Vishwanath Raman

dblp:64/3364 · DBLP profile ↗
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12ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 6Theory of computation · 6Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Software engineering, system software, and programming languages
2 papers
Software testing · 75% Requirements engineering and software design · 25%
Theoretical computer science
1 paper
Logic in computer science · 67% Algorithmic game theory and mechanism design · 33%

Topics — the 5 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Software testing › test generation
search-based test generation
0.212014
Taming test inputs for separation assurance · ASE 2014
Software testing
test generation
0.212014
Taming test inputs for separation assurance · ASE 2014
Logic in computer science
bisimulation
0.112007
Game Relations and Metrics · LICS 2007
Algorithmic game theory and mechanism design › non-cooperative game
two-player games
0.112007
Game Relations and Metrics · LICS 2007
Requirements engineering and software design › component-based software
interface compatibility
0.112006
Ticc: A Tool for Interface Compatibility and Composition · CAV 2006

Methods — techniques the papers use, named apart from their topics

trajectory generation · 0.2simulation · 0.1bisimulation · 0.1symbolic implementation · 0.1game-theoretic algorithms · 0.1
YearPublicationVenuePosition
2016 JDart: A Dynamic Symbolic Analysis Framework
Kasper Søe Luckow, Marko Dimjasevic, Dimitra Giannakopoulou, Falk Howar, Malte Isberner, Temesghen Kahsai, Zvonimir Rakamaric, Vishwanath Raman
TACAS8
2014 Taming test inputs for separation assurance
abstract
The Next Generation Air Transportation System (NextGen) advocates the use of innovative algorithms and software to address the increasing load on air-traffic control. AutoResolver [12] is a large, complex NextGen component that provides separation assurance between multiple airplanes up to 20 minutes ahead of time. Our work targets the development of a light-weight, automated testing environment for AutoResolver. The input space of AutoResolver consists of airplane trajectories, each trajectory being a sequence of hundreds of points in the three-dimensional space. Generating meaningful test cases for AutoResolver that cover its behavioral space to a satisfactory degree is a major challenge. We discuss how we tamed this input space to make it amenable to test case generation techniques, as well as how we developed and validated an extensible testing environment around AutoResolver.
Dimitra Giannakopoulou, Falk Howar, Malte Isberner, Todd Lauderdale, Zvonimir Rakamaric, Vishwanath Raman
ASE6
2014 Assume-guarantee synthesis for digital contract signing
abstract
Abstract We study the automatic synthesis of fair non-repudiation protocols, a class of fair exchange protocols, used for digital contract signing. First, we show how to specify the objectives of the participating agents and the trusted third party as path formulas in linear temporal logic and prove that the satisfaction of these objectives imply fairness ; a property required of fair exchange protocols. We then show that weak ( co-operative ) co-synthesis and classical ( strictly competitive ) co-synthesis fail, whereas assume-guarantee synthesis ( AGS ) succeeds. We demonstrate the success of AGS as follows: (a) any solution of AGS is attack-free ; no subset of participants can violate the objectives of the other participants; (b) the Asokan–Shoup–Waidner certified mail protocol that has known vulnerabilities is not a solution of AGS; (c) the Kremer–Markowitch non-repudiation protocol is a solution of AGS; and (d) AGS presents a new and symmetric fair non-repudiation protocol that is attack-free. To our knowledge this is the first application of synthesis to fair non-repudiation protocols, and our results show how synthesis can both automatically discover vulnerabilities in protocols and generate correct protocols. The solution to AGS can be computed efficiently as the secure equilibrium solution of three-player graph games.
Krishnendu Chatterjee, Vishwanath Raman
Formal Aspects Comput.2
2013 Code aware resource management
Krishnendu Chatterjee, Luca de Alfaro, Marco Faella, Rupak Majumdar, Vishwanath Raman
Formal Methods Syst. Des.5
2012 Symbolic Learning of Component Interfaces
Dimitra Giannakopoulou, Zvonimir Rakamaric, Vishwanath Raman
SAS3
2012 Synthesizing Protocols for Digital Contract Signing
Krishnendu Chatterjee, Vishwanath Raman
VMCAI2
2010 Analyzing the Impact of Change in Multi-threaded Programs
Krishnendu Chatterjee, Luca de Alfaro, Vishwanath Raman, César Sánchez 0001
FASE3
2008 Algorithms for Game Metrics
abstract
Simulation and bisimulation metrics for stochastic systems provide a quantitative generalization of the classical simulation and bisimulation relations. These metrics capture the similarity of states with respect to quantitative specifications written in the quantitative $\mu$-calculus and related probabilistic logics. We present algorithms for computing the metrics on Markov decision processes (MDPs), turn-based stochastic games, and concurrent games. For turn-based games and MDPs, we provide a polynomial-time algorithm based on linear programming for the computation of the one-step metric distance between states. The algorithm improves on the previously known exponential-time algorithm based on a reduction to the theory of reals. We then present PSPACE algorithms for both the decision problem and the problem of approximating the metric distance between two states, matching the best known bound for Markov chains. For the bisimulation kernel