Automated synthesis of reliable and efficient systems through game - - PowerPoint PPT Presentation
Automated synthesis of reliable and efficient systems through game - - PowerPoint PPT Presentation
Automated synthesis of reliable and efficient systems through game theory: a case study Mickael Randour UMONS - University of Mons 03.09.2012 European Conference on Complex Systems Context Case study Final words Background I must confess.
Context Case study Final words
Background
I must confess. . .
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Background
I must confess. . . I am a computer scientist.
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Background
I must confess. . . I am a computer scientist. But these are the machines I work with. Focus on theoretical computer science.
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Background
I must confess. . . I am a computer scientist. But these are the machines I work with. Focus on theoretical computer science. Turing machine: abstract model of computing device.
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Background
My tools are games [VNM44].
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Background
My tools are games [VNM44]. Our fields are different. Our games also. Could we still enrich each
- ther’s ideas? I certainly hope so!
⇒ high level talk, insight on the problems and concepts.
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Reactive (computer) systems
Continuous interaction with the environment, must react to incoming events. Huge, intricate systems bug- and error-prone.
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Reactive (computer) systems
Continuous interaction with the environment, must react to incoming events. Huge, intricate systems bug- and error-prone.
Testing to detect and correct faults. If there remain faults, we can still issue a patch later. . .
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Critical systems
Some systems do not tolerate bugs.
Testing is not enough!
Small flaws can have disastrous consequences!
Therac-25 radiation therapy: several deaths. Pentium II division unit: ∼ 500 million $. Ariane 5 explosion (large number conversion). Mars Climate Orbiter loss (imperial vs. metric).
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Formal proof of correctness
We need mathematical proof that a system will enforce a correct behavior, regardless of its environment. Specification: states what it should do and what it should not do. Whole systems are too complex: need accurate abstract models to work on. Two approaches:
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Formal proof of correctness
We need mathematical proof that a system will enforce a correct behavior, regardless of its environment. Specification: states what it should do and what it should not do. Whole systems are too complex: need accurate abstract models to work on. Two approaches:
Verification: check if an existing system (model) satisfies a given specification, a posteriori process [AHK02].
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Formal proof of correctness
We need mathematical proof that a system will enforce a correct behavior, regardless of its environment. Specification: states what it should do and what it should not do. Whole systems are too complex: need accurate abstract models to work on. Two approaches:
Verification: check if an existing system (model) satisfies a given specification, a posteriori process [AHK02]. Synthesis: automatically build a correct system from the specification, a priori process [Chu62, PR89, RW87].
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Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 states and transitions.
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Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Play begins in initial state: imagine a pebble marking the current state.
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Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Players take turns: the owner of the state decides where goes the pebble. Players follow strategies: mappings from histories to choices. May be complex! E.g., randomization, memory.
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Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Players take turns: the owner of the state decides where goes the pebble. Players follow strategies: mappings from histories to choices. May be complex! E.g., randomization, memory.
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Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Players take turns: the owner of the state decides where goes the pebble. Players follow strategies: mappings from histories to choices. May be complex! E.g., randomization, memory.
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Context Case study Final words
Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Players take turns: the owner of the state decides where goes the pebble. Players follow strategies: mappings from histories to choices. May be complex! E.g., randomization, memory.
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Context Case study Final words
Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Players take turns: the owner of the state decides where goes the pebble. Players follow strategies: mappings from histories to choices. May be complex! E.g., randomization, memory.
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Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Play continues ad infinitum. Declared winning for the system if it satisfies the specification. Otherwise, the environment
- wins. Hence, zero-sum games.
E.g., must visit s2 infinitely often.
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Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Play continues ad infinitum. Declared winning for the system if it satisfies the specification. Otherwise, the environment
- wins. Hence, zero-sum games.
E.g., must visit s2 infinitely often.
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Context Case study Final words
Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Play continues ad infinitum. Declared winning for the system if it satisfies the specification. Otherwise, the environment
- wins. Hence, zero-sum games.
E.g., must visit s2 infinitely often.
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Context Case study Final words
Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Play continues ad infinitum. Declared winning for the system if it satisfies the specification. Otherwise, the environment
- wins. Hence, zero-sum games.
E.g., must visit s2 infinitely often.
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Context Case study Final words
Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 Play continues ad infinitum. Declared winning for the system if it satisfies the specification. Otherwise, the environment
- wins. Hence, zero-sum games.
E.g., must visit s2 infinitely often.
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Graph games
Model interactions between two players: the system ( ) and its adversary, the uncontrollable environment ( ). s0 s1 s2 A reliable system must win against any strategy of the environment. Finding a winning strategy for the system = synthesizing a correct controller.
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Study of game models: goals
Study various, powerful classes of games, winning objectives, strategies.
Modeling power vs. tractability.
Develop efficient, practically useable synthesis algorithms.
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Study of game models: goals
Study various, powerful classes of games, winning objectives, strategies.
Modeling power vs. tractability.
Develop efficient, practically useable synthesis algorithms. Kind of questions:
Can we decide if the system can win? If it can, how complex need its strategy be? E.g., does it need memory? How much? Does it need to be randomized? How complex is it to build such a strategy? Time and space complexity?
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Synthesis process
system description environment description informal specification model as a game model as winning
- bjectives
synthesis is there a winning strategy ? empower system capabilities
- r weaken
specification requirements strategy = controller no yes Automated synthesis through game theory Mickael Randour 11 / 20
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Toy example: the automated lawnmower
Goal: synthesize a controller for a robotized lawnmower. Illustrates recent results of Chatterjee, Randour and Raskin [CRR12] on the synthesis problem for
qualitative behaviors (e.g., always eventually granting requests, never reaching a deadlock), along with multiple quantitative requirements (e.g., maintaining a bound on the mean response time, never running out of energy).
