0000000000519436

AUTHOR

Salvatore La Torre

showing 7 related works from this author

Optimal paths in weighted timed automata

2004

AbstractWe consider the optimal-reachability problem for a timed automaton with respect to a linear cost function which results in a weighted timed automaton. Our solution to this optimization problem consists of reducing it to computing (parametric) shortest paths in a finite weighted directed graph. We call this graph a parametric sub-region graph. It refines the region graph, a standard tool for the analysis of timed automata, by adding the information which is relevant to solving the optimal-reachability problem. We present an algorithm to solve the optimal-reachability problem for weighted timed automata that takes time exponential in O(n(|δ(A)|+|wmax|)), where n is the number of clock…

Discrete mathematicsModel checkingHybrid systemsOptimization problemGeneral Computer ScienceComputer scienceOptimal reachabilityTimed automatonBüchi automatonDirected graphTheoretical Computer ScienceAutomatonCombinatoricsDeterministic automatonReachabilityShortest path problemState spaceAutomata theoryGraph (abstract data type)Two-way deterministic finite automatonTimed automataAlgorithmComputer Science::Formal Languages and Automata TheoryComputer Science(all)Mathematics
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Visibly pushdown modular games,

2014

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 automat…

FOS: Computer and information sciencesComputer Science::Computer Science and Game TheoryComputer Science - Logic in Computer ScienceTheoryofComputation_COMPUTATIONBYABSTRACTDEVICESTheoretical computer scienceFormal Languages and Automata Theory (cs.FL)Computer scienceComputer Science - Formal Languages and Automata Theory0102 computer and information sciences02 engineering and technologyComputational Complexity (cs.CC)Pushdown01 natural scienceslcsh:QA75.5-76.95Theoretical Computer ScienceComputer Science - Computer Science and Game TheoryComputer Science::Logic in Computer Science0202 electrical engineering electronic engineering information engineeringTemporal logicRecursionbusiness.industrylcsh:MathematicsGames; Modular; Pushdown; Theoretical Computer Science; Information Systems; Computer Science Applications; Computational Theory and MathematicsPushdown automatonModular designDecision problemlcsh:QA1-939Logic in Computer Science (cs.LO)Computer Science ApplicationsUndecidable problemDecidabilityNondeterministic algorithmComputer Science - Computational ComplexityModularTheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGESComputational Theory and Mathematics010201 computation theory & mathematics020201 artificial intelligence & image processinglcsh:Electronic computers. Computer scienceGamesbusinessComputer Science::Formal Languages and Automata TheoryComputer Science and Game Theory (cs.GT)Information SystemsInformation and Computation
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Verification of scope-dependent hierarchical state machines

2008

AbstractA hierarchical state machine (Hsm) is a finite state machine where a vertex can either expand to another hierarchical state machine (box) or be a basic vertex (node). Each node is labeled with atomic propositions. We study an extension of such model which allows atomic propositions to label also boxes (Shsm). We show that Shsms can be exponentially more succinct than Shsms and verification is in general harder by an exponential factor. We carefully establish the computational complexity of reachability, cycle detection, and model checking against general Ltl and Ctl specifications. We also discuss some natural and interesting restrictions of the considered problems for which we can …

Model checkingVertex (graph theory)Model checkingFinite-state machineComputational complexity theoryTemporal logicAutomataTheoretical Computer ScienceComputer Science ApplicationsSuccinctnessComputational Theory and MathematicsReachabilityComputer Science::Logic in Computer ScienceHierarchical state machinesTemporal logicCycle detectionAlgorithmComputer Science::DatabasesMathematicsInformation SystemsInformation and Computation
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Verification of Well-Formed Communicating Recursive State Machines

2008

AbstractIn this paper we introduce a new (non-Turing equivalent) formal model of recursive concurrent programs called well-formed communicating recursive state machines (CRSM). CRSM extend recursive state machines (RSM) by allowing a restricted form of concurrency: a state of a module can be refined into a finite collection of modules (working in parallel) in a potentially recursive manner. Communication is only possible between the activations of modules invoked on the same fork. We study the model-checking problem of CRSM with respect to specifications expressed in a temporal logic that extends CaRet with a parallel operator (ConCaRet). We propose a decision algorithm that runs in time ex…

