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Thomas A. Henzinger

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55 papers
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55

AAAI Conference 2025 Conference Paper

Fairness Shields: Safeguarding against Biased Decision Makers

  • Filip Cano
  • Thomas A. Henzinger
  • Bettina Könighofer
  • Konstantin Kueffner
  • Kaushik Mallik

As AI-based decision-makers increasingly influence human lives, it is a growing concern that their decisions may be unfair or biased with respect to people's protected attributes, such as gender and race. Most existing bias prevention measures provide probabilistic fairness guarantees in the long run, and it is possible that the decisions are biased on any decision sequence of fixed length. We introduce *fairness shielding*, where a symbolic decision-maker---the fairness shield---continuously monitors the sequence of decisions of another deployed black-box decision-maker, and makes interventions so that a given fairness criterion is met while the total intervention costs are minimized. We present four different algorithms for computing fairness shields, among which one guarantees fairness over fixed horizons, and three guarantee fairness periodically after fixed intervals. Given a distribution over future decisions and their intervention costs, our algorithms solve different instances of bounded-horizon optimal control problems with different levels of computational costs and optimality guarantees. Our empirical evaluation demonstrates the effectiveness of these shields in ensuring fairness while maintaining cost efficiency across various scenarios.

MFCS Conference 2025 Conference Paper

Finding Equilibria: Simpler for Pessimists, Simplest for Optimists

  • Léonard Brice
  • Thomas A. Henzinger
  • K. S. Thejaswini

We consider equilibria in multiplayer stochastic graph games with terminal-node rewards. In such games, Nash equilibria are defined assuming that each player seeks to maximise their expected payoff, ignoring their aversion or tolerance to risk. We therefore study risk-sensitive equilibria (RSEs), where the expected payoff is replaced by a risk measure. A classical risk measure in the literature is the entropic risk measure, where each player has a real valued parameter capturing their risk-averseness. We introduce the extreme risk measure, which corresponds to extreme cases of entropic risk measure, where players are either extreme optimists or extreme pessimists. Under extreme risk measure, every player is an extremist: an extreme optimist perceives their reward as the maximum payoff that can be achieved with positive probability, while an extreme pessimist expects the minimum payoff achievable with positive probability. We argue that the extreme risk measure, especially in multi-player graph based settings, is particularly relevant as they can model several real life instances such as interactions between secure systems and potential security threats, or distributed controls for safety critical systems. We prove that RSEs defined with the extreme risk measure are guaranteed to exist when all rewards are non-negative. Furthermore, we prove that the problem of deciding whether a given game contains an RSE that generates risk measures within specified intervals is decidable and NP-complete for our extreme risk measure, and even PTIME-complete when all players are extreme optimists, while that same problem is undecidable using the entropic risk measure or even the classical expected payoff. This establishes, to our knowledge, the first decidable fragment for equilibria in simple stochastic games without restrictions on strategy types or number of players.

AAAI Conference 2025 Conference Paper

Neural Control and Certificate Repair via Runtime Monitoring

  • Emily Yu
  • Đorđe Žikelić
  • Thomas A. Henzinger

Learning-based methods provide a promising approach to solving highly non-linear control tasks that are often challenging for classical control methods. To ensure the satisfaction of a safety property, learning-based methods jointly learn a control policy together with a certificate function for the property. Popular examples include barrier functions for safety and Lyapunov functions for asymptotic stability. While there has been significant progress on learning-based control with certificate functions in the white-box setting, where the correctness of the certificate function can be formally verified, there has been little work on ensuring their reliability in the black-box setting where the system dynamics are unknown. In this work, we consider the problems of certifying and repairing neural network control policies and certificate functions in the black-box setting. We propose a novel framework that utilizes runtime monitoring to detect system behaviors that violate the property of interest under some initially trained neural network policy and certificate. These violating behaviors are used to extract new training data, that is used to re-train the neural network policy and the certificate function and to ultimately repair them. We demonstrate the effectiveness of our approach empirically by using it to repair and to boost the safety rate of neural network policies learned by a state-of-the-art method for learning-based control on two autonomous system control tasks.

MFCS Conference 2025 Conference Paper

Resolving Nondeterminism with Randomness

  • Thomas A. Henzinger
  • Aditya Prakash 0002
  • K. S. Thejaswini

We define and study classes of ω-regular automata for which the nondeterminism can be resolved by a policy that uses a combination of memory and randomness on any input word, based solely on the prefix read so far. We examine two settings for providing the input word to an automaton. In the first setting, called adversarial resolvability, the input word is constructed letter-by-letter by an adversary, dependent on the resolver’s previous decisions. In the second setting, called stochastic resolvability, the adversary pre-commits to an infinite word and reveals it letter-by-letter. In each setting, we require the existence of an almost-sure resolver, i. e. , a policy that ensures that as long as the adversary provides a word in the language of the underlying nondeterministic automaton, the run constructed by the policy is accepting with probability 1. The class of automata that are adversarially resolvable is the well-studied class of history-deterministic automata. The case of stochastically resolvable automata, on the other hand, defines a novel class. Restricting the class of resolvers in both settings to stochastic policies without memory introduces two additional new classes of automata. We show that the new automata classes offer interesting trade-offs between succinctness, expressivity, and computational complexity, providing a fine gradation between deterministic automata and nondeterministic automata.

FSCD Conference 2024 Conference Paper

Abstraction-Based Decision Making for Statistical Properties (Invited Talk)

  • Filip Cano 0001
  • Thomas A. Henzinger
  • Bettina Könighofer
  • Konstantin Kueffner
  • Kaushik Mallik

Sequential decision-making in probabilistic environments is a fundamental problem with many applications in AI and economics. In this paper, we present an algorithm for synthesizing sequential decision-making agents that optimize statistical properties such as maximum and average response times. In the general setting of sequential decision-making, the environment is modeled as a random process that generates inputs. The agent responds to each input, aiming to maximize rewards and minimize costs within a specified time horizon. The corresponding synthesis problem is known to be PSPACE-hard. We consider the special case where the input distribution, reward, and cost depend on input-output statistics specified by counter automata. For such problems, this paper presents the first PTIME synthesis algorithms. We introduce the notion of statistical abstraction, which clusters statistically indistinguishable input-output sequences into equivalence classes. This abstraction allows for a dynamic programming algorithm whose complexity grows polynomially with the considered horizon, making the statistical case exponentially more efficient than the general case. We evaluate our algorithm on three different application scenarios of a client-server protocol, where multiple clients compete via bidding to gain access to the service offered by the server. The synthesized policies optimize profit while guaranteeing that none of the server’s clients is disproportionately starved of the service.

