EDBT 2026 Demo / reviewers in the wild / expert
Shibashis Guha
dblp:99/5560
· DBLP profile ↗
39ranked-venue papers
11as first author
23since 2021 · last 2026
0000-0002-9814-6651ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Theory of computation · 32 · 9 first-author · 21 since 2021Software engineering, systems software and programming languages · 5 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 4 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Sure-Almost-Sure and Sure-Limit-Sure Window Mean Payoff in Markov Decision ProcessesabstractGiven rationals α and β, the sure-almost-sure problem for a threshold Boolean objective φ in a Markov decision process (MDP) asks if one can simultaneously ensure that all outcomes of the MDP have φ-value at least α (i.e. sure α satisfaction), and with probability 1 the outcome has φ-value at least β (i.e. almost-sure β satisfaction). The sure-limit-sure problem asks if for all ε > 0, one can simultaneously ensure that all outcomes have φ-value at least α, and with probability at least 1 - ε the outcome has φ-value at least β. Moreover, if simultaneous satisfaction of objectives is possible, then one would also like to construct a strategy (for sure-almost-sure) or a family of strategies (for sure-limit-sure) that achieves this. Even if both sure satisfaction and almost-sure (resp., limit-sure) satisfaction for an objective are known, combining the two is often non-trivial and requires novel techniques and approaches. In this paper, we solve the sure-almost-sure and sure-limit-sure problems for window mean-payoff objectives. While it is known that almost-sure satisfaction and limit-sure satisfaction for window mean-payoff coincide in MDPs, we show that sure-almost-sure satisfaction is distinct from sure-limit-sure satisfaction. The window mean-payoff objective strengthens the standard mean-payoff objective by requiring that eventually, from every point in the infinite run, the average payoff becomes greater than a given threshold within a finite window length. We study two variants of window mean payoff: in the fixed variant, the window length 𝓁 is given, while in the bounded variant, the length is not given but is required to be bounded throughout the run. We show that the sure-almost-sure problem and the sure-limit-sure problem are both in PTIME for the fixed variant (if 𝓁 is given in unary) and are both in NP ∩ coNP for the bounded variant, matching the computational complexity of sure satisfaction and almost-sure satisfaction when considered separately for these objectives. We also give bounds for the memory requirement of winning strategies for all considered problems. Pranshu Gaba, Shibashis Guha |
CONCUR | 2 |
| 2026 | Set Automata and Limits of Decidability of Two-Variable Logic on Data WordsabstractWe extend the two-variable logic on data words [Bojańczyk et al., 2011] with guarded regular binary predicates of the form L̃(x,y) that is true if positions x and y have the same data value and the factor strictly between x and y is in the regular language L. We characterise the class of aperiodic monoids for which the extension of the two-variable logic with guarded predicates recognised by the monoid is decidable, namely the class of idempotent monoids whose two-sided ideals are linearly ordered, called linear bands. For this, we introduce an automata formalism, set automata, that is equivalent to the class automata of Bojańczyk and Lasota and thus has an undecidable emptiness problem. The set updates used in the automaton form a semigroup of relations. We identify a subclass of set automata called ordered quasi-normal set automata that has a decidable emptiness problem by reduction to the emptiness problem of ordered multicounter automata. We show that the two-variable logic extended with guarded regular predicates recognised by a monoid M is expressively equivalent to a quasi-normal set automaton with the monoid of relations M. In particular, if M is a linear band then the resulting automaton is ordered, and the decidability result follows. Shibashis Guha, Amaldev Manuel, S. P. Rishal |
ICALP | 1 |
