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2009 24th Annual IEEE Symposium on Logic In Computer Science最新文献

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Combining Ehrenfeucht-Fraïssé Games 结合ehrenfeucht - fraisse游戏
Pub Date : 2009-08-11 DOI: 10.1109/LICS.2009.50
B. Rossman
Ehrenfeucht-Fraisse games are a useful technique for proving inexpressibility results in first-order logic. Strategies for a few basic games (on long paths, set-powerset structures and random graphs, to name a few) can be used as a building blocks for strategies in more complicated games. In this talk, I will discuss a few general methods for combining strategies. Applications include results on the expressive power of successor-invariant logic and k-variable logic.
Ehrenfeucht-Fraisse对策是证明一阶逻辑中不可表达结果的一种有用技术。一些基本游戏的策略(游戏邦注:如长路径、集-力集结构和随机图等)可以作为更复杂游戏策略的构建模块。在这次演讲中,我将讨论几种组合策略的一般方法。应用结果包括后继不变逻辑和k变量逻辑的表达能力。
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引用次数: 0
Computation and the Periodic Table 计算与元素周期表
Pub Date : 2009-08-11 DOI: 10.1109/LICS.2009.43
J. Baez
In physics, Feynman diagrams are used to reason about quantum processes. Similar diagrams can also be used to reason about logic, where they represent proofs, and computation, where they represent programs. With the rise of topological quantum field theory and quantum computation, it became clear that diagrammatic reasoning takes advantage of an extensive network of interlocking analogies between physics, topology, logic and computation. These analogies can be made precise using the formalism of symmetric monoidal closed categories. But symmetric monoidal categories are just the n=1, k=3 entry of a hypothesized "periodic table" of k-tuply monoidal n-categories. This raises the question of how these analogies extend. An important clue comes from the way symmetric monoidal closed 2-categories describe rewrite rules in the lambda calculus and multiplicative intuitionistic linear logic. This talk is based on work in progress with Paul-Andre Mellies and Mike Stay.
在物理学中,费曼图用于对量子过程进行推理。类似的图也可以用于逻辑推理,其中它们表示证明,以及计算,其中它们表示程序。随着拓扑量子场论和量子计算的兴起,图解推理利用了物理、拓扑、逻辑和计算之间广泛的连锁类比网络。这些类比可以用对称单一性闭范畴的形式来精确地进行。但是对称单一性类别只是假设的k-tuply单一性n类“元素周期表”中n=1, k=3的条目。这就提出了这些类比如何延伸的问题。一个重要的线索来自于对称一元闭二范畴描述在lambda演算和乘法直觉线性逻辑中重写规则的方式。这次演讲是基于Paul-Andre Mellies和Mike Stay正在进行的工作。
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引用次数: 0
Applications of Game Semantics: From Program Analysis to Hardware Synthesis 游戏语义的应用:从程序分析到硬件综合
Pub Date : 2009-08-11 DOI: 10.1109/LICS.2009.26
D. Ghica
After informally reviewing the main concepts from game semantics and placing the development of the field in a historical context we examine its main applications. We focus in particular on finite state model checking, higher order model checking and more recent developments in hardware design.
在非正式地回顾了游戏语义的主要概念并将该领域的发展置于历史背景之后,我们将检查其主要应用。我们特别关注有限状态模型检查,高阶模型检查和硬件设计的最新发展。
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引用次数: 36
The Complexity of Positive First-order Logic without Equality 不相等的正一阶逻辑的复杂性
Pub Date : 2009-08-11 DOI: 10.1145/2071368.2071373
B. Martin, Jos Martin
We study the complexity of evaluating positive equality-free sentences of first-order (FO) logic over a fixed, finite structure B. This may be seen as a natural generalisation of the non-uniform quantified constraint satisfaction problem QCSP(B). We introduce surjective hyper-endomorphisms and use them in proving a Galois connection that characterises definability in positive equality-free FO. Through an algebraic method, we derive a complete complexity classification for our problems as B ranges over structures of size at most three. Specifically, each problem is either in Logspace, is NP-complete, is coNP-complete or is Pspace-complete.
