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[论文解读] Mean-Payoff Pushdown Games

Krishnendu Chatterjee, Yaron Velner|arXiv (Cornell University)|Jan 1, 2012
Formal Methods in Verification参考文献 33被引用 4
一句话总结

本论文首次对下推自动机博弈中的平均收益目标进行了全面研究,确立了全局策略与模块化策略的复杂度界限。研究发现,采用全局策略的一人下推自动机博弈在平均收益目标下可多项式时间求解,而采用全局策略的两人博弈则为不可判定问题。相比之下,采用模块化策略的一人与两人博弈均为 NP-完全问题,且无需记忆的模块化策略已足够,而全局策略则需要无限记忆。

ABSTRACT

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 strategies are relevant: (1) global strategies, that depend on the entire global history; and (2) modular strategies, that have only local memory and thus does not depend on the context of invocation, but only on the history of the current invocation of the module. Our main results are as follows (1) One-player pushdown games with mean-payoff objectives under global strategies is decidable in polynomial time. (2) Two-player pushdown games with mean-payoff objectives under global strategies is undecidable. (3) One-player pushdown games with mean-payoff objectives under modular strategies is NP-hard. (4) Two-player pushdown games with mean-payoff objectives under modular strategies can be solved in NP (i.e., both one-player and two-player pushdown games with mean-payoff objectives under modular strategies is NP-complete). We also establish the optimal strategy complexity showing that global strategies for mean-payoff objectives require infinite memory even in one-player pushdown games; and memoryless modular strategies are sufficient in two-player pushdown games. Finally we also show that all the problems have the same complexity if the stack boundedness condition is added, where along with the mean-payoff objective the player must also ensure that the stack height is bounded.

研究动机与目标

  • 研究具有平均收益目标的下推自动机博弈的计算复杂度,这是形式化验证中的基本定量目标。
  • 刻画平均收益下推自动机博弈的策略复杂度,区分全局策略与模块化策略。
  • 确定无记忆模块化策略是否足以解决平均收益下推自动机博弈,以及全局策略是否需要无限记忆。
  • 将结果扩展至包含栈有界性约束,以建模实际程序分析需求。
  • 为一人与两人下推自动机博弈在平均收益目标下提供完整的复杂度刻画。

提出的方法

  • 通过从 3-SAT 问题归约,构造一个边权为 {−1, 0, +1} 的玩家1获胜递归博弈(WRG),以证明 NP-难性。
  • 设计一种模块化策略构造方法,其中每个模块(文字或子句)根据真值赋值强制路径权重约束。
  • 使用 LimInfAvg 和 LimSupAvg 目标来建模长期平均奖励,阈值为 ≥0 或 >0。
  • 证明 3-SAT 公式的可满足性与存在非负平均收益的模块化获胜策略之间的等价性。
  • 通过递归状态机的结构分析与策略分解,证明无记忆模块化策略的充分性。
  • 通过从停机问题归约,证明两人博弈在全局策略下的不可判定性,从而区分复杂度类。

实验结果

研究问题

  • RQ1在全局策略下,求解一人下推自动机博弈中平均收益目标的计算复杂度是什么?
  • RQ2在全局策略下,两人平均收益下推自动机博弈问题是否可判定?
  • RQ3在模块化策略下,求解下推自动机博弈中平均收益目标的复杂度是什么?
  • RQ4无记忆模块化策略是否足以解决平均收益下推自动机博弈?
  • RQ5添加栈有界性约束如何影响平均收益下推自动机博弈的复杂度?

主要发现

  • 在全局策略下,具有平均收益目标的一人下推自动机博弈可多项式时间判定。
  • 在全局策略下,具有平均收益目标的两人下推自动机博弈为不可判定问题。
  • 在模块化策略下,具有平均收益目标的一人下推自动机博弈为 NP-难问题。
  • 在模块化策略下,一人与两人下推自动机博弈均属于 NP-完全问题。
  • 在下推自动机博弈中,平均收益目标的全局策略即使在一人情况下也需无限记忆。
  • 无记忆模块化策略足以解决两人平均收益下推自动机博弈,且在要求栈有界性时复杂度保持不变。

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