Synthesis of Robust Optimal Real-Time Systems, MFCS 2024, with B. Monmege and P-A. Reynier
(pdf)
Counterfactual Causality for Reachability and Safety based on
Distance Functions, GandALF 2023, with J. Piribauer and C. Baier
(pdf)
Decidability of One-Clock Weighted Timed Games with Arbitrary
Weights, CONCUR22, with B. Monmege and P-A. Reynier (pdf)
Invited for a publication of a special issue of
LMCS
Playing Stochastically in Weighted Timed Games to Emulate Memory,
ICALP21, with B. Monmege and P-A. Reynier (pdf)
Reaching Your Goal Optimally by Playing at Random, CONCUR20,
with B. Monmege and P-A. Reynier (pdf)
Performance
Evaluation of Metro Regulations Using Probabilistic
Model-checking,
RSSRAIL'19, with N. Bertrand, B. Bordais, L. Hélouët, T.
Mari and O. Sankur (pdf)
Reports- thesis
Weighted Timed Games: Decidability, Randomisation and Robustness,
2023 (manuscrit, slides)
Stochastic Strategies in Quantitative and Timed Games, 2020 (biblio, rapport)
Selective Monitoring Without Delay for Probabilistic System,
2018 (rapport)
Model checking rail networks, avec B. Bordais et T. Mari,
2018 (biblio, rapport)
Panorama des modèles et outils de vérification pour les systèmes
probabilistes, 2017 (pdf)
Weighted Timed Games (WTG for short) are the most widely
used model to describe controller synthesis problems involving
real-time issues. The synthesized strategies rely on a perfect
measure of time elapse, which is not realistic in practice. In order
to produce strategies tolerant to timing imprecisions, we rely on a
notion of robustness first introduced for timed automata. More
precisely, WTGs are two-player zero-sum games played in a timed
automaton equipped with integer weights in which one of the players,
that we call Min, wants to reach a target location while minimising
the cumulated weight. In this work, we equip the underlying timed
automaton with a semantics depending on some parameter (representing
the maximal possible perturbation) in which the opponent of Min can
in addition perturb delays chosen by Min.
The robust value problem can then be stated as follows: given some
threshold, determine whether there exists a positive perturbation
and a strategy for Min ensuring to reach the target, with an
accumulated weight below the threshold, whatever the opponent does.
We provide the first decidability result for the robust value
problem. More precisely, we show that we can compute the robust
value function, in a parametric way, for the class of divergent WT
(this class has been introduced previously to obtain decidability of
the (classical) value problem in WTGs). To this end, we show that
the robust value is the fixpoint of some operators, as is
classically done for value iteration algorithms. We then combine in
a very careful way two representations: piecewise affine functions
introduced in Alur et. al. (2004) to analyse WTGs, and shrunk BDMs
considered in Sankur et. al. (2011) to analyse robustness in timed
automata. The crux of our result consists in showing that using this
representation, the operator of value iteration can be computed for
infinitesimally small perturbations.
Last, we also study qualitative decision problems and close an open
problem on robust reachability, showing it is EXPTIME-complete for
general WTGs.
This is joint work with Benjamin Monmege and Pierre-Alain Reynier.
Investigations of causality in operational systems aim at
providing human-understandable explanations of why a system
behaves as it does. There is, in particular, a demand to explain
what went wrong on a given counterexample execution that shows that
a system does not satisfy a given specification. To this end, this
paper investigates a notion of counterfactual causality in
transition systems based on Stalnaker's and Lewis' semantics of
counterfactuals in terms of most similar possible worlds and
introduces a novel corresponding notion of counterfactual causality
in two-player games. Using distance functions between paths in
transition systems to capture the similarity of executions, this
notion defines whether reaching a certain set of states is a cause
for the fact that a given execution of a system; satisfies an
undesirable reachability or safety property. Similarly, using
distance functions between memoryless strategies in reachability and
safety games, it is defined whether reaching a set of states is a
cause for the fact that a given strategy for the player under
investigation is losing.
The contribution is two-fold:
In transition systems, it is shown that counterfactual causality can
be checked in polynomial time for three prominent distance functions
between paths.
In two-player games, the introduced notion of counterfactual
causality is shown to be checkable in polynomial time for two
natural distance functions between memoryless strategies. Further, a
notion of explanation that can be extracted from a counterfactual
cause and that pinpoints changes to be made to the given strategy in
order to transform it into a winning strategy is defined. For the
two distance functions under consideration, the problem to decide
whether such an explanation imposes only minimal necessary changes
to the given strategy with respect to the used distance function
turns out to be coNP-complete and not to be solvable in polynomial
time if P is not equal to NP, respectively.