我们研究了在一个固定的有限结构B上评价一阶(FO)逻辑的无等正句子的复杂性,这可以看作是非一致量化约束满足问题QCSP(B)的自然推广。我们引入了满射超自同态,并利用它们证明了一个伽罗瓦连接,该伽罗瓦连接表征了无正相等FO中的可定义性。通过一种代数方法,我们得到了我们的问题的一个完全的复杂性分类,即B范围的结构的大小最多为3。具体来说,每个问题要么在Logspace中,要么是np完全的,要么是cp完全的,要么是p空间完全的。
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引用次数: 11
Clipping: A Semantics-Directed Syntactic Approximation 裁剪:语义导向的句法近似
Pub Date : 2009-08-11 DOI: 10.1109/LICS.2009.25
D. Ghica, Adam Bakewell
In this paper we introduce ``clipping,'' a new method of syntactic approximation which is motivated by and works in conjunction with a sound and decidable denotational model for a given programming language. Like slicing, clipping reduces the size of the source code in preparation for automatic verification; but unlike slicing it is an imprecise but computationally inexpensive algorithm which does not require a whole-program analysis. The technique of clipping can be framed into an iterated refinement cycle to arbitrarily improve its precision. We first present this rather simple idea intuitively with some examples, then work out the technical details in the case of an Algol-like programming language and a decidable approximation of its game-semantic model inspired by Hankin and Malacaria's ``lax functor'' approach. We conclude by presenting an experimental model checking tool based on these ideas and some toy programs.
在本文中,我们介绍了“裁剪”,这是一种新的语法近似方法,它是由给定编程语言的可靠且可确定的指示模型所激发并与之相结合的。与切片一样,裁剪可以减少源代码的大小,为自动验证做准备;但与切片不同,它是一种不精确但计算成本低廉的算法,不需要对整个程序进行分析。裁剪技术可以构建成一个迭代的细化周期,任意提高其精度。我们首先通过一些例子直观地呈现这个简单的想法,然后在类似algol的编程语言的情况下找出技术细节,并根据Hankin和Malacaria的“松弛函子”方法得出其游戏语义模型的可确定近似。最后,我们提出了一个基于这些思想的实验模型检验工具和一些玩具程序。
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引用次数: 7
Qualitative Determinacy and Decidability of Stochastic Games with Signals 带有信号的随机对策的定性确定性和可判决性
Pub Date : 2009-08-11 DOI: 10.1145/3107926
N. Bertrand, B. Genest, H. Gimbert
We consider the standard model of finite two-person zero-sum stochastic games with signals. We are interested in the existence of almost-surely winning or positively winning strategies, under reachability, safety, Buchi or co-Buchi winning objectives. We prove two qualitative determinacy results. First, in a reachability game either player $1$ can achieve almost-surely the reachability objective, or player 2 can ensure surely the complementary safety objective, or both players have positively winning strategies. Second, in a Buchi game if player 1 cannot achieve almost-surely the Buchi objective, then player 2 can ensure positively the complementary co-Buchi objective. We prove that players only need strategies with finite-memory, whose sizes range from no memory at all to doubly-exponential number of states, with matching lower bounds. Together with the qualitative determinacy results, we also provide fix-point algorithms for deciding which player has an almost-surely winning or a positively winning strategy and for computing the finite memory strategy. Complexity ranges from EXPTIME to 2-EXPTIME with matching lower bounds, and better complexity can be achieved for some special cases where one of the players is better informed than her opponent.