of the metric, which corresponds to probabilistic bisimulation, our algorithm works in time $\calo(n^4)$ for both turn-based games and MDPs; improving the previously best known $\calo(n^9\cdot\log(n))$ time algorithm for MDPs. For a concurrent game $G$, we show that computing the exact distance between states is at least as hard as computing the value of concurrent reachability games and the square-root-sum problem in computational geometry. We show that checking whether the metric distance is bounded by a rational $r$, can be accomplished via a reduction to the theory of real closed fields, involving a formula with three quantifier alternations, yielding $\calo(|G|^{\calo(|G|^5)})$ time complexity, improving the previously known reduction with $\calo(|G|^{\calo(|G|^7)})$ time complexity. These algorithms can be iterated to approximate the metrics using binary search.
Krishnendu Chatterjee, Luca de Alfaro, Rupak Majumdar, Vishwanath Raman
FSTTCS4
2008 Game Refinement Relations and Metrics
abstract
We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose probability distributions over moves, rather than single moves. Given a goal, for example, reach a target state, the question of winning is thus a probabilistic one: what is the maximal probability of winning from a given state? On these game structures, two fundamental notions are those of equivalences and metrics. Given a set of winning conditions, two states are equivalent if the players can win the same games with the same probability from both states. Metrics provide a bound on the difference in the probabilities of winning across states, capturing a quantitative notion of state similarity. We introduce equivalences and metrics for two-player game structures, and we show that they characterize the difference in probability of winning games whose goals are expressed in the quantitative mu-calculus. The quantitative mu-calculus can express a large set of goals, including reachability, safety, and omega-regular properties. Thus, we claim that our relations and metrics provide the canonical extensions to games, of the classical notion of bisimulation for transition systems. We develop our results both for equivalences and metrics, which generalize bisimulation, and for asymmetrical versions, which generalize simulation.
Luca de Alfaro, Rupak Majumdar, Vishwanath Raman, Mariëlle Stoelinga
Log. Methods Comput. Sci.3
2007 Game Relations and Metrics
abstract
We consider two-player games played over finite state spaces for an infinite number of rounds. At each state, the players simultaneously choose moves; the moves determine a successor state. It is often advantageous for players to choose probability distributions over moves, rather than single moves. Given a goal (e.g., "reach a target state"), the question of winning is thus a probabilistic one: "what is the maximal probability of winning from a given state?". On these game structures, two fundamental notions are those of equivalences and metrics. Given a set of winning conditions, two states are equivalent if the players can win the same games with the same probability from both states. Metrics provide a bound on the difference in the probabilities of winning across states, capturing a quantitative notion of state "similarity". We introduce equivalences and metrics for two-player game structures, and we show that they characterize the difference in probability of winning games whose goals are expressed in the quantitative mu-calculus. The quantitative mu- calculus can express a large set of goals, including reachability, safety, and omega-regular properties. Thus, we claim that our relations and metrics provide the canonical extensions to games, of the classical notion of bisimulation for transition systems. We develop our results both for equivalences and metrics, which generalize bisimulation, and for asymmetrical versions, which generalize simulation.
Luca de Alfaro, Rupak Majumdar, Vishwanath Raman, Mariëlle Stoelinga
LICS3
2006 Ticc: A Tool for Interface Compatibility and Composition
abstract
We present the tool Ticc ( Tool for Interface Compatibility and Composition ). In Ticc , a component interface describes both the behavior of a component, and the component’s assumptions on the environment’s behavior. Ticc can check the compatibility of such interfaces, and analyze their emergent behavior, via a symbolic implementation of game-theoretic algorithms. These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.
B. Thomas Adler, Luca de Alfaro, Leandro Dias da Silva, Marco Faella, Axel Legay, Vishwanath Raman
CAV6
2005 Code aware resource management
abstract
Multithreaded programs coordinate their interaction through synchronization primitives like mutexes and semaphores, which are managed by an OS-provided resource manager. We propose algorithms for the automatic construction of code-aware resource managers for multithreaded embedded applications. Such managers use knowledge about the structure and resource usage (mutex and semaphore usage) of the threads to guarantee deadlock freedom and progress while managing resources in an efficient way. Our algorithms compute managers as winning strategies in certain infinite games, and produce a compact code description of these strategies. We have implemented the algorithms in the tool Cynthesis. Given a multithreaded program in C, the tool produces C~code implementing a code-aware resource manager. We show in experiments that Cynthesis produces compact resource managers within a few minutes on a set of embedded benchmarks with up to 6 threads.
Luca de Alfaro, Vishwanath Raman, Marco Faella, Rupak Majumdar
EMSOFT2