| 2026 | Algorithm and Strategy Construction for Sure-Almost-Sure Stochastic Parity GamesabstractWe consider turn-based stochastic two-player games with a combination of a parity condition that must hold surely, that is in all possible outcomes, and of a parity condition that must hold almost-surely, that is with probability 1. The problem of deciding the existence of a winning strategy in such games is central in the framework of synthesis beyond worst-case where a hard requirement that must hold surely is combined with a softer requirement. Recent works showed that the problem is coNP-complete, and infinite-memory strategies are necessary in general, even in one-player games (i.e., Markov decision processes). However, memoryless strategies are sufficient for the opponent player. Despite these comprehensive results, the known algorithmic solution enumerates all memoryless strategies of the opponent, which is exponential in all cases, and does not construct a winning strategy when one exists. We present a recursive algorithm, based on a characterisation of the winning region, that gives a deeper insight into the problem. In particular, we show how to construct a winning strategy to achieve the combination of sure and almost-sure parity, and we derive new complexity and memory bounds for special classes of the problem, defined by fixing the index of either of the two parity conditions. Laurent Doyen 0001, Shibashis Guha |
STACS | 2 |
| 2025 | Expectation in Stochastic Games with Prefix-Independent ObjectivesabstractStochastic two-player games model systems with an environment that is both adversarial and stochastic. In this paper, we study the expected value of bounded quantitative prefix-independent objectives in the context of stochastic games. We show a generic reduction from the expectation problem to linearly many instances of the almost-sure satisfaction problem for threshold Boolean objectives. The result follows from partitioning the vertices of the game into so-called value classes where each class consists of vertices of the same value. Our procedure further entails that the memory required by both players to play optimally for the expectation problem is no more than the memory required by the players to play optimally for the almost-sure satisfaction problem for a corresponding threshold Boolean objective. We show the applicability of the framework to compute the expected window mean-payoff measure in stochastic games. The window mean-payoff measure strengthens the classical mean-payoff measure by computing the mean payoff over windows of bounded length that slide along an infinite path. We show that the decision problem to check if the expected window mean-payoff value is at least a given threshold is in UP ∩ coUP when the window length is given in unary. Laurent Doyen 0001, Pranshu Gaba, Shibashis Guha |
CONCUR | 3 |
| 2025 | Scalable Learning of One-Counter Automata via State-Merging AlgorithmsabstractPython implementation of OCA-L* for active learning of deterministic real-time one-counter automata and Python implementation of OCA-L* and MinOCA for active learning of visibly one-counter automata. Shibashis Guha, Anirban Majumdar 0002, Prince Mathew 0001, A. V. Sreejith |
FSTTCS | 1 |
| 2025 | Optimising Expectation with Guarantees for Window Mean Payoff in Markov Decision Processes
Pranshu Gaba, Shibashis Guha |
AAMAS | 2 |
| 2025 | Continuous-Time Reward MachinesabstractReinforcement Learning (RL) is a sampling-based method for sequential decision-making, in which a learning agent iteratively converges toward an optimal policy by leveraging feedback from the environment in the form of scalar reward signals. While timing information is often abstracted in discrete-time domains, time-critical learning applications—such as queuing systems, population processes, and manufacturing systems—are naturally modeled as Continuous-Time Markov Decision Processes (CTMDPs). Since the seminal work of Bradtke and Duff, model-free RL for CTMDPs has become well-understood. However, in many practical applications, practitioners possess high-quality information about system rates derived from traditional queuing theory, which learning agents could potentially exploit to accelerate convergence. Despite this, classical RL algorithms for CTMDPs typically re-learn these parameters through sampling. In this work, we propose continuous-time reward machines (CTRMs), a novel framework that embeds reward functions and real-time state-action dynamics into a unified structure. CTRMs enable RL agents to effectively navigate dense-time environments while leveraging reward shaping and counterfactual experiences for accelerated learning. Our empirical results demonstrate CTRMs' ability to improve learning efficiency in time-critical environments. Amin Falah, Shibashis Guha, Ashutosh Trivedi 0001 |
IJCAI | 2 |
| 2025 | PAC statistical model checking of mean payoff in discrete- and continuous-time MDPabstractAbstract Markov decision processes (MDPs) and continuous-time MDP (CTMDPs) are the fundamental models for non-deterministic systems with probabilistic uncertainty. Mean payoff (a.k.a. long-run average reward) is one of the most classic objectives considered in their context. We provide the first practical algorithm to compute mean payoff probably approximately correctly in unknown MDPs. Our algorithm is anytime in the sense that if terminated prematurely, it returns an approximate value with the required confidence. Further, we extend it to unknown CTMDPs. We do not require any knowledge of the state or number of successors of a state, but only a lower bound on the minimum transition probability, which has been advocated in literature. Our algorithm learns the unknown MDP/CTMDP through repeated, directed sampling; thus spending less time on learning components with smaller impact on the mean payoff. In addition to providing probably approximately correct (PAC) bounds for our algorithm, we also demonstrate its practical nature by running experiments on standard benchmarks. Chaitanya Agarwal, Shibashis Guha, Jan Kretínský, M. Pazhamalai |