ICRA Conference 2024 Conference Paper

Overparametrization helps offline-to-online generalization of closed-loop control from pixels

  • Mathias Lechner
  • Ramin M. Hasani
  • Alexander Amini
  • Tsun-Hsuan Wang
  • Thomas A. Henzinger
  • Daniela Rus

There is an ever-growing zoo of modern neural network models that can efficiently learn end-to-end control from visual observations. These advanced deep models, ranging from convolutional to Vision Transformers, from small to gigantic networks, have been extensively tested on offline image classification tasks. In this paper, we study these vision models with respect to the open-loop training to closed-loop generalization abilities, i. e. , deployment realizes a causal feedback loop that is not present during training. This causality gap typically emerges in robotics applications such as autonomous driving, where a network is trained to imitate the control commands of a human. In this setting, two situations arise: 1) Closed-loop testing in-distribution, where the test environment shares properties with those of offline training data. 2) Closed-loop testing under distribution shifts and out-of-distribution. Contrary to recently reported results, we show that under proper training guidelines, all vision architectures perform indistinguishably well on in-distribution deployment, resolving the causality gap. In situation 2, We observe that scale is the strongest factor in improving closed-loop generalization regardless of the choice of the model architecture. Our results predict the trend that in the future we will see larger and larger models being used in offline-training-online-deployment imitation learning tasks in robotic applications.

AAAI Conference 2023 Conference Paper

Learning Control Policies for Stochastic Systems with Reach-Avoid Guarantees

  • Đorđe Žikelić
  • Mathias Lechner
  • Thomas A. Henzinger
  • Krishnendu Chatterjee

We study the problem of learning controllers for discrete-time non-linear stochastic dynamical systems with formal reach-avoid guarantees. This work presents the first method for providing formal reach-avoid guarantees, which combine and generalize stability and safety guarantees, with a tolerable probability threshold p in [0,1] over the infinite time horizon. Our method leverages advances in machine learning literature and it represents formal certificates as neural networks. In particular, we learn a certificate in the form of a reach-avoid supermartingale (RASM), a novel notion that we introduce in this work. Our RASMs provide reachability and avoidance guarantees by imposing constraints on what can be viewed as a stochastic extension of level sets of Lyapunov functions for deterministic systems. Our approach solves several important problems -- it can be used to learn a control policy from scratch, to verify a reach-avoid specification for a fixed control policy, or to fine-tune a pre-trained policy if it does not satisfy the reach-avoid specification. We validate our approach on 3 stochastic non-linear reinforcement learning tasks.

AAAI Conference 2023 Conference Paper

Quantization-Aware Interval Bound Propagation for Training Certifiably Robust Quantized Neural Networks

  • Mathias Lechner
  • Đorđe Žikelić
  • Krishnendu Chatterjee
  • Thomas A. Henzinger
  • Daniela Rus

We study the problem of training and certifying adversarially robust quantized neural networks (QNNs). Quantization is a technique for making neural networks more efficient by running them using low-bit integer arithmetic and is therefore commonly adopted in industry. Recent work has shown that floating-point neural networks that have been verified to be robust can become vulnerable to adversarial attacks after quantization, and certification of the quantized representation is necessary to guarantee robustness. In this work, we present quantization-aware interval bound propagation (QA-IBP), a novel method for training robust QNNs. Inspired by advances in robust learning of non-quantized networks, our training algorithm computes the gradient of an abstract representation of the actual network. Unlike existing approaches, our method can handle the discrete semantics of QNNs. Based on QA-IBP, we also develop a complete verification procedure for verifying the adversarial robustness of QNNs, which is guaranteed to terminate and produce a correct answer. Compared to existing approaches, the key advantage of our verification procedure is that it runs entirely on GPU or other accelerator devices. We demonstrate experimentally that our approach significantly outperforms existing methods and establish the new state-of-the-art for training and certifying the robustness of QNNs.

MFCS Conference 2022 Conference Paper

An Updated Survey of Bidding Games on Graphs (Invited Talk)

  • Guy Avni
  • Thomas A. Henzinger

A graph game is a two-player zero-sum game in which the players move a token throughout a graph to produce an infinite path, which determines the winner or payoff of the game. In bidding games, both players have budgets, and in each turn, we hold an "auction" (bidding) to determine which player moves the token. In this survey, we consider several bidding mechanisms and their effect on the properties of the game. Specifically, bidding games, and in particular bidding games of infinite duration, have an intriguing equivalence with random-turn games in which in each turn, the player who moves is chosen randomly. We summarize how minor changes in the bidding mechanism lead to unexpected differences in the equivalence with random-turn games.

AAAI Conference 2022 Conference Paper

GoTube: Scalable Statistical Verification of Continuous-Depth Models

  • Sophie A. Gruenbacher
  • Mathias Lechner
  • Ramin Hasani
  • Daniela Rus
  • Thomas A. Henzinger
  • Scott A. Smolka
  • Radu Grosu

We introduce a new statistical verification algorithm that formally quantifies the behavioral robustness of any timecontinuous process formulated as a continuous-depth model. Our algorithm solves a set of global optimization (Go) problems over a given time horizon to construct a tight enclosure (Tube) of the set of all process executions starting from a ball of initial states. We call our algorithm GoTube. Through its construction, GoTube ensures that the bounding tube is conservative up to a desired probability and up to a desired tightness. GoTube is implemented in JAX and optimized to scale to complex continuous-depth neural network models. Compared to advanced reachability analysis tools for timecontinuous neural networks, GoTube does not accumulate overapproximation errors between time steps and avoids the infamous wrapping effect inherent in symbolic techniques. We show that GoTube substantially outperforms state-of-theart verification tools in terms of the size of the initial ball, speed, time-horizon, task completion, and scalability on a large set of experiments. GoTube is stable and sets the stateof-the-art in terms of its ability to scale to time horizons well beyond what has been previously possible.

AAAI Conference 2022 Conference Paper

Stability Verification in Stochastic Control Systems via Neural Network Supermartingales

  • Mathias Lechner
  • Đorđe Žikelić
  • Krishnendu Chatterjee
  • Thomas A. Henzinger

We consider the problem of formally verifying almost-sure (a. s.) asymptotic stability in discrete-time nonlinear stochastic control systems. While verifying stability in deterministic control systems is extensively studied in the literature, verifying stability in stochastic control systems is an open problem. The few existing works on this topic either consider only specialized forms of stochasticity or make restrictive assumptions on the system, rendering them inapplicable to learning algorithms with neural network policies. In this work, we present an approach for general nonlinear stochastic control problems with two novel aspects: (a) instead of classical stochastic extensions of Lyapunov functions, we use ranking supermartingales (RSMs) to certify a. s. asymptotic stability, and (b) we present a method for learning neural network RSMs. We prove that our approach guarantees a. s. asymptotic stability of the system and provides the first method to obtain bounds on the stabilization time, which stochastic Lyapunov functions do not. Finally, we validate our approach experimentally on a set of nonlinear stochastic reinforcement learning environments with neural network policies.

