EDBT 2026 Demo / reviewers in the wild / expert
Pranav Ghorpade
dblp:346/6595
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2026
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 3 · 3 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Parameterized Verification of Asynchronous Round-Based Distributed Algorithms via Reduction to Finite-Counter SystemsabstractTraditional model-checking techniques typically verify distributed algorithms only for a fixed number of finite-state processes. Parameterized model checking generalizes this to any number of processes, while still typically assuming that each process is finite-state. In this work, we consider asynchronous round-based distributed algorithms in which each process is infinite-state since it can execute for an infinite number of rounds. We show that the parameterized verification problem for asynchronous round-based distributed algorithms is undecidable, already for simple specifications. Nevertheless, as our main contribution, we provide a reduction to LTL model checking over finite-counter systems and prove that it is sound and complete. This enables the use of off-the-shelf, mature symbolic model checkers for finite-counter systems. We demonstrate the practical applicability of this reduction by verifying safety and liveness properties of several asynchronous round-based consensus and leader-election algorithms using the nuXmv model checker. Nathalie Bertrand 0001, Pranav Ghorpade, Sasha Rubin |
CONCUR | 2 |
| 2025 | A Game of PawnsabstractWe introduce and study pawn games, a class of two-player zero-sum turn-based graph games. A turn-based graph game proceeds by placing a token on an initial vertex, and whoever controls the vertex on which the token is located, chooses its next location. This leads to a path in the graph, which determines the winner. Traditionally, the control of vertices is predetermined and fixed. The novelty of pawn games is that control of vertices changes dynamically throughout the game as follows. Each vertex of a pawn game is owned by a pawn. In each turn, the pawns are partitioned between the two players, and the player who controls the pawn that owns the vertex on which the token is located, chooses the next location of the token. Control of pawns changes dynamically throughout the game according to a fixed mechanism. Specifically, we define several grabbing-based mechanisms in which control of at most one pawn transfers at the end of each turn. We study the complexity of solving pawn games, where we focus on reachability objectives and parameterize the problem by the mechanism that is being used and by restrictions on pawn ownership of vertices. On the positive side, even though pawn games are exponentially-succinct turn-based games, we identify several natural classes that can be solved in PTIME. On the negative side, we identify several EXPTIME-complete classes, where our hardness proofs are based on a new class of games called Lock & Key games, which may be of independent interest. Guy Avni, Pranav Ghorpade, Shibashis Guha |
Log. Methods Comput. Sci. | 2 |
| 2023 | A Game of Pawns
Guy Avni, Pranav Ghorpade, Shibashis Guha |
CONCUR | 2 |