Formal Methods Syst. Des. | 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. | 3 |
| 2025 | Stochastic Window Mean-Payoff GamesabstractStochastic two-player games model systems with an environment that is both adversarial and stochastic. The adversarial part of the environment is modeled by a player (Player 2) who tries to prevent the system (Player 1) from achieving its objective. We consider finitary versions of the traditional mean-payoff objective, replacing the long-run average of the payoffs by payoff average computed over a finite sliding window. Two variants have been considered: in one variant, the maximum window length is fixed and given, while in the other, it is not fixed but is required to be bounded. For both variants, we present complexity bounds and algorithmic solutions for computing strategies for Player 1 to ensure that the objective is satisfied with positive probability, with probability 1, or with probability at least $p$, regardless of the strategy of Player 2. The solution crucially relies on a reduction to the special case of non-stochastic two-player games. We give a general characterization of prefix-independent objectives for which this reduction holds. The memory requirement for both players in stochastic games is also the same as in non-stochastic games by our reduction. Moreover, for non-stochastic games, we improve upon the upper bound for the memory requirement of Player 1 and upon the lower bound for the memory requirement of Player 2. Laurent Doyen 0001, Pranshu Gaba, Shibashis Guha |
Log. Methods Comput. Sci. | 3 |
| 2025 | History-Deterministic Parikh AutomataabstractParikh automata extend finite automata by counters that can be tested for membership in a semilinear set, but only at the end of a run. Thereby, they preserve many of the desirable properties of finite automata. Deterministic Parikh automata are strictly weaker than nondeterministic ones, but enjoy better closure and algorithmic properties. This state of affairs motivates the study of intermediate forms of nondeterminism. Here, we investigate history-deterministic Parikh automata, i.e., automata whose nondeterminism can be resolved on the fly. This restricted form of nondeterminism is well-suited for applications which classically call for determinism, e.g., solving games and composition. We show that history-deterministic Parikh automata are strictly more expressive than deterministic ones, incomparable to unambiguous ones, and enjoy almost all of the closure properties of deterministic automata. Finally, we investigate the complexity of resolving nondeterminism in history-deterministic Parikh automata. Enzo Erlich, Mario Grobler, Shibashis Guha, Ismaël Jecker, Karoliina Lehtinen, Martin Zimmermann 0002 |
ACM Trans. Comput. Log. | 3 |
| 2024 | Stochastic Window Mean-Payoff GamesabstractAbstract Stochastic two-player games model systems with an environment that is both adversarial and stochastic. The environment is modeled by a player ( $$\text {Player}~{2}$$ Player 2 ) who tries to prevent the system ( $$\text {Player}~{1}$$ Player 1 ) from achieving its objective. We consider finitary versions of the traditional mean-payoff objective, replacing the long-run average of the payoffs by payoff average computed over a finite sliding window. Two variants have been considered: in one variant, the maximum window length is fixed and given, while in the other, it is not fixed but is required to be bounded. For both variants, we present complexity bounds and algorithmic solutions for computing strategies for $$\text {Player}~{1}$$ Player 1 to ensure that the objective is satisfied with positive probability, with probability 1, or with probability at least p , regardless of the strategy of $$\text {Player}~{2}$$ Player 2 . The solution crucially relies on a reduction to the special case of non-stochastic two-player games. We give a general characterization of prefix-independent objectives for which this reduction holds. The memory requirement for both players in stochastic games is also the same as in non-stochastic games by our reduction. Moreover, for non-stochastic games, we improve upon the upper bound for the memory requirement of $$\text {Player}~{1}$$ Player 1 and upon the lower bound for the memory requirement of $$\text {Player}~{2}$$ Player 2 . Laurent Doyen 0001, Pranshu Gaba, Shibashis Guha |