This is joint work with Jakob Priribauer and Christel Baier.
Weighted timed games are two-player zero-sum games played in
a timed automaton equipped with integer weights. 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. While knowing if Min has a (deterministic) strategy to
guarantee a 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 with only non-negative
weights, have been given to recover decidability. We, first, extend
this list by considering arbitrary weights by showing that the value
function can be computed in exponential time (if weights are encoded
in unary).
Next, in such weighted timed games (like in untimed weighted games
in the presence of negative weights), Min may need finite memory to
play (close to) optimally. This is thus tempting to try to emulate
this finite memory with other strategic capabilities. In particular,
we allow the players to use stochastic decisions, both in the choice
of transitions and timing delays. We give, for the first time, a
definition of the expected value in weighted timed games, overcoming
several theoretical challenges. We then show that, in divergent
weighted timed games, the stochastic value is indeed equal to the
classical (deterministic) value, thus proving that Min can guarantee
the same value while only using stochastic choices and no memory.
Finally, even stochastic strategies, almost optimal strategies are
not implementable since they use infinite precision of clocks in the
choice of the delay or in the knowledge about the configurations.
Robustness is a known process to encode the imprecision of delays in
strategies: robustness allows to Max player (the opponent of Min) to
lightly modify the delay chosen by Min. In the literature, two
robust semantics exist: conservative semantic checks a guard after
the perturbation, and excessive semantic checks a guard before. As
for deterministic strategies, it was known that if Min has a
(robust) strategy to guarantee a value lower than a given threshold
is known to be undecidable. By adapting the process of value
iteration introduced by Alur, we compute the (robust) value in
acyclic WTG under conservative and excessive semantics.
This is joint work with Benjamin Monmege and Pierre-Alain Reynier.
Weighted Timed Games (WTG for short) are the most widely
used model to describe controller synthesis problems involving
real-time issues. Unfortunately, they are notoriously difficult, and
undecidable in general. As a consequence, one-clock WTGs have
attracted a lot of attention, especially because they are known to
be decidable when only non-negative weights are allowed. However,
when arbitrary weights are considered, despite several recent works,
their decidability status was still unknown. In this paper, we solve
this problem positively and show that the value function can be
computed in exponential time (if weights are encoded in unary).
This is joint work with Benjamin Monmege and Pierre-Alain Reynier.
Playing stochastically in Weighted Timed Games to Emulate Memory
(slides,
video of the
full presentation with Benjamin Monmege, poster)
Weighted timed games are two-player zero-sum games played in
a timed automaton equipped with integer weights. We consider optimal
reachability objectives, in which one of the players, that we call
Min, wants to reach a target location while minimising the cumulated
weight. While knowing if Min has a strategy to guarantee a value
lower than a given threshold is known to be undecidable (with two or
more clocks), several conditions, one of them being the divergence,
have been given to recover decidability. In such weighted timed
games (like in untimed weighted games in the presence of negative
weights), Min may need finite memory to play (close to) optimally.
This is thus tempting to try to emulate this finite memory with
other strategic capabilities. In this work, we allow the players to
use stochastic decisions, both in the choice of transitions and of
timing delays. We give for the first time a definition of the
expected value in weighted timed games, overcoming several
theoretical challenges. We then show that, in divergent weighted
timed games, the stochastic value is indeed equal to the classical
(deterministic) value, thus proving that Min can guarantee the same
value while only using stochastic choices, and no memory.
This is joint work with Benjamin Monmege and Pierre-Alain Reynier.
Jaladhi Joshi
(IIT Bombay), intern in second year of the B.Tech. (undergraduate) training of IIT
Bombay (summer 2024) with
Piotr Hofman.
For a long time, workflows have been modeled by Petri nets having
interesting properties such as fast termination, that is to say that
all executions are universally linearly bounded in the size of the network.
The objective of this internship was to introduce a modeling of these
workflows using timed Petri nets and then to study the impact of this
extension on the fast termination property in this class of networks.
A Python prototype for the activity about alligators
The alligator game (description
in french) is an activity that introduces lambda calculus through the
manipulation of families of alligators representing lambda terms.
Based on the understanding of this activity and the beta-reduction
mechanism, this internship aimed to produce a Python prototype to
generate alligator families obtained along the beta-reduction of a
given lambda term.
This internship was optional for the best L1 students at AMU.
This tool computes the deterministic value function in a one-clock
weighted timed game with an algorithm based on the principle of value
iteration whose termination is guaranteed by the coding of the
finished unfolding provided in our CONCUR22 paper.