ICRA Conference 2021 Conference Paper

Adversarial Training is Not Ready for Robot Learning

  • Mathias Lechner
  • Ramin M. Hasani
  • Radu Grosu
  • Daniela Rus
  • Thomas A. Henzinger

Adversarial training is an effective method to train deep learning models that are resilient to norm-bounded perturbations, with the cost of nominal performance drop. While adversarial training appears to enhance the robustness and safety of a deep model deployed in open-world decision-critical applications, counterintuitively, it induces undesired behaviors in robot learning settings. In this paper, we show theoretically and experimentally that neural controllers obtained via adversarial training are subjected to three types of defects, namely transient, systematic, and conditional errors. We first generalize adversarial training to a safety-domain optimization scheme allowing for more generic specifications. We then prove that such a learning process tends to cause certain error profiles. We support our theoretical results by a thorough experimental safety analysis in a robot-learning task. Our results suggest that adversarial training is not yet ready for robot learning.

TCS Journal 2021 Journal Article

Long lived transients in gene regulation

  • Tatjana Petrov
  • Claudia Igler
  • Ali Sezgin
  • Thomas A. Henzinger
  • Calin C. Guet

Gene expression is regulated by the set of transcription factors (TFs) that bind to the promoter. The ensuing regulating function is often represented as a combinational logic circuit, where output (gene expression) is determined by current input values (promoter bound TFs) only. However, the simultaneous arrival of TFs is a strong assumption, since transcription and translation of genes introduce intrinsic time delays and there is no global synchronisation among the arrival times of different molecular species at their targets. We present an experimentally implementable genetic circuit with two inputs and one output, which in the presence of small delays in input arrival, exhibits qualitatively distinct population-level phenotypes, over timescales that are longer than typical cell doubling times. From a dynamical systems point of view, these phenotypes represent long-lived transients: although they converge to the same value eventually, they do so after a very long time span. The key feature of this toy model genetic circuit is that, despite having only two inputs and one output, it is regulated by twenty-three distinct DNA-TF configurations, two of which are more stable than others (DNA looped states), one promoting and another blocking the expression of the output gene. Small delays in input arrival time result in a majority of cells in the population quickly reaching the stable state associated with the first input, while exiting of this stable state occurs at a slow timescale. In order to mechanistically model the behaviour of this genetic circuit, we used a rule-based modelling language, and implemented a grid-search to find parameter combinations giving rise to long-lived transients. Our analysis shows that in the absence of feedback, there exist path-dependent gene regulatory mechanisms based on the long timescale of transients. The behaviour of this toy model circuit suggests that gene regulatory networks can exploit event timing to create phenotypes, and it opens the possibility that they could use event timing to memorise events, without regulatory feedback. The model reveals the importance of (i) mechanistically modelling the transitions between the different DNA-TF states, and (ii) employing transient analysis thereof.

AAAI Conference 2021 Conference Paper

Scalable Verification of Quantized Neural Networks

  • Thomas A. Henzinger
  • Mathias Lechner
  • Đorđe Žikelić

Formal verification of neural networks is an active topic of research, and recent advances have significantly increased the size of the networks that verification tools can handle. However, most methods are designed for verification of an idealized model of the actual network which works over real arithmetic and ignores rounding imprecisions. This idealization is in stark contrast to network quantization, which is a technique that trades numerical precision for computational efficiency and is, therefore, often applied in practice. Neglecting rounding errors of such low-bit quantized neural networks has been shown to lead to wrong conclusions about the network’s correctness. Thus, the desired approach for verifying quantized neural networks would be one that takes these rounding errors into account. In this paper, we show that verifying the bitexact implementation of quantized neural networks with bitvector specifications is PSPACE-hard, even though verifying idealized real-valued networks and satisfiability of bit-vector specifications alone are each in NP. Furthermore, we explore several practical heuristics toward closing the complexity gap between idealized and bit-exact verification. In particular, we propose three techniques for making SMT-based verification of quantized neural networks more scalable. Our experiments demonstrate that our proposed methods allow a speedup of up to three orders of magnitude over existing approaches.

TCS Journal 2020 Journal Article

Dynamic resource allocation games

  • Guy Avni
  • Thomas A. Henzinger
  • Orna Kupferman

In resource allocation games, selfish players share resources that are needed in order to fulfill their objectives. The cost of using a resource depends on the load on it. In the traditional setting, the players make their choices concurrently and in one-shot. That is, a strategy for a player is a subset of the resources. We introduce and study dynamic resource allocation games. In this setting, the game proceeds in phases. In each phase each player chooses one resource. A scheduler dictates the order in which the players proceed in a phase, possibly scheduling several players to proceed concurrently. The game ends when each player has collected a set of resources that fulfills his objective. The cost for each player then depends on this set as well as on the load on the resources in it – we consider both congestion and cost-sharing games. We argue that the dynamic setting is the suitable setting for many applications in practice. We study the stability of dynamic resource allocation games, where the appropriate notion of stability is that of subgame perfect equilibrium, study the inefficiency incurred due to selfish behavior, and also study problems that are particular to the dynamic setting, like constraints on the order in which resources can be chosen or the problem of finding a scheduler that achieves stability.

CSL Conference 2020 Conference Paper

Monitoring Event Frequencies

  • Thomas Ferrère
  • Thomas A. Henzinger
  • Bernhard Kragl

The monitoring of event frequencies can be used to recognize behavioral anomalies, to identify trends, and to deduce or discard hypotheses about the underlying system. For example, the performance of a web server may be monitored based on the ratio of the total count of requests from the least and most active clients. Exact frequency monitoring, however, can be prohibitively expensive; in the above example it would require as many counters as there are clients. In this paper, we propose the efficient probabilistic monitoring of common frequency properties, including the mode (i. e. , the most common event) and the median of an event sequence. We define a logic to express composite frequency properties as a combination of atomic frequency properties. Our main contribution is an algorithm that, under suitable probabilistic assumptions, can be used to monitor these important frequency properties with four counters, independent of the number of different events. Our algorithm samples longer and longer subwords of an infinite event sequence. We prove the almost-sure convergence of our algorithm by generalizing ergodic theory from increasing-length prefixes to increasing-length subwords of an infinite sequence. A similar algorithm could be used to learn a connected Markov chain of a given structure from observing its outputs, to arbitrary precision, for a given confidence.

ECAI Conference 2020 Conference Paper

Outside the Box: Abstraction-Based Monitoring of Neural Networks

  • Thomas A. Henzinger
  • Anna Lukina
  • Christian Schilling 0001

Neural networks have demonstrated unmatched performance in a range of classification tasks. Despite numerous efforts of the research community, novelty detection remains one of the significant limitations of neural networks. The ability to identify previously unseen inputs as novel is crucial for our understanding of the decisions made by neural networks. At runtime, inputs not falling into any of the categories learned during training cannot be classified correctly by the neural network. Existing approaches treat the neural network as a black box and try to detect novel inputs based on the confidence of the output predictions. However, neural networks are not trained to reduce their confidence for novel inputs, which limits the effectiveness of these approaches. We propose a framework to monitor a neural network by observing the hidden layers. We employ a common abstraction from program analysis—boxes—to identify novel behaviors in the monitored layers, i. e. , inputs that cause behaviors outside the box. For each neuron, the boxes range over the values seen in training. The framework is efficient and flexible to achieve a desired trade-off between raising false warnings and detecting novel inputs. We illustrate the performance and the robustness to variability in the unknown classes on popular image-classification benchmarks.