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Modeling as a game
Model the interactions between the lawnmower and its environment as a game. Model the specification to enforce as winning objectives for the lawnmower.
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Modeling as a game
base
The lawnmower starts the game in its base.
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Modeling as a game
base cloudy sunny cloudy sunny
The weather can be cloudy or sunny.
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Modeling as a game
base cloudy sunny cloudy (0, 0, 0) sunny (0, 0, 0)
Electric battery recharged under sunshine thanks to solar
- panels. Fuel tank filled on the base. Both are unbounded.
Each action takes time.
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Modeling as a game
base cloudy sunny rest (0, 2, 20) rest (2, 2, 20) cloudy (0, 0, 0) sunny (0, 0, 0)
Recharge battery (2 battery units) only when sunny. Refuel (2 fuel units) under both weather conditions. Resting takes 20 time units.
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Modeling as a game
base cloudy sunny grass cutting go back (0, 0, 0) cloudy (0, 0, 0) sunny (0, 0, 0) rest (0, 2, 20) rest (2, 2, 20)
No bound on the frequency of grass-cuttings. However, the grass must not grow boundlessly the lawnmower should cut the grass infinitely often.
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Modeling as a game
base cloudy sunny grass cutting use fuel switch to fuel (0, 0, 0) mow fuel (0, −2, 5) mow battery (−1, 0, 5) cloudy (0, 0, 0) sunny (0, 0, 0) go back (0, 0, 0) rest (0, 2, 20) rest (2, 2, 20)
When cloudy, operate under battery (1 battery unit) or using fuel (2 fuel units). Same speed (5 time units).
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Modeling as a game
base cloudy sunny grass cutting use fuel fast mow (−1, −1, 2) slow mow (0, 0, 10) cloudy (0, 0, 0) sunny (0, 0, 0) go back (0, 0, 0) switch to fuel (0, 0, 0) mow fuel (0, −2, 5) mow battery (−1, 0, 5) rest (0, 2, 20) rest (2, 2, 20)
When sunny, slowly consumes no energy but takes 10 time units. Fast consumes both 1 unit of fuel and 1 unit of battery, but
- nly takes 2 time units.
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Modeling as a game
base cloudy sunny grass cutting cat attack use fuel no cat (0, 0, 0) cat (0, 0, 40) cloudy (0, 0, 0) sunny (0, 0, 0) fast mow (−1, −1, 2) go back (0, 0, 0) switch to fuel (0, 0, 0) mow fuel (0, −2, 5) mow battery (−1, 0, 5) slow mow (0, 0, 10) rest (0, 2, 20) rest (2, 2, 20)
Fast makes much noise and may wake up the cat grass-cutting interrupted and 40 time units lost. The cat does not go out if the weather is bad.
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Modeling as a game
base cloudy sunny grass cutting use fuel cat attack cloudy (0, 0, 0) sunny (0, 0, 0) fast mow (−1, −1, 2) go back (0, 0, 0) switch to fuel (0, 0, 0) mow fuel (0, −2, 5) mow battery (−1, 0, 5) slow mow (0, 0, 10) no cat (0, 0, 0) cat (0, 0, 40) rest (0, 2, 20) rest (2, 2, 20)
What is the objective of the lawnmower, i.e., the specification to enforce?
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Winning objectives
Energy objective: fuel and battery must never drop below zero.
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Winning objectives
Energy objective: fuel and battery must never drop below zero. Mean-payoff objective: mean time per action should be less than 10.
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Winning objectives
Energy objective: fuel and battery must never drop below zero. Mean-payoff objective: mean time per action should be less than 10. Infinitely frequent grass-cutting: infinite visits along a play.
grass cutting
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Lawnmower controller: example
cloudy base sunny cat attack grass cutting use fuel cloudy (0, 0, 0) sunny (0, 0, 0) fast mow (−1, −1, 2) go back (0, 0, 0) mow battery (−1, 0, 5) switch to fuel (0, 0, 0) mow fuel (0, −2, 5) slow mow (0, 0, 10) no cat (0, 0, 0) rest (0, 2, 20) rest (2, 2, 20) cat (0, 0, 40)
Simple controller (needs some memory): Start with empty battery and fuel levels. If sunny, mow slowly. If cloudy,
if battery ≥ 1, mow on battery,
- therwise, if fuel ≥ 2, mow on fuel,
- therwise, rest at the base.
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Controller synthesis in a nutshell: 1/2
Result 1 (Induced by [CRR12, Theorem 1]).
Enforcing a specification combining both qualitative and quantitative aspects may require exponential size controllers in terms of memory requirements in the worst case. Some systems require huge controllers.
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Controller synthesis in a nutshell: 2/2
Sound formal bases and practically efficient algorithms for the automated synthesis of provably safe controllers for reactive systems.
Result 2 (Induced by [CRR12, Theorem 2]).
The synthesis of controllers for systems with qualitative and quantitative requirements, such as the lawnmower, is in EXPTIME. Deciding if there exists a good controller is easier: coNP-complete [CDHR10].
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The real world is complex
Our techniques are only as good as our models.
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The real world is complex
Our techniques are only as good as our models. We are always looking for new:
game paradigms (concurrent, n-player, etc), winning objectives (e.g., quantitative measures),
- applications. . .
. . . and questions!
Maybe we can exchange some ideas?
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- Thanks. Questions ?
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- R. Alur, T.A. Henzinger, and O. Kupferman.
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To appear. Extended version on CoRR: http://arxiv.org/abs/1201.5073.
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