FoSSaCS (1) | 3 |
| 2024 | A Bit of Nondeterminism Makes Pushdown Automata Expressive and SuccinctabstractWe study the expressiveness and succinctness of history-deterministic pushdown automata (HD-PDA) over finite words, that is, pushdown automata whose nondeterminism can be resolved based on the run constructed so far, but independently of the remainder of the input word. These are also known as good-for-games pushdown automata. We prove that HD-PDA recognise more languages than deterministic PDA (DPDA) but not all context-free languages (CFL). This class is orthogonal to unambiguous CFL. We further show that HD-PDA can be exponentially more succinct than DPDA, while PDA can be double-exponentially more succinct than HD-PDA. We also study HDness in visibly pushdown automata (VPA), which enjoy better closure properties than PDA, and for which we show that deciding HDness is ExpTime-complete. HD-VPA can be exponentially more succinct than deterministic VPA, while VPA can be exponentially more succinct than HD-VPA. Both of these lower bounds are tight. We then compare HD-PDA with PDA for which composition with games is well-behaved, i.e. good-for-games automata. We show that these two notions coincide, but only if we consider potentially infinitely branching games. Finally, we study the complexity of resolving nondeterminism in HD-PDA. Every HDPDA has a positional resolver, a function that resolves nondeterminism and that is only dependant on the current configuration. Pushdown transducers are sufficient to implement the resolvers of HD-VPA, but not those of HD-PDA. HD-PDA with finite-state resolvers are determinisable. Shibashis Guha, Ismaël Jecker, Karoliina Lehtinen, Martin Zimmermann 0002 |
Log. Methods Comput. Sci. | 1 |
| 2023 | A Game of Pawns
Guy Avni, Pranav Ghorpade, Shibashis Guha |
CONCUR | 3 |
| 2023 | History-Deterministic Parikh AutomataabstractParikh automata extend finite automata by counters that can be tested for membership in a semilinear set, but only at the end of a run. Thereby, they preserve many of the desirable properties of finite automata. Deterministic Parikh automata are strictly weaker than nondeterministic ones, but enjoy better closure and algorithmic properties. This state of affairs motivates the study of intermediate forms of nondeterminism. Here, we investigate history-deterministic Parikh automata, i.e., automata whose nondeterminism can be resolved on the fly. This restricted form of nondeterminism is well-suited for applications which classically call for determinism, e.g., solving games and composition. We show that history-deterministic Parikh automata are strictly more expressive than deterministic ones, incomparable to unambiguous ones, and enjoy almost all of the closure properties of deterministic automata. Finally, we investigate the complexity of resolving nondeterminism in history-deterministic Parikh automata. Enzo Erlich, Shibashis Guha, Ismaël Jecker, Karoliina Lehtinen, Martin Zimmermann 0002 |
CONCUR | 2 |
| 2023 | Set Augmented Finite Automata over Infinite Alphabets
Ansuman Banerjee, Kingshuk Chatterjee, Shibashis Guha |
DLT | 3 |
| 2023 | Timed network games
Guy Avni, Shibashis Guha, Orna Kupferman |
Inf. Comput. | 2 |
| 2022 | PAC Statistical Model Checking of Mean Payoff in Discrete- and Continuous-Time MDPabstractAbstract Markov decision processes (MDP) and continuous-time MDP (CTMDP) are the fundamental models for non-deterministic systems with probabilistic uncertainty. Mean payoff (a.k.a. long-run average reward) is one of the most classic objectives considered in their context. We provide the first algorithm to compute mean payoff probably approximately correctly in unknown MDP; further, we extend it to unknown CTMDP. We do not require any knowledge of the state space, only a lower bound on the minimum transition probability, which has been advocated in literature. In addition to providing probably approximately correct (PAC) bounds for our algorithm, we also demonstrate its practical nature by running experiments on standard benchmarks. Chaitanya Agarwal, Shibashis Guha, Jan Kretínský, Pazhamalai Muruganandham |
CAV (2) | 2 |
