7638167
Congruences for Visibly Pushdown Languages
We study congruences on words in order to characterize the class of visibly pushdown languages (Vpl), a subclass of context-free languages. For any language L, we define a natural congruence on words that resembles the syntactic congruence for regular languages, such that this congruence is of finite index if, and only if, L is a Vpl. We then study the problem of finding canonical minimal deterministic automata for Vpls. Though Vpls in general do not have unique minimal automata, we consider a subclass of VPAs called k-module single-entry VPAs that correspond to programs with recursive procedures without input parameters, and show that the class of well-matched Vpls do indeed have unique minimal k-module single-entry automata. We also give a polynomial time algorithm that minimizes such k-module single-entry VPAs.
16578484
On the Complexity of Error Explanation
When a system fails to satisfy its specification, the model checker produces an error trace (or counter-example) that demonstrates an undesirable behavior, which is then used in debugging the system. Error explanation is the task of discovering errors in the system or the reasons why the system exhibits the error trace. While there has been considerable recent interest in automating this task and developing tools based on different heuristics, there has been very little effort in characterizing the computational complexity of the problem of error explanation. 
 
In this paper, we study the complexity of two popular heuristics used in error explanation. The first approach tries to compute the smallest number of system changes that need to be made in order to ensure that the given counter-example is no longer exhibited, with the intuition being that these changes are the errors that need fixing. The second approach relies on the observation that differences between correct and faulty runs of a system shed considerable light on the sources of errors. In this approach, one tries to compute the correct trace of the system that is closest to the counter-example. We consider three commonly used abstractions to model programs and systems, namely, finite state Mealy machines, extended finite state machines and pushdown automata. We show that the first approach of trying to find the fewest program changes is NP-complete no matter which of the three formal models is used to represent the system. Moreover we show that no polynomial factor approximation algorithm for computing the smallest set of changes is possible, unless P = NP. For the second approach, we present a polynomial time algorithm that finds the closest correct trace, when the program is represented by a Mealy machine or a pushdown automata. When the program is represented by an extended finite state machine, the problem is once again NP-complete, and no polynomial factor approximation algorithm is likely.
18650185
Minimization, Learning, and Conformance Testing of Boolean Programs
Boolean programs with recursion are convenient abstractions of sequential imperative programs, and can be represented as recursive state machines (RSMs) or pushdown automata. Motivated by the special structure of RSMs, we define a notion of modular visibly pushdown automata (modular VPA) and show that for the class of languages accepted by such automata, unique minimal modular VPA exist. This yields an efficient approximate minimization theorem that minimizes RSMs to within a factor of k of the minimal RSM, where k is the maximum number of parameters in any module. Using the congruence defined for minimization, we show an active learning algorithm (with a minimally adequate teacher) for context free languages in terms of modular VPAs. We also present an algorithm that constructs complete test suites for Boolean program specifications. Finally, we apply our results on learning and test generation to perform model checking of black-box Boolean programs.
368036
Data Organization Issues for Location-Dependent Queries in Mobile Computing
We consider queries which originate from a mobile unit and whose result depends on the location of the user who initiates the query. Example of such a query is How many people are living in the region I am currently in?" We execute such queries based on location-dependent data involved in their processing. We build concept hierarchies based on the location data. These hierarchies define mapping among different granularities of locations. One such hierarchy is to generate domain knowledge about the cities that belong to a state. The hierarchies are used as distributed directories to assist in finding the database or relation that contains the values of the location-dependent attribute in a particular location. We extend concept hierarchies to include spatial indexes on the location-dependent attributes. Finally, we discuss how to partition and replicate relations based on the location to process the queries efficiently. We briefly discuss the implementation issues.
47278894
Equilibria in Topology Control Games for Ad Hoc Networks
We study topology control problems in ad hoc networks where network nodes get to choose their power levels in order to ensure desired connectivity properties. Unlike most other work on this topic, we assume that the network nodes are owned by different entities, whose only goal is to maximize their own utility that they get out of the network without considering the overall performance of the network. Game theory is the appropriate tool to study such selfish nodes: we define several topology control games in which the nodes need to choose power levels in order to connect to other nodes in the network to reach their communication partners while at the same time minimizing their costs. We study Nash equilibria and show that—among the games we define—these can only be guaranteed to exist if each network node is required to be connected to all other nodes (we call this the Strong Connectivity Game). For a variation called Connectivity Game, where each node is only required to be connected (possibly via intermediate nodes) to a given set of nodes, we show that Nash equilibria do not necessarily exist. We further study how to find Nash equilibria with incentive-compatible algorithms and compare the cost of Nash equilibria to the cost of a social optimum, which is a radius assignment that minimizes the total cost in a network where nodes cooperate. We also study variations of the games; one where nodes not only have to be connected, but k-connected, and one that we call the Reachability Game, where nodes have to reach as many other nodes as possible, while keeping costs low. We extend our study of the Strong Connectivity Game and the Connectivity Game to wireless networks with directional antennas and wireline networks, where nodes need to choose neighbors to which they will pay a link. Our work is a first step towards game-theoretic analyses of topology control in wireless and wireline networks.
5564142
Provable algorithms for parallel generalized sweep scheduling
Abstract We present provably efficient parallel algorithms for sweep scheduling, which is a commonly used technique in radiation transport problems, and involves inverting an operator by iteratively sweeping across a mesh from multiple directions. Each sweep involves solving the operator locally at each cell. However, each direction induces a partial order in which this computation can proceed. On a distributed computing system, the goal is to schedule the computation, so that the length of the schedule is minimized. Due to efficiency and coupling considerations, we have an additional constraint, namely, a mesh cell must be processed on the same processor along each direction. Problems similar in nature to sweep scheduling arise in several other applications, and here we formulate a combinatorial generalization of this problem that captures the sweep scheduling constraints,and call it the generalized sweep scheduling problem. Several heuristics have been proposed for this problem; see [S. Pautz, An algorithm for parallel S n sweeps on unstructured meshes, Nucl. Sci. Eng. 140 (2002) 111–136; S. Plimpton, B. Hendrickson, S. Burns, W. McLendon, Parallel algorithms for radiation transport on unstructured grids, Super Comput. (2001)] and the references therein; but none of these have provable worst case performance guarantees. Here we present a simple, almost linear time randomized algorithm for the generalized sweep scheduling problem that (provably) gives a schedule of length at most O ( log 2 n ) times the optimal schedule for instances with n cells, when the communication cost is not considered, and a slight variant, which coupled with a much more careful analysis, gives a schedule of (expected) length O ( log m log log log m ) times the optimal schedule for m processors. These are the first such provable guarantees for this problem. The algorithm can be extended with an additional multiplicative factor in the case when we have inter-processor communication latency, in the models of Rayward-Smith [UET scheduling with inter-processor communication delays, Discrete Appl. Math. 18 (1) (1987) 55–71] and Hwang et al. [Scheduling precedence graphs in systems with inter-processor communication times, SIAM J. Comput. 18(2) (1989) 244–257]. Our algorithms are extremely simple, and use no geometric information about the mesh; therefore, these techniques are likely to be applicable in more general settings. We also design a priority based list schedule using these ideas, with the same theoretical guarantee, but much better performance in practice; combining this algorithm with a simple block decomposition also lowers the