MFCS Conference 2019 Conference Paper

Bidding Mechanisms in Graph Games

  • Guy Avni
  • Thomas A. Henzinger
  • Dorde Zikelic

In two-player games on graphs, the players move a token through a graph to produce a finite or infinite path, which determines the qualitative winner or quantitative payoff of the game. We study bidding games in which the players bid for the right to move the token. Several bidding rules were studied previously. In Richman bidding, in each round, the players simultaneously submit bids, and the higher bidder moves the token and pays the other player. Poorman bidding is similar except that the winner of the bidding pays the "bank" rather than the other player. Taxman bidding spans the spectrum between Richman and poorman bidding. They are parameterized by a constant tau in [0, 1]: portion tau of the winning bid is paid to the other player, and portion 1-tau to the bank. While finite-duration (reachability) taxman games have been studied before, we present, for the first time, results on infinite-duration taxman games. It was previously shown that both Richman and poorman infinite-duration games with qualitative objectives reduce to reachability games, and we show a similar result here. Our most interesting results concern quantitative taxman games, namely mean-payoff games, where poorman and Richman bidding differ significantly. A central quantity in these games is the ratio between the two players' initial budgets. While in poorman mean-payoff games, the optimal payoff of a player depends on the initial ratio, in Richman bidding, the payoff depends only on the structure of the game. In both games the optimal payoffs can be found using (different) probabilistic connections with random-turn games in which in each turn, instead of bidding, a coin is tossed to determine which player moves. While the value with Richman bidding equals the value of a random-turn game with an un-biased coin, with poorman bidding, the bias in the coin is the initial ratio of the budgets. We give a complete classification of mean-payoff taxman games that is based on a probabilistic connection: the value of a taxman bidding game with parameter tau and initial ratio r, equals the value of a random-turn game that uses a coin with bias F(tau, r) = (r+tau * (1-r))/(1+tau). Thus, we show that Richman bidding is the exception; namely, for every tau <1, the value of the game depends on the initial ratio. Our proof technique simplifies and unifies the previous proof techniques for both Richman and poorman bidding.

ICRA Conference 2019 Conference Paper

Designing Worm-inspired Neural Networks for Interpretable Robotic Control

  • Mathias Lechner
  • Ramin M. Hasani
  • Manuel Zimmer
  • Thomas A. Henzinger
  • Radu Grosu

In this paper, we design novel liquid time-constant recurrent neural networks for robotic control, inspired by the brain of the nematode, C. elegans. In the worm's nervous system, neurons communicate through nonlinear time-varying synaptic links established amongst them by their particular wiring structure. This property enables neurons to express liquid time-constants dynamics and therefore allows the network to originate complex behaviors with a small number of neurons. We identify neuron-pair communication motifs as design operators and use them to configure compact neuronal network structures to govern sequential robotic tasks. The networks are systematically designed to map the environmental observations to motor actions, by their hierarchical topology from sensory neurons, through recurrently-wired interneurons, to motor neurons. The networks are then parametrized in a supervised-learning scheme by a search-based algorithm. We demonstrate that obtained networks realize interpretable dynamics. We evaluate their performance in controlling mobile and arm robots, and compare their attributes to other artificial neural network-based control agents. Finally, we experimentally show their superior resilience to environmental noise, compared to the existing machine learning-based methods.

AAMAS Conference 2018 Conference Paper

Temporal Logics for Multi-Agent Systems

  • Thomas A. Henzinger

Temporal logic formalizes reasoning about the possible behaviours of a system over time. For example, a temporal formula may stipulate that an occurrence of event A may be, or must be, followed by an occurrence of event B. Traditional temporal logics, however, are insufficient for reasoning about multi-agent systems. In order to stipulate, for example, that a specific agent can ensure that A is followed by B, references to agents, their capabilities, and their intentions must be added to the logic, yielding Alternating-time Temporal Logic (ATL) [1]. ATL is a temporal logic that is interpreted over multi-player games, whose players correspond to agents that pursue temporal objectives. The hardness of the model-checking problem – whether a given formula is true for a given multi-agent system – depends on how the players decide on the next move in the game (for example, whether they take turns, or make independent concurrent decisions, or bid for the next move), how the outcome of a move is computed (deterministically or stochastically), how much memory the players have available for making decisions, and which kind of objectives they pursue (qualitative or quantitative). The expressiveness of ATL is still insufficient for reasoning about equilibria and related phenomena in non-zero-sum games, where the players may have interfering but not necessarily complementary objectives. For this purpose, the behavioural strategies (a. k. a. policies) of individual players can been added to the logic as quantifiable first-order entities, yielding Strategy Logic [2]. We survey several known results about these multi-player game logics and point out some open problems.

MFCS Conference 2016 Conference Paper

Nested Weighted Limit-Average Automata of Bounded Width

  • Krishnendu Chatterjee
  • Thomas A. Henzinger
  • Jan Otop

While weighted automata provide a natural framework to express quantitative properties, many basic properties like average response time cannot be expressed with weighted automata. Nested weighted automata extend weighted automata and consist of a master automaton and a set of slave automata that are invoked by the master automaton. Nested weighted automata are strictly more expressive than weighted automata (e. g. , average response time can be expressed with nested weighted automata), but the basic decision questions have higher complexity (e. g. , for deterministic automata, the emptiness question for nested weighted automata is PSPACE-hard, whereas the corresponding complexity for weighted automata is PTIME). We consider a natural subclass of nested weighted automata where at any point at most a bounded number k of slave automata can be active. We focus on automata whose master value function is the limit average. We show that these nested weighted automata with bounded width are strictly more expressive than weighted automata (e. g. , average response time with no overlapping requests can be expressed with bound k=1, but not with non-nested weighted automata). We show that the complexity of the basic decision problems (i. e. , emptiness and universality) for the subclass with k constant matches the complexity for weighted automata. Moreover, when k is part of the input given in unary we establish PSPACE-completeness.