| 2022 | Parikh Automata over Infinite WordsabstractParikh automata extend finite automata by counters that can be tested for membership in a semilinear set, but only at the end of a run, thereby preserving many of the desirable algorithmic properties of finite automata. Here, we study the extension of the classical framework onto infinite inputs: We introduce reachability, safety, Büchi, and co-Büchi Parikh automata on infinite words and study expressiveness, closure properties, and the complexity of verification problems. We show that almost all classes of automata have pairwise incomparable expressiveness, both in the deterministic and the nondeterministic case; a result that sharply contrasts with the well-known hierarchy in the $ω$-regular setting. Furthermore, emptiness is shown decidable for Parikh automata with reachability or Büchi acceptance, but undecidable for safety and co-Büchi acceptance. Most importantly, we show decidability of model checking with specifications given by deterministic Parikh automata with safety or co-Büchi acceptance, but also undecidability for all other types of automata. Finally, solving games is undecidable for all types. Shibashis Guha, Ismaël Jecker, Karoliina Lehtinen, Martin Zimmermann 0002 |
FSTTCS | 1 |
| 2022 | Strategy Synthesis for Global Window PCTL
Benjamin Bordais, Damien Busatto-Gaston, Shibashis Guha, Jean-François Raskin |
ICALP | 3 |
| 2021 | Fragility and Robustness in Mean-Payoff Adversarial Stackelberg GamesabstractTwo-player mean-payoff Stackelberg games are nonzero-sum infinite duration games played on a bi-weighted graph by Leader (Player 0) and Follower (Player 1). Such games are played sequentially: first, Leader announces her strategy, second, Follower chooses his best-response. If we cannot impose which best-response is chosen by Follower, we say that Follower, though strategic, is adversarial towards Leader. The maximal value that Leader can get in this nonzero-sum game is called the adversarial Stackelberg value (ASV) of the game. We study the robustness of strategies for Leader in these games against two types of deviations: (i) Modeling imprecision - the weights on the edges of the game arena may not be exactly correct, they may be delta-away from the right one. (ii) Sub-optimal response - Follower may play epsilon-optimal best-responses instead of perfect best-responses. First, we show that if the game is zero-sum then robustness is guaranteed while in the nonzero-sum case, optimal strategies for ASV are fragile. Second, we provide a solution concept to obtain strategies for Leader that are robust to both modeling imprecision, and as well as to the epsilon-optimal responses of Follower, and study several properties and algorithmic problems related to this solution concept. Mrudula Balachander, Shibashis Guha, Jean-François Raskin |
CONCUR | 2 |
| 2021 | A Bit of Nondeterminism Makes Pushdown Automata Expressive and Succinct
Shibashis Guha, Ismaël Jecker, Karoliina Lehtinen, Martin Zimmermann 0002 |
MFCS | 1 |
| 2021 | Alternating Tree Automata with Qualitative SemanticsabstractWe study alternating automata with qualitative semantics over infinite binary trees: Alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the automaton is accepting if almost all branches of the run are accepting. In this article, we prove a positive and a negative result for the emptiness problem of alternating automata with qualitative semantics. The positive result is the decidability of the emptiness problem for the case of Büchi acceptance condition. An interesting aspect of our approach is that we do not extend the classical solution for solving the emptiness problem of alternating automata, which first constructs an equivalent non-deterministic automaton. Instead, we directly construct an emptiness game making use of imperfect information. The negative result is the undecidability of the emptiness problem for the case of co-Büchi acceptance condition. This result has two direct consequences: the undecidability of monadic second-order logic extended with the qualitative path-measure quantifier and the undecidability of the emptiness problem for alternating tree automata with non-zero semantics, a recently introduced probabilistic model of alternating tree automata. Raphaël Berthon, Nathanaël Fijalkow, Emmanuel Filiot, Shibashis Guha, Bastien Maubert, Aniello Murano, Laureline Pinault, Sophie Pinchinat, Sasha Rubin, Olivier Serre |
ACM Trans. Comput. Log. | 4 |
| 2020 | Mixing Probabilistic and non-Probabilistic Objectives in Markov Decision ProcessesabstractIn this paper, we consider algorithms to decide the existence of strategies in MDPs for Boolean combinations of objectives. These objectives are omega-regular properties that need to be enforced either surely, almost surely, existentially, or with non-zero probability. In this setting, relevant strategies are randomized infinite memory strategies: both infinite memory and randomization may be needed to play optimally. We provide algorithms to solve the general case of Boolean combinations and we also investigate relevant subcases. We further report on complexity bounds for these problems. Raphaël Berthon, Shibashis Guha, Jean-François Raskin |
LICS | 2 |
