x_0), (q_1, x_1), \ldots, (q_k, x_k)\) where for each \(i \in \{ 1, \ldots, k\}\), there is an edge from \(x_{i-1}\) to \(x_i\) with weight \(x_i - x_{i-1}\). Let \(n\) the size of a 1-VASS, encoded in unary, that is the number of states plus the absolute value of all weights. The coverability problem asks whether there is a run from \((p, 0)\) to \((q, x)\) in \(\mathcal{V}\), where \(x \geq 0\); the input consists of a 1-VASS \(\mathcal{V}\), an initial state \(p\), and a target state \(q\). There is a straightforward \(\mathcal{O}(n^2)\)-time algorithm for coverability in 1-VASS.
Is there an \(o(n^2)\)-time algorithm for coverability in 1-VASS?