TCS Journal 2014 Journal Article

Interface simulation distances

  • Pavol Černý
  • Martin Chmelík
  • Thomas A. Henzinger
  • Arjun Radhakrishna

The classical (boolean) notion of refinement for behavioral interfaces of system components is the alternating refinement preorder. In this paper, we define a distance for interfaces, called interface simulation distance. It makes the alternating refinement preorder quantitative by, intuitively, tolerating errors (while counting them) in the alternating simulation game. We show that the interface simulation distance satisfies the triangle inequality, that the distance between two interfaces does not increase under parallel composition with a third interface, that the distance between two interfaces can be bounded from above and below by distances between abstractions of the two interfaces, and how to synthesize an interface from incompatible requirements. We illustrate the framework, and the properties of the distances under composition of interfaces, with two case studies.

GandALF Workshop 2013 Invited Paper

New trends in program synthesis

  • Thomas A. Henzinger

Abstract The synthesis of reactive programs from omega-regular specifications is based on finding winning strategies in graph games. In recent years, program synthesis has seen a revival due to several variations and extensions of this basic theme. We survey three such new trends. First, partial program synthesis shifts the emphasis from the problem of synthesizing whole programs from specifications to the problem of completing a partial program so that it satisfies a desired property. Second, quantitative program synthesis aims to find a solution that optimizes a given criterion, such as performance, robustness, or resource consumption. Third, concurrent program synthesis may require the computation of equilibria in graph games with multiple players that represent independent concurrent processes. Recent progress in these directions promises to replace some particularly intricate aspects of programming, such as the placement of synchronization or security primitives, by automatic code generation. This work has been supported in part by an ERC Advanced Grant (QUAREM - Quantitative Reactive Models) and by an FWF National Research Network (RISE - Rigorous Systems Engineering).

GandALF Workshop 2012 Workshop Paper

Interface Simulation Distances

  • Pavol Černý
  • Martin Chmelík
  • Thomas A. Henzinger
  • Arjun Radhakrishna

The classical (boolean) notion of refinement for behavioral interfaces of system components is the alternating refinement preorder. In this paper, we define a distance for interfaces, called interface simulation distance. It makes the alternating refinement preorder quantitative by, intuitively, tolerating errors (while counting them) in the alternating simulation game. We show that the interface simulation distance satisfies the triangle inequality, that the distance between two interfaces does not increase under parallel composition with a third interface, and that the distance between two interfaces can be bounded from above and below by distances between abstractions of the two interfaces. We illustrate the framework, and the properties of the distances under composition of interfaces, with two case studies.

TCS Journal 2012 Journal Article

Simulation distances

  • Pavol Černý
  • Thomas A. Henzinger
  • Arjun Radhakrishna

Boolean notions of correctness are formalized by preorders on systems. Quantitative measures of correctness can be formalized by real-valued distance functions between systems, where the distance between implementation and specification provides a measure of “fit” or “desirability”. We extend the simulation preorder to the quantitative setting by making each player of a simulation game pay a certain price for her choices. We use the resulting games with quantitative objectives to define three different simulation distances. The correctness distance measures how much the specification must be changed in order to be satisfied by the implementation. The coverage distance measures how much the implementation restricts the degrees of freedom offered by the specification. The robustness distance measures how much a system can deviate from the implementation description without violating the specification. We consider these distances for safety as well as liveness specifications. The distances can be computed in polynomial time for safety specifications, and for liveness specifications given by weak fairness constraints. We show that the distance functions satisfy the triangle inequality, that the distance between two systems does not increase under parallel composition with a third system, and that the distance between two systems can be bounded from above and below by distances between abstractions of the two systems. These properties suggest that our simulation distances provide an appropriate basis for a quantitative theory of discrete systems. We also demonstrate how the robustness distance can be used to measure how many transmission errors are tolerated by error correcting codes.

TCS Journal 2011 Journal Article

Approximation of event probabilities in noisy cellular processes

  • Frédéric Didier
  • Thomas A. Henzinger
  • Maria Mateescu
  • Verena Wolf

Molecular noise, which arises from the randomness of the discrete events in the cell, significantly influences fundamental biological processes. Discrete-state continuous-time stochastic models (CTMC) can be used to describe such effects, but the calculation of the probabilities of certain events is computationally expensive. We present a comparison of two analysis approaches for CTMC. On one hand, we estimate the probabilities of interest using repeated Gillespie simulation and determine the statistical accuracy that we obtain. On the other hand, we apply a numerical reachability analysis that approximates the probability distributions of the system at several time instances. We use examples of cellular processes to demonstrate the superiority of the reachability analysis if accurate results are required.

CSL Conference 2011 Conference Paper

Determinizing Discounted-Sum Automata

  • Udi Boker
  • Thomas A. Henzinger

A discounted-sum automaton (NDA) is a nondeterministic finite automaton with edge weights, which values a run by the discounted sum of visited edge weights. More precisely, the weight in the i-th position of the run is divided by lambda^i, where the discount factor lambda is a fixed rational number greater than 1. Discounted summation is a common and useful measuring scheme, especially for infinite sequences, which reflects the assumption that earlier weights are more important than later weights. Determinizing automata is often essential, for example, in formal verification, where there are polynomial algorithms for comparing two deterministic NDAs, while the equivalence problem for NDAs is not known to be decidable. Unfortunately, however, discounted-sum automata are, in general, not determinizable: it is currently known that for every rational discount factor 1 < lambda < 2, there is an NDA with lambda (denoted lambda-NDA) that cannot be determinized. We provide positive news, showing that every NDA with an integral factor is determinizable. We also complete the picture by proving that the integers characterize exactly the discount factors that guarantee determinizability: we show that for every non-integral rational factor lambda, there is a nondeterminizable lambda-NDA. Finally, we prove that the class of NDAs with integral discount factors enjoys closure under the algebraic operations min, max, addition, and subtraction, which is not the case for general NDAs nor for deterministic NDAs. This shows that for integral discount factors, the class of NDAs forms an attractive specification formalism in quantitative formal verification. All our results hold equally for automata over finite words and for automata over infinite words.

MFCS Conference 2010 Conference Paper

Qualitative Analysis of Partially-Observable Markov Decision Processes

  • Krishnendu Chatterjee
  • Laurent Doyen 0001
  • Thomas A. Henzinger

Abstract We study observation-based strategies for partially-observable Markov decision processes ( POMDP s) with parity objectives. An observation-based strategy relies on partial information about the history of a play, namely, on the past sequence of observations. We consider qualitative analysis problems: given a POMDP with a parity objective, decide whether there exists an observation-based strategy to achieve the objective with probability 1 (almost-sure winning), or with positive probability (positive winning). Our main results are twofold. First, we present a complete picture of the computational complexity of the qualitative analysis problem for POMDP s with parity objectives and its subclasses: safety, reachability, Büchi, and coBüchi objectives. We establish several upper and lower bounds that were not known in the literature. Second, we give optimal bounds (matching upper and lower bounds) for the memory required by pure and randomized observation-based strategies for each class of objectives.