| 2019 | Expected Window Mean-PayoffabstractIn the window mean-payoff objective, given an infinite path, instead of considering a long run average, we consider the minimum payoff that can be ensured at every position of the path over a finite window that slides over the entire path. Chatterjee et al. studied the problem to decide if in a two-player game, Player 1 has a strategy to ensure a window mean-payoff of at least 0. In this work, we consider a function that given a path returns the supremum value of the window mean-payoff that can be ensured over the path and we show how to compute its expected value in Markov chains and Markov decision processes. We consider two variants of the function: Fixed window mean-payoff in which a fixed window length $l_{max}$ is provided; and Bounded window mean-payoff in which we compute the maximum possible value of the window mean-payoff over all possible window lengths. Further, for both variants, we consider (i) a direct version of the problem where for each path, the payoff that can be ensured from its very beginning and (ii) a non-direct version that is the prefix independent counterpart of the direct version of the problem. Benjamin Bordais, Shibashis Guha, Jean-François Raskin |
FSTTCS | 2 |
| 2019 | Two-Way Parikh AutomataabstractParikh automata extend automata with counters whose values can only be tested at the end of the computation, with respect to membership into a semi-linear set. Parikh automata have found several applications, for instance in transducer theory, as they enjoy decidable emptiness problem. In this paper, we study two-way Parikh automata. We show that emptiness becomes undecidable in the non-deterministic case. However, it is PSpace-C when the number of visits to any input position is bounded and the semi-linear set is given as an existential Presburger formula. We also give tight complexity bounds for the inclusion, equivalence and universality problems. Finally, we characterise precisely the complexity of those problems when the semi-linear constraint is given by an arbitrary Presburger formula. Emmanuel Filiot, Shibashis Guha, Nicolas Mazzocchi |
FSTTCS | 2 |
| 2019 | Multi-player flow games
Shibashis Guha, Orna Kupferman, Gal Vardi |
Auton. Agents Multi Agent Syst. | 1 |
| 2018 | Timed Vacuity
Hana Chockler, Shibashis Guha, Orna Kupferman |
FM | 2 |
| 2018 | Safe and Optimal Scheduling for Hard and Soft TasksabstractWe consider a stochastic scheduling problem with both hard and soft tasks on a single machine. Each task is described by a discrete probability distribution over possible execution times, and possible inter-arrival times of the job, and a fixed deadline. Soft tasks also carry a penalty cost to be paid when they miss a deadline. We ask to compute an online and non-clairvoyant scheduler (i.e. one that must take decisions without knowing the future evolution of the system) that is safe and efficient. Safety imposes that deadline of hard tasks are never violated while efficient means that we want to minimise the mean cost of missing deadlines by soft tasks. First, we show that the dynamics of such a system can be modelled as a finite Markov Decision Process (MDP). Second, we show that our scheduling problem is PP-hard and in EXPTime. Third, we report on a prototype tool that solves our scheduling problem by relying on the Storm tool to analyse the corresponding MDP. We show how antichain techniques can be used as a potential heuristic. Gilles Geeraerts, Shibashis Guha, Jean-François Raskin |
FSTTCS | 2 |
| 2018 | Timed Network Games with ClocksabstractNetwork games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertices. The cost of traversing an edge depends on the {\em load}; namely, number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in determining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in a production system, actual sharing and congestion of resources crucially depends on time. In \cite{AGK17}, we introduced {\em timed network games}, which add a time component to network games. Each vertex $v$ in the network is associated with a cost function, mapping the load on $v$ to the price that a player pays for staying in $v$ for one time unit with this load. Each edge in the network is guarded by the time intervals in which it can be traversed, which forces the players to spend time in the vertices. In this work we significantly extend the way time can be referred to in timed network games. In the model we study, the network is equipped with {\em clocks}, and, as in timed automata, edges are guarded by constraints on the values of the clocks, and their traversal may involve a reset of some clocks. We argue that the stronger model captures many realistic networks. The addition of clocks breaks the techniques we developed in \cite{AGK17} and we develop new techniques in order to show that positive results on classic network games carry over to the stronger timed setting. Guy Avni, Shibashis Guha, Orna Kupferman |
