Visibly Pushdown Modular Games

I. D. Crescenzo, S. L. Torre, Yaron Velner
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引用次数: 4

Abstract

Games on recursive game graphs can be used to reason about the control flow of sequential programs with recursion. In games over recursive game graphs, the most natural notion of strategy is the modular strategy, i.e., a strategy that is local to a module and is oblivious to previous module invocations, and thus does not depend on the context of invocation. In this work, we study for the first time modular strategies with respect to winning conditions that can be expressed by a pushdown automaton. We show that such games are undecidable in general, and become decidable for visibly pushdown automata specifications. Our solution relies on a reduction to modular games with finite-state automata winning conditions, which are known in the literature. We carefully characterize the computational complexity of the considered decision problem. In particular, we show that modular games with a universal Buchi or co Buchi visibly pushdown winning condition are EXPTIME-complete, and when the winning condition is given by a CARET or NWTL temporal logic formula the problem is 2EXPTIME-complete, and it remains 2EXPTIME-hard even for simple fragments of these logics. As a further contribution, we present a different solution for modular games with finite-state automata winning condition that runs faster than known solutions for large specifications and many exits.
可见下推模块化游戏
递归博弈图上的博弈可以用来推理递归序列程序的控制流程。在递归博弈图上的博弈中,最自然的策略概念是模块化策略,即策略是模块的局部策略,与之前的模块调用无关,因此不依赖于调用的上下文。在这项工作中,我们首次研究了可由下推自动机表示的获胜条件的模块化策略。我们证明这样的游戏通常是不可判定的,并且对于可见的下推自动机规范来说是可判定的。我们的解决方案依赖于对具有有限状态自动机获胜条件的模块化游戏的简化,这在文献中是已知的。我们仔细地描述了所考虑的决策问题的计算复杂性。特别是,我们证明了具有通用Buchi或co Buchi明显下推获胜条件的模块化博弈是EXPTIME-complete的,当获胜条件由CARET或NWTL时间逻辑公式给出时,问题是2EXPTIME-complete的,并且即使对于这些逻辑的简单片段,它仍然是2EXPTIME-hard。作为进一步的贡献,我们提出了具有有限状态自动机获胜条件的模块化游戏的不同解决方案,该解决方案比大规格和许多出口的已知解决方案运行得更快。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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