MFCS Conference 2010 Conference Paper

Randomness for Free

  • Krishnendu Chatterjee
  • Laurent Doyen 0001
  • Hugo Gimbert
  • Thomas A. Henzinger

Abstract We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided complete-observation (one player has complete observation); and (c) complete-observation (both players have complete view of the game). On the basis of mode of interaction we have the following classification: (a) concurrent (players interact simultaneously); and (b) turn-based (players interact in turn). The two sources of randomness in these games are randomness in transition function and randomness in strategies. In general, randomized strategies are more powerful than deterministic strategies, and randomness in transitions gives more general classes of games. We present a complete characterization for the classes of games where randomness is not helpful in: (a) the transition function (probabilistic transition can be simulated by deterministic transition); and (b) strategies (pure strategies are as powerful as randomized strategies). As consequence of our characterization we obtain new undecidability results for these games.

MFCS Conference 2009 Invited Paper

Stochastic Games with Finitary Objectives

  • Krishnendu Chatterjee
  • Thomas A. Henzinger
  • Florian Horn 0001

Abstract The synthesis of a reactive system with respect to an ω -regular specification requires the solution of a graph game. Such games have been extended in two natural ways. First, a game graph can be equipped with probabilistic choices between alternative transitions, thus allowing the modeling of uncertain behavior. These are called stochastic games. Second, a liveness specification can be strengthened to require satisfaction within an unknown but bounded amount of time. These are called finitary objectives. We study, for the first time, the combination of stochastic games and finitary objectives. We characterize the requirements on optimal strategies and provide algorithms for computing the maximal achievable probability of winning stochastic games with finitary parity or Streett objectives. Most notably, the set of states from which a player can win with probability 1 for a finitary parity objective can be computed in polynomial time, even though no polynomial-time algorithm is known in the nonfinitary case.

SODA Conference 2009 Conference Paper

Termination criteria for solving concurrent safety and reachability games

  • Krishnendu Chatterjee
  • Luca de Alfaro
  • Thomas A. Henzinger

We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player 1 can enforce the safety objective. The algorithm yields a sequence of player-1 strategies which ensure probabilities of winning that converge monotonically to the value of the safety game. Our result is significant because the strategy improvement algorithm provides, for the first time, a way to approximate the value of a concurrent safety game from below. Since a value iteration algorithm, or a strategy improvement algorithm for reachability games, can be used to approximate the same value from above, the combination of both algorithms yields a method for computing a converging sequence of upper and lower bounds for the values of concurrent reachability and safety games. Previous methods could approximate the values of these games only from one direction, and as no rates of convergence are known, they did not provide a practical way to solve these games.

CSL Conference 2008 Conference Paper

Quantitative Languages

  • Krishnendu Chatterjee
  • Laurent Doyen 0001
  • Thomas A. Henzinger

Abstract Quantitative generalizations of classical languages, which assign to each word a real number instead of a boolean value, have applications in modeling resource-constrained computation. We use weighted automata (finite automata with transition weights) to define several natural classes of quantitative languages over finite and infinite words; in particular, the real value of an infinite run is computed as the maximum, limsup, liminf, limit average, or discounted sum of the transition weights. We define the classical decision problems of automata theory (emptiness, universality, language inclusion, and language equivalence) in the quantitative setting and study their computational complexity. As the decidability of language inclusion remains open for some classes of weighted automata, we introduce a notion of quantitative simulation that is decidable and implies language inclusion. We also give a complete characterization of the expressive power of the various classes of weighted automata. In particular, we show that most classes of weighted automata cannot be determinized.

LPAR Conference 2008 Conference Paper

Valigator: A Verification Tool with Bound and Invariant Generation

  • Thomas A. Henzinger
  • Thibaud Hottelier
  • Laura Kovács

Abstract We describe Valigator, a software tool for imperative program verification that efficiently combines symbolic computation and automated reasoning in a uniform framework. The system offers support for automatically generating and proving verification conditions and, most importantly, for automatically inferring loop invariants and bound assertions by means of symbolic summation, Gröbner basis computation, and quantifier elimination. We present general principles of the implementation and illustrate them on examples.

TCS Journal 2007 Journal Article

Concurrent reachability games

  • Luca de Alfaro
  • Thomas A. Henzinger
  • Orna Kupferman

We consider concurrent two-player games with reachability objectives. In such games, at each round, player 1 and player 2 independently and simultaneously choose moves, and the two choices determine the next state of the game. The objective of player 1 is to reach a set of target states; the objective of player 2 is to prevent this. These are zero-sum games, and the reachability objective is one of the most basic objectives: determining the set of states from which player 1 can win the game is a fundamental problem in control theory and system verification. There are three types of winning states, according to the degree of certainty with which player 1 can reach the target. From type-1 states, player 1 has a deterministic strategy to always reach the target. From type-2 states, player 1 has a randomized strategy to reach the target with probability 1. From type-3 states, player 1 has for every real ε > 0 a randomized strategy to reach the target with probability greater than 1 − ε. We show that for finite state spaces, all three sets of winning states can be computed in polynomial time: type-1 states in linear time, and type-2 and type-3 states in quadratic time. The algorithms to compute the three sets of winning states also enable the construction of the winning and spoiling strategies.

CSL Conference 2006 Conference Paper

Algorithms for Omega-Regular Games with Imperfect Information,

  • Krishnendu Chatterjee
  • Laurent Doyen 0001
  • Thomas A. Henzinger
  • Jean-François Raskin

Abstract We study observation-based strategies for two-player turn-based games on graphs with omega-regular objectives. An observation-based strategy relies on imperfect information about the history of a play, namely, on the past sequence of observations. Such games occur in the synthesis of a controller that does not see the private state of the plant. Our main results are twofold. First, we give a fixed-point algorithm for computing the set of states from which a player can win with a deterministic observation-based strategy for any omega-regular objective. The fixed point is computed in the lattice of antichains of state sets. This algorithm has the advantages of being directed by the objective and of avoiding an explicit subset construction on the game graph. Second, we give an algorithm for computing the set of states from which a player can win with probability 1 with a randomized observation-based strategy for a Büchi objective. This set is of interest because in the absence of perfect information, randomized strategies are more powerful than deterministic ones. We show that our algorithms are optimal by proving matching lower bounds.

TCS Journal 2006 Journal Article

Games with secure equilibria

  • Krishnendu Chatterjee
  • Thomas A. Henzinger
  • Marcin Jurdziński

In 2-player non-zero-sum games, Nash equilibria capture the options for rational behavior if each player attempts to maximize her payoff. In contrast to classical game theory, we consider lexicographic objectives: first, each player tries to maximize her own payoff, and then, the player tries to minimize the opponent's payoff. Such objectives arise naturally in the verification of systems with multiple components. There, instead of proving that each component satisfies its specification no matter how the other components behave, it sometimes suffices to prove that each component satisfies its specification provided that the other components satisfy their specifications. We say that a Nash equilibrium is secure if it is an equilibrium with respect to the lexicographic objectives of both players. We prove that in graph games with Borel winning conditions, which include the games that arise in verification, there may be several Nash equilibria, but there is always a unique maximal payoff profile of a secure equilibrium. We show how this equilibrium can be computed in the case of ω -regular winning conditions, and we characterize the memory requirements of strategies that achieve the equilibrium.