MFCS | 2 |
| 2017 | An Abstraction-Refinement Methodology for Reasoning about Network GamesabstractNetwork games (NGs) are played on directed graphs and are extensively used in network design and analysis. Search problems for NGs include finding special strategy profiles such as a Nash equilibrium and a globally optimal solution. The networks modeled by NGs may be huge. In formal verification, abstraction has proven to be an extremely effective technique for reasoning about systems with big and even infinite state spaces. We describe an abstraction-refinement methodology for reasoning about NGs. Our methodology is based on an abstraction function that maps the state space of an NG to a much smaller state space. We search for a global optimum and a Nash equilibrium by reasoning on an under- and an over-approximation defined on top of this smaller state space. When the approximations are too coarse to find such profiles, we refine the abstraction function. Our experimental results demonstrate the efficiency of the methodology. Guy Avni, Shibashis Guha, Orna Kupferman |
IJCAI | 2 |
| 2017 | Timed Network GamesabstractNetwork games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertex. The cost of traversing an edge depends on the number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in defining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in a production system, the traversal of the network involves an inherent delay, and so sharing and congestion of resources crucially depends on time. We study timed network games, which add a time component to network games. Each vertex v in the network is associated with a cost function, mapping the load on v to the price that a player pays for staying in v for one time unit with this load. In addition, each edge has a guard, describing time intervals in which the edge can be traversed, forcing the players to spend time on vertices. Unlike earlier work that add a time component to network games, the time in our model is continuous and cannot be discretized. In particular, players have uncountably many strategies, and a game may have uncountably many pure Nash equilibria. We study properties of timed network games with cost-sharing or congestion cost functions: their stability, equilibrium inefficiency, and complexity. In particular, we show that the answer to the question whether we can restrict attention to boundary strategies, namely ones in which edges are traversed only at the boundaries of guards, is mixed. Guy Avni, Shibashis Guha, Orna Kupferman |
MFCS | 2 |
| 2016 | Synthesizing time-triggered schedules for switched networks with faulty linksabstractTime-triggered (TT) switched networks are a deterministic communication infrastructure used by real-time distributed embedded systems. These networks rely on the notion of globally discretized time (i.e. time slots) and a static TT schedule that prescribes which message is sent through which link at every time slot, such that all messages reach their destination before a global timeout. These schedules are generated offline, assuming a static network with fault-free links, and entrusting all error-handling functions to the end user. Assuming the network is static is an over-optimistic view, and indeed links tend to fail in practice. We study synthesis of TT schedules on a network in which links fail over time and we assume the switches run a very simple error-recovery protocol once they detect a crashed link. We address the problem of finding a (κ, ℓ)-resistant schedule; namely, one that, assuming the switches run a fixed error-recovery protocol, guarantees that the number of messages that arrive at their destination by the timeout is at least ℓ, no matter what sequence of at most κ links fail. Thus, we maintain the simplicity of the switches while giving a guarantee on the number of messages that meet the timeout. We show how a (κ, ℓ)-resistant schedule can be obtained using a CEGAR-like approach: find a schedule, decide whether it is (κ, ℓ)-resistant, and if it is not, use the witnessing fault sequence to generate a constraint that is added to the program. The newly added constraint disallows the schedule to be regenerated in a future iteration while also eliminating several other schedules that are not (κ, ℓ)-resistant. We illustrate the applicability of our approach using an SMT-based implementation. Guy Avni, Shibashis Guha, Guillermo Rodríguez-Navas |
EMSOFT | 2 |