Model checkingModel checkingTheoretical computer scienceGeneral Computer ScienceComputer scienceInfinite state systemModuloConcurrencyTree automataTheoretical Computer ScienceFormal models of concurrency and recursionTuring machinesymbols.namesakeFormal specificationTemporal logicContext-free specificationsRecursionLinear-time logicsPushdown systemsAbstract interpretationAutomatonTheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGESInfinite-state systemsrecursive state machinesymbolsState (computer science)Linear time logicAlgorithmComputer Science(all)
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Sequentializing Parameterized Programs

2012

We exhibit assertion-preserving (reachability preserving) transformations from parameterized concurrent shared-memory programs, under a k-round scheduling of processes, to sequential programs. The salient feature of the sequential program is that it tracks the local variables of only one thread at any point, and uses only O(k) copies of shared variables (it does not use extra counters, not even one counter to keep track of the number of threads). Sequentialization is achieved using the concept of a linear interface that captures the effect an unbounded block of processes have on the shared state in a k-round schedule. Our transformation utilizes linear interfaces to sequentialize the progra…

FOS: Computer and information sciencesComputer Science - Logic in Computer ScienceScheduleComputer scienceD.2.4;F.3.1Interface (computing)Parameterized complexitymodel-checking02 engineering and technologyThread (computing)computer.software_genrelcsh:QA75.5-76.95parameterized programsComputer Science - Software Engineeringsoftware verification0202 electrical engineering electronic engineering information engineeringBlock (data storage)Programming languagelcsh:MathematicsD.2.4Local variable020207 software engineeringlcsh:QA1-939Logic in Computer Science (cs.LO)Software Engineering (cs.SE)Transformation (function)model-checking; software verification; parameterized programs020201 artificial intelligence & image processinglcsh:Electronic computers. Computer scienceState (computer science)F.3.1computerElectronic Proceedings in Theoretical Computer Science
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Modular Strategies for Recursive Game Graphs

2006

AbstractMany problems in formal verification and program analysis can be formalized as computing winning strategies for two-player games on graphs. In this paper, we focus on solving games in recursive game graphs which can model the control flow in sequential programs with recursive procedure calls. While such games can be viewed as the pushdown games studied in the literature, the natural notion of winning in our framework requires the strategies to be modular with only local memory; that is, resolution of choices within a module does not depend on the context in which the module is invoked, but only on the history within the current invocation of the module. While reachability in (global…

Computer Science::Computer Science and Game TheoryTheoretical computer scienceGeneral Computer ScienceCombinatorial game theoryContext (language use)02 engineering and technology0102 computer and information sciences01 natural sciencesTheoretical Computer ScienceProgram analysisReachability0202 electrical engineering electronic engineering information engineering0101 mathematicsMathematicsbusiness.industry010102 general mathematics020207 software engineeringPushdown systemsResolution (logic)Modular designCall graphUndecidable problemModel-checkingGames in verification010201 computation theory & mathematicsbusinessComputer Science(all)
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Finite automata on timed ω-trees

2003

AbstractIn the last decade Alur and Dill introduced a model of automata on timed ω-sequences which extends the traditional models of finite automata. In this paper, we present a theory of timed ω-trees which extends both the theory of timed ω-sequences and the theory of ω-trees. The main motivation is to introduce a new way of specifying real-time systems and provide tools for studying decidability problems in related fields. We focus on the decision problems and their applications in system verification and synthesis.

Finite-state machineTheoretical computer scienceGeneral Computer Sciencebusiness.industryTimed automatonDecision problemTheoretical Computer ScienceAutomatonDecidabilityReachabilityAutomata theoryArtificial intelligencebusinessComputer Science::Formal Languages and Automata TheoryState transition tableComputer Science(all)MathematicsTheoretical Computer Science
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