我们考虑了有限的带有信号的二人零和随机对策的标准模型。我们感兴趣的是在可达性、安全性、布吉或共同布吉获胜目标下,几乎肯定会获胜或肯定会获胜的策略的存在。我们证明了两个定性的确定性结果。首先,在可达性博弈中,玩家1可以几乎肯定地实现可达性目标,或者玩家2可以肯定地确保互补安全目标,或者两个玩家都有积极的获胜策略。其次,在Buchi博弈中,如果玩家1不能几乎肯定地实现Buchi目标,那么玩家2可以肯定地确保互补的共同Buchi目标。我们证明玩家只需要有限内存的策略,其大小范围从完全没有内存到双指数状态数,具有匹配的下界。与定性确定性结果一起,我们还提供了定点算法,用于确定哪个玩家具有几乎肯定获胜或积极获胜的策略,并用于计算有限记忆策略。复杂度范围从EXPTIME到2-EXPTIME,具有匹配的下限,并且在某些特殊情况下,其中一个玩家比她的对手更了解情况,可以实现更好的复杂度。
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引用次数: 63
The Structure of First-Order Causality 一阶因果关系的结构
Pub Date : 2009-08-11 DOI: 10.1109/LICS.2009.19
S. Mimram
Game semantics describe the interactive behavior of proofs by interpreting formulas as games on which proofs induce strategies. Such a semantics is introduced here for capturing dependencies induced by quantifications in first-order propositional logic. One of the main difficulties that has to be faced during the elaboration of this kind of semantics is to characterize definable strategies, that is strategies which actually behave like a proof. This is usually done by restricting the model to strategies satisfying subtle combinatorial conditions, whose preservation under composition is often difficult to show. Here, we present an original methodology to achieve this task, which requires to combine advanced tools from game semantics, rewriting theory and categorical algebra. We introduce a diagrammatic presentation of the monoidal category of definable strategies of our model, by the means of generators and relations: those strategies can be generated from a finite set of atomic strategies and the equality between strategies admits a finite axiomatization, this equational structure corresponding to a polarized variation of the notion of bialgebra. This work thus bridges algebra and denotational semantics in order to reveal the structure of dependencies induced by first-order quantifiers, and lays the foundations for a mechanized analysis of causality in programming languages.
博弈语义通过将公式解释为博弈来描述证明的交互行为,在博弈中证明引出策略。本文介绍了一阶命题逻辑中由量化引起的依赖关系的语义。在阐述这种语义的过程中,必须面对的主要困难之一是描述可定义策略的特征,也就是表现得像证明的策略。这通常是通过将模型限制为满足微妙组合条件的策略来实现的,这些策略在组合下的保存通常难以显示。在这里,我们提出了一种原始的方法来实现这一任务,这需要结合博弈语义,重写理论和范畴代数的先进工具。我们利用生成器和关系,介绍了我们模型中可定义策略的一元范畴的图解表示:这些策略可以从有限的原子策略集合生成,并且策略之间的等式承认有限公理化,这种等式结构对应于双代数概念的极化变化。因此,这项工作在代数和指称语义之间架起了桥梁,以揭示由一阶量词引起的依赖关系结构,并为编程语言中因果关系的机械化分析奠定了基础。
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引用次数: 22
Quantitative Model Checking of Continuous-Time Markov Chains Against Timed Automata Specifications 基于时间自动机规范的连续时间马尔可夫链的定量模型检验
Pub Date : 2009-08-11 DOI: 10.2168/LMCS-7(1:12)2011
Taolue Chen, Tingting Han, J. Katoen, A. Mereacre
We study the following problem: given a continuous-time Markov chain (CTMC) C, and a linear real-time property provided as a deterministic timed automaton (DTA) A, what is the probability of the set of paths of C that are accepted by A (C satisfies A)? It is shown that this set of paths is measurable and computing its probability can be reduced to computing the reachability probability in a piecewise deterministic Markov process (PDP). The reachability probability is characterized as the least solution of a system of integral equations and is shown to be approximated by solving a system of partial differential equations. For the special case of single-clock DTA, the system of integral equations can be transformed into a system of linear equations where the coefficients are solutions of ordinary differential equations.