| 2016 | Mean-Payoff Games on Timed AutomataabstractMean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite run. The goal of Player Min is to minimize the limit average weight of the run, while the goal of the Player Max is the opposite. Brenguier, Cassez, and Raskin recently studied a variation of these games and showed that mean-payoff games are undecidable for timed automata with five or more clocks. We refine this result by proving the undecidability of mean-payoff games with three clocks. On a positive side, we show the decidability of mean-payoff games on one-clock timed automata with binary price-rates. A key contribution of this paper is the application of dynamic programming based proof techniques applied in the context of average reward optimization on an uncountable state and action space. Shibashis Guha, Marcin Jurdzinski, S. Krishna 0004, Ashutosh Trivedi 0001 |
FSTTCS | 1 |
| 2016 | From Traces to Proofs: Proving Concurrent Programs SafeabstractNondeterminism in scheduling is the cardinal reason for difficulty in proving correctness of concurrent programs. A powerful proof strategy was recently proposed [6] to show the correctness of such programs. The approach captured data-flow dependencies among the instructions of an interleaved and error-free execution of threads. These data-flow dependencies were represented by an inductive data-flow graph (iDFG), which, in a nutshell, denotes a set of executions of the concurrent program that gave rise to the discovered data-flow dependencies. The iDFGs were further transformed in to alternative finite automatons (AFAs) in order to utilize efficient automata-theoretic tools to solve the problem. In this paper, we give a novel and efficient algorithm to directly construct AFAs that capture the data-flow dependencies in a concurrent program execution. We implemented the algorithm in a tool called ProofTraPar to prove the correctness of finite state cyclic programs under the sequentially consistent memory model. Our results are encouraging and compare favorably to existing state-of-the-art tools. Chinmay Narayan, Subodh Sharma 0001, Shibashis Guha, S. Arun-Kumar 0004 |
TASE | 3 |
| 2015 | Revisiting Robustness in Priced Timed GamesabstractPriced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the controller is to reach a given set of target locations as cheaply as possible, while the goal of the environment is the opposite. Priced timed games are known to be undecidable for timed automata with 3 or more clocks, while they are known to be decidable for automata with 1 clock. In an attempt to recover decidability for priced timed games Bouyer, Markey, and Sankur studied robust priced timed games where the environment has the power to slightly perturb delays proposed by the controller. Unfortunately, however, they showed that the natural problem of deciding the existence of optimal limit-strategy---optimal strategy of the controller where the perturbations tend to vanish in the limit---is undecidable with 10 or more clocks. In this paper we revisit this problem and improve our understanding of the decidability of these games. We show that the limit-strategy problem is already undecidable for a subclass of robust priced timed games with 5 or more clocks. On a positive side, we show the decidability of the existence of almost optimal strategies for the same subclass of one-clock robust priced timed games by adapting a classical construction by Bouyer at al. for one-clock priced timed games. Shibashis Guha, S. Krishna 0004, Lakshmi Manasa, Ashutosh Trivedi 0001 |
FSTTCS | 1 |
| 2014 | Reducing Clocks in Timed Automata while Preserving Bisimulation
Shibashis Guha, Chinmay Narayan, S. Arun-Kumar 0004 |
CONCUR | 1 |
| 2012 | On Decidability of Prebisimulation for Timed Automata
Shibashis Guha, Chinmay Narayan, S. Arun-Kumar 0004 |
CAV | 1 |
| 2006 | LogicFence: A Framework for Enforcing Global Integrity Constraints at RuntimeabstractLarge information systems (IS) comprise of several independent applications that share a common set of resources and data. Usually, there are implicit and subtle dependencies across these applications that are not specifically captured. This is especially so if the applications are bought off the shelf or are developed by independent third parties. Dependencies or global semantic constraints are difficult to discern and incorporate into the design of individual software components. Global constraints may change over time and it is usually expensive or infeasible to change individual application logic in every such situation. In order to address such an issue, we propose LogicFence, a framework that accepts a definition of global constraints and translates these constraints into primitives that are embedded into the run-time environments of application programs (currently, into the JVM of Java applications). LogicFence monitors the state of application programs and prevents the disparate instances to collectively form a globally inconsistent state Shibashis Guha, Srinath Srinivasa, Saikat Mukherjee, Ranajoy Malakar |
IDEAS | 1 |