BRÁZDIL, Tomáš, Krishnendu CHATTERJEE, Jan KŘETÍNSKÝ a Viktor TOMAN. Strategy Representation by Decision Trees in Reactive Synthesis. In 24th International Conference on Tools and Algorithms for the Construction and Analysis of Systems (TACAS 2018). Cham: Springer, 2018, s. 385-407. ISBN 978-3-319-89959-6. Dostupné z: https://dx.doi.org/10.1007/978-3-319-89960-2_21.
Další formáty:   BibTeX LaTeX RIS
Základní údaje
Originální název Strategy Representation by Decision Trees in Reactive Synthesis
Autoři BRÁZDIL, Tomáš (203 Česká republika, garant, domácí), Krishnendu CHATTERJEE (356 Indie), Jan KŘETÍNSKÝ (203 Česká republika) a Viktor TOMAN (703 Slovensko).
Vydání Cham, 24th International Conference on Tools and Algorithms for the Construction and Analysis of Systems (TACAS 2018), od s. 385-407, 23 s. 2018.
Nakladatel Springer
Další údaje
Originální jazyk angličtina
Typ výsledku Stať ve sborníku
Obor 10201 Computer sciences, information science, bioinformatics
Stát vydavatele Švýcarsko
Utajení není předmětem státního či obchodního tajemství
Forma vydání tištěná verze "print"
Impakt faktor Impact factor: 0.402 v roce 2005
Kód RIV RIV/00216224:14330/18:00118582
Organizační jednotka Fakulta informatiky
ISBN 978-3-319-89959-6
ISSN 0302-9743
Doi http://dx.doi.org/10.1007/978-3-319-89960-2_21
UT WoS 000546326300021
Klíčová slova anglicky INFINITE GAMES; AUTOMATA
Štítky core_A, firank_A
Příznaky Mezinárodní význam, Recenzováno
Změnil Změnil: RNDr. Pavel Šmerk, Ph.D., učo 3880. Změněno: 5. 11. 2021 15:01.
Anotace
Graph games played by two players over finite-state graphs are central in many problems in computer science. In particular, graph games with w-regular winning conditions, specified as parity objectives, which can express properties such as safety, liveness, fairness, are the basic framework for verification and synthesis of reactive systems. The decisions for a player at various states of the graph game are represented as strategies. While the algorithmic problem for solving graph games with parity objectives has been widely studied, the most prominent data-structure for strategy representation in graph games has been binary decision diagrams (BDDs). However, due to the bit-level representation, BDDs do not retain the inherent flavor of the decisions of strategies, and are notoriously hard to minimize to obtain succinct representation. In this work we propose decision trees for strategy representation in graph games. Decision trees retain the flavor of decisions of strategies and allow entropy-based minimization to obtain succinct trees. However, decision trees work in settings (e.g., probabilistic models) where errors are allowed, and overfitting of data is typically avoided. In contrast, for strategies in graph games no error is allowed, and the decision tree must represent the entire strategy. We develop new techniques to extend decision trees to overcome the above obstacles, while retaining the entropy-based techniques to obtain succinct trees. We have implemented our techniques to extend the existing decision tree solvers. We present experimental results for problems in reactive synthesis to show that decision trees provide a much more efficient data-structure for strategy representation as compared to BDDs.
VytisknoutZobrazeno: 26. 4. 2024 14:45