我们研究了以下问题:给定一个连续时间马尔可夫链(CTMC) C和一个确定性时间自动机(DTA) a提供的线性实时性,C的路径集被a接受(C满足a)的概率是多少?结果表明,该路径集是可测量的,其概率计算可以简化为分段确定性马尔可夫过程(PDP)的可达概率计算。可达性概率的特征是一组积分方程的最小解,并可以通过求解一组偏微分方程来逼近。对于单时钟DTA的特殊情况,积分方程组可以转化为线性方程组,其中系数是常微分方程的解。
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引用次数: 124
An Improved Lower Bound for the Complementation of Rabin Automata Rabin自动机互补的改进下界
Pub Date : 2009-08-11 DOI: 10.1109/LICS.2009.13
Yang Cai, Ting Zhang, Haifeng Luo
Automata on infinite words (ω-automata) have wide applications in formal language theory as well as in modeling and verifying reactive systems. Complementation of ω-automata is a crucial instrument in many these applications, and hence there have been great interests in determining the state complexity of the complementation problem. However, obtaining nontrivial lower bounds has been difficult. For the complementation of Rabin automata, a significant gap exists between the state-of-the-art lower bound 2^Ω(NlgN) and upper bound 2^O(kNlgN), where k, the number of Rabin pairs, can be as large as 2N. In this paper we introduce multidimensional rankings to the full automata technique. Using the improved technique we establish an almost tight lower bound for the complementation of Rabin automata. We also show that the same lower bound holds for the determinization of Rabin automata.
无限词自动机(ω-自动机)在形式语言理论以及反应系统的建模和验证中有着广泛的应用。在许多这类应用中,ω自动机的互补是一个至关重要的工具,因此,确定互补问题的状态复杂性已经引起了人们的极大兴趣。然而,求非平凡下界一直是困难的。对于Rabin自动机的互补,最先进的下界2^Ω(NlgN)和上界2^O(kNlgN)之间存在着显著的差距,其中Rabin对的个数k可达2N。本文将多维排序引入到全自动机技术中。利用改进的方法建立了Rabin自动机互补的几乎紧下界。我们还证明了Rabin自动机的确定具有相同的下界。
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引用次数: 11
Functional Reachability 功能可达性
Pub Date : 2009-08-11 DOI: 10.1109/LICS.2009.48
C. Ong, N. Tzevelekos
What is reachability in higher-order functional programs? We formulate reachability as a decision problem in the setting of the prototypical functional language PCF, and show that even in the recursion-free fragment generated from a finite base type, several versions of the reachability problem are undecidable from order 4 onwards, and several other versions are reducible to each other. We characterise a version of the reachability problem in terms of a new class of tree automata introduced by Stirling at FoSSaCS 2009, called Alternating Dependency Tree Automata (ADTA). As a corollary, we prove that the ADTA non-emptiness problem is undecidable, thus resolving an open problem raised by Stirling. However, by restricting to contexts constructible from a finite set of variable names, we show that the corresponding solution set of a given instance of the reachability problem is regular. Hence the relativised reachability problem is decidable.
什么是高阶函数式程序的可达性?在原型函数语言PCF的环境下,我们将可达性表述为一个决策问题,并证明了即使在由有限基类型生成的无递归片段中,可达性问题的几个版本从4阶开始是不可判定的,并且其他几个版本彼此是可约的。我们用Stirling在FoSSaCS 2009上引入的一类新的树自动机来描述可达性问题的一个版本,称为交替依赖树自动机(ADTA)。作为推论,我们证明了ADTA非空性问题是不可判定的,从而解决了斯特林提出的一个开放性问题。然而,通过限制从有限的变量名集合可构造的上下文,我们证明了给定可达性问题实例的对应解集是正则的。因此,相对可达性问题是可确定的。
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引用次数: 10
期刊
2009 24th Annual IEEE Symposium on Logic In Computer Science
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