2015
DOI: 10.1145/2757286
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Reasoning About Substructures and Games

Abstract: Studi di Napoli Federico IIMany decision problems in formal verification and design can be suitably formulated in game-theoretic terms. This is the case for the model checking of open and closed systems and both controller and reactive synthesis. Interpreted in this context, these problems require one to find a strategy (i.e., a plan) to force the system to fulfill some desired goal, no matter what the opponent (e.g., the environment) does. A strategy essentially constrains the possible behaviors of the system… Show more

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Cited by 7 publications
(3 citation statements)
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“…Instead, we show a direct reduction from the satisfiability problem of quantified Boolean formulas (QBF, for short), which was proved to be complete for PSpace in [36]. This reduction is loosely inspired by the one used to prove a similar result for Substructure Temporal Logic over finite models [37].…”
Section: Model Checkingmentioning
confidence: 99%
“…Instead, we show a direct reduction from the satisfiability problem of quantified Boolean formulas (QBF, for short), which was proved to be complete for PSpace in [36]. This reduction is loosely inspired by the one used to prove a similar result for Substructure Temporal Logic over finite models [37].…”
Section: Model Checkingmentioning
confidence: 99%
“…These observations raise the question whether a suitable combination of dynamic programming and game-decomposition techniques can improve on the exponential worst case of the original algorithm. In this paper we answer this question negatively, by providing a robustly exponential worst case, showing that no possible intertwining of the above mentioned techniques can help mitigating the exponential nature of the divide et impera approaches.Robust Exponential Worst Cases for Divide-et-Impera Algorithms for Parity Games Strategy Logic [12,[33][34][35][36] Substructure Temporal Logic [8,9], and fixed-point extensions of guarded first-order logics [10].Previous exponential solutions essentially divide into two families. The first one collects procedures that attempt to directly build winning strategies for the two players on the entire game.…”
mentioning
confidence: 99%
“…Robust Exponential Worst Cases for Divide-et-Impera Algorithms for Parity Games Strategy Logic [12,[33][34][35][36] Substructure Temporal Logic [8,9], and fixed-point extensions of guarded first-order logics [10].…”
mentioning
confidence: 99%