TCS Journal 2006 Journal Article

On the universal and existential fragments of the μ -calculus

  • Thomas A. Henzinger
  • Orna Kupferman
  • Rupak Majumdar

One source of complexity in the μ -calculus is its ability to specify an unbounded number of switches between universal ( AX ) and existential ( EX ) branching modes. We therefore study the problems of satisfiability, validity, model checking, and implication for the universal and existential fragments of the μ -calculus, in which only one branching mode is allowed. The universal fragment is rich enough to express most specifications of interest, and therefore improved algorithms are of practical importance. We show that while the satisfiability and validity problems become indeed simpler for the existential and universal fragments, this is, unfortunately, not the case for model checking and implication. We also show the corresponding results for the alternation-free fragment of the μ -calculus, where no alternations between least and greatest fixed points are allowed. Our results imply that efforts to find a polynomial-time model-checking algorithm for the μ -calculus can be replaced by efforts to find such an algorithm for the universal or existential fragment.

CSL Conference 2006 Conference Paper

Solving Games Without Determinization

  • Thomas A. Henzinger
  • Nir Piterman

Abstract The synthesis of reactive systems requires the solution of two-player games on graphs with ω -regular objectives. When the objective is specified by a linear temporal logic formula or nondeterministic Büchi automaton, then previous algorithms for solving the game require the construction of an equivalent deterministic automaton. However, determinization for automata on infinite words is extremely complicated, and current implementations fail to produce deterministic automata even for relatively small inputs. We show how to construct, from a given nondeterministic Büchi automaton, an equivalent nondeterministic parity automaton \(\ensuremath {\cal P}\) that is good for solving games with objective \(\ensuremath {\cal P}\). The main insight is that a nondeterministic automaton is good for solving games if it fairly simulates the equivalent deterministic automaton. In this way, we omit the determinization step in game solving and reactive synthesis. The fact that our automata are nondeterministic makes them surprisingly simple, amenable to symbolic implementation, and allows an incremental search for winning strategies.

UAI Conference 2005 Conference Paper

Counterexample-guided Planning

  • Krishnendu Chatterjee
  • Thomas A. Henzinger
  • Ranjit Jhala
  • Rupak Majumdar

Planning in adversarial and uncertain environments can be modeled as the problem of devising strategies in stochastic perfect information games. These games are generalizations of Markov decision processes (MDPs): there are two (adversarial) players, and a source of randomness. The main practical obstacle to computing winning strategies in such games is the size of the state space. In practice therefore, one typically works with abstractions of the model. The diffculty is to come up with an abstraction that is neither too coarse to remove all winning strategies (plans), nor too fine to be intractable. In verification, the paradigm of counterexample-guided abstraction refinement has been successful to construct useful but parsimonious abstractions automatically. We extend this paradigm to probabilistic models (namely, perfect information games and, as a special case, MDPs). This allows us to apply the counterexample-guided abstraction paradigm to the AI planning problem. As special cases, we get planning algorithms for MDPs and deterministic systems that automatically construct system abstractions.

TCS Journal 2005 Journal Article

Model checking discounted temporal properties

  • Luca de Alfaro
  • Marco Faella
  • Thomas A. Henzinger
  • Rupak Majumdar
  • Mariëlle Stoelinga

Temporal logic is two-valued: formulas are interpreted as either true or false. When applied to the analysis of stochastic systems, or systems with imprecise formal models, temporal logic is therefore fragile: even small changes in the model can lead to opposite truth values for a specification. We present a generalization of the branching-time logic CTL which achieves robustness with respect to model perturbations by giving a quantitative interpretation to predicates and logical operators, and by discounting the importance of events according to how late they occur. In every state, the value of a formula is a real number in the interval [0, 1], where 1 corresponds to truth and 0 to falsehood. The boolean operators and and or are replaced by min and max, the path quantifiers ∃ and ∀ determine sup and inf over all paths from a given state, and the temporal operators ⋄ and □ specify sup and inf over a given path; a new operator averages all values along a path. Furthermore, all path operators are discounted by a parameter that can be chosen to give more weight to states that are closer to the beginning of the path. We interpret the resulting logic DCTL over transition systems, Markov chains, and Markov decision processes. We present two semantics for DCTL: a path semantics, inspired by the standard interpretation of state and path formulas in CTL, and a fixpoint semantics, inspired by the μ -calculus evaluation of CTL formulas. We show that, while these semantics coincide for CTL, they differ for DCTL, and we provide model-checking algorithms for both semantics.

CSL Conference 2003 Conference Paper

Simple Stochastic Parity Games

  • Krishnendu Chatterjee
  • Marcin Jurdzinski
  • Thomas A. Henzinger

Abstract Many verification, planning, and control problems can be modeled as games played on state-transition graphs by one or two players whose conflicting goals are to form a path in the graph. The focus here is on simple stochastic parity games, that is, two-player games with turn-based probabilistic transitions and ω -regular objectives formalized as parity (Rabin chain) winning conditions. An efficient translation from simple stochastic parity games to nonstochastic parity games is given. As many algorithms are known for solving the latter, the translation yields efficient algorithms for computing the states of a simple stochastic parity game from which a player can win with probability 1. An important special case of simple stochastic parity games are the Markov decision processes with Büchi objectives. For this special case a first provably subquadratic algorithm is given for computing the states from which the single player has a strategy to achieve a Büchi objective with probability 1. For game graphs with m edges the algorithm works in time \(O(m \sqrt{m})\). Interestingly, a similar technique sheds light on the question of the computational complexity of solving simple Büchi games and yields the first provably subquadratic algorithm, with a running time of O ( n 2 / log n ) for game graphs with n vertices and O ( n ) edges.

CSL Conference 2002 Conference Paper

Trading Probability for Fairness

  • Marcin Jurdzinski
  • Orna Kupferman
  • Thomas A. Henzinger

Abstract Behavioral properties of open systems can be formalized as objectives in two-player games. Turn-based games model asynchronous interaction between the players (the system and its environment) by interleaving their moves. Concurrent games model synchronous interaction: the players always move simultaneously. Infinitary winning criteria are considered: Büchi, co-Büchi, and more general parity conditions. A generalization of determinacy for parity games to concurrent parity games demands probabilistic (mixed) strategies: either player 1 has a mixed strategy to win with probability 1 (almost-sure winning), or player 2 has a mixed strategy to win with positive probability. This work provides efficient reductions of concurrent probabilistic Büchi and co-Büchi games to turn-based games with Büchi condition and parity winning condition with three priorities, respectively. From a theoretical point of view, the latter reduction shows that one can trade the probabilistic nature of almost-sure winning for a more general parity (fairness) condition. The reductions improve understanding of concurrent games and provide an alternative simple proof of determinacy of concurrent Büchi and co-Büchi games. From a practical point of view, the reductions turn solvers of turn-based games into solvers of concurrent probabilistic games. Thus improvements in the well-studied algorithms for the former carry over immediately to the latter. In particular, a recent improvement in the complexity of solving turn-based parity games yields an improvement in time complexity of solving concurrent probabilistic co-Büchi games from cubic to quadratic.

TCS Journal 1999 Journal Article

Discrete-time control for rectangular hybrid automata

  • Thomas A. Henzinger
  • Peter W. Kopke

Rectangular hybrid automata model digital control programs of analog plant environments. We study rectangular hybrid automata where the plant state evolves continuously in real-numbered time, and the controller samples the plant state and changes the control state discretely, only at the integer points in time. We prove that rectangular hybrid automata have finite bisimilarity quotients when all control transitions happen at integer times, even if the constraints on the derivatives of the variables vary between control states. This is in contrast with the conventional model where control transitions may happen at any real time, and already the reachability problem is undecidable. Based on the finite bisimilarity quotients, we give an exponential algorithm for the symbolic sampling-controller synthesis of rectangular automata. We show our algorithm to be optimal by proving the problem to be EXPTIME-hard. We also show that rectangular automata form a maximal class of systems for which the sampling-controller synthesis problem can be solved algorithmically.

TCS Journal 1999 Journal Article

Event-clock automata: a determinizable class of timed automata

  • Rajeev Alur
  • Limor Fix
  • Thomas A. Henzinger

We introduce event-recording automata. An event-recording automaton is a timed automaton that contains, for every event a, a clock that records the time of the last occurrence of a. The class of event-recording automata is, on one hand, expressive enough to model (finite) timed transition systems and, on the other hand, determinizable and closed under all boolean operations. As a result, the language-inclusion problem is decidable for event-recording automata. We present a translation from timed transition systems to event-recording automata, which leads to an algorithm for checking if two timed transition systems have the same set of timed behaviors. We also consider event-predicting automata, which contain clocks that predict the time of the next occurrence of an event. The class of event-clock automata, which contain both event-recording and event-predicting clocks, is a suitable specification language for real-time properties. We provide an algorithm for checking if a timed automaton meets a specification that is given as an event-clock automaton.

FOCS Conference 1998 Conference Paper

Concurrent Reachability Games

  • Luca de Alfaro
  • Thomas A. Henzinger
  • Orna Kupferman

An open system can be modeled as a two-player game between the system and its environment. At each round of the game, player 1 (the system) and player 2 (the environment) independently and simultaneously choose moves, and the two choices determine the next state of the game. Properties of open systems can be modeled as objectives of these two-player games. For the basic objective of reachability-can player 1 force the game to a given set of target states? -there are three types of winning states, according to the degree of certainty with which player 1 can reach the target. From type-1 states, player 1 has a deterministic strategy to always reach the target. From type-2 states, player 1 has a randomized strategy to reach the target with probability 1. From type-3 states, player 1 has for every real /spl epsi/>0 a randomized strategy to reach the target with probability greater than 1-/spl epsi/. We show that for finite state spaces, all three sets of winning states can be computed in polynomial time: type-1 states in linear time, and type-2 and type-3 states in quadratic time. The algorithms to compute the three sets of winning states also enable the construction of the winning and spoiling strategies. Finally, we apply our results by introducing a temporal logic in which all three kinds of winning conditions can be specified, and which can be model checked in polynomial time. This logic, called Randomized ATL, is suitable for reasoning about randomized behavior in open (two-agent) as well as multi-agent systems.

FOCS Conference 1997 Conference Paper

Alternating-time Temporal Logic

  • Rajeev Alur
  • Thomas A. Henzinger
  • Orna Kupferman

Temporal logic comes in two varieties: linear-time temporal logic assumes implicit universal quantification over all paths that are generated by system moves; branching-time temporal logic allows explicit existential and universal quantification over all paths. We introduce a third, more general variety of temporal logic: alternating-time temporal logic offers selective quantification over those paths that are possible outcomes of games, such as the game in which the system and the environment alternate moves. While linear-time and branching-time logics are natural specification languages for closed systems, alternating-time logics are natural specification languages for open systems. For example, by preceding the temporal operator "eventually" with a selective path quantifier, we can specify that in the game between the system and the environment, the system has a strategy to reach a certain state. Also the problems of receptiveness, realizability, and controllability can be formulated as model-checking problems for alternating-time formulas.

FOCS Conference 1995 Conference Paper

Computing Simulations on Finite and Infinite Graphs

  • Monika Henzinger
  • Thomas A. Henzinger
  • Peter W. Kopke

We present algorithms for computing similarity relations of labeled graphs. Similarity relations have applications for the refinement and verification of reactive systems. For finite graphs, we present an O(mn) algorithm for computing the similarity relation of a graph with n vertices and m edges (assuming m/spl ges/n). For effectively presented infinite graphs, we present a symbolic similarity-checking procedure that terminates if a finite similarity relation exists. We show that 2D rectangular automata, which model discrete reactive systems with continuous environments, define effectively presented infinite graphs with finite similarity relations. It follows that the refinement problem and the /spl forall/CTL* model-checking problem are decidable for 2D rectangular automata.

FOCS Conference 1992 Conference Paper

Back to the Future: Towards a Theory of Timed Regular Languages

  • Rajeev Alur
  • Thomas A. Henzinger

The authors introduce two-way timed automata-timed automata that can move back and forth while reading a timed word. Two-wayness in its unrestricted form leads, like nondeterminism, to the undecidability of language inclusion. However, if they restrict the number of times an input symbol may be revisited, then two-wayness is both harmless and desirable. The authors show that the resulting class of bounded two-way deterministic timed automata is closed under all boolean operations, has decidable (PSPACE-complete) emptiness and inclusion problems, and subsumes all decidable real-time logics we know. They obtain a strict hierarchy of real-time properties: deterministic timed automata can accept more languages as the bound on the number of times an input symbol may be revisited is increased. This hierarchy is also enforced by the number of alternations between past and future operators in temporal logic. The combination of the results leads to a decision procedure for a real-time logic with past operators. >

FOCS Conference 1989 Conference Paper

A Really Temporal Logic

  • Rajeev Alur
  • Thomas A. Henzinger

A real-time temporal logic for the specification of reactive systems is introduced. The novel feature of the logic, TPTL, is the adoption of temporal operators as quantifiers over time variables; every modality binds a variable to the time(s) it refers to. TPTL is demonstrated to be both a natural specification language and a suitable formalism for verification and synthesis. A tableau-based decision procedure and model-checking algorithm for TPTL are presented. Several generalizations of TPTL are shown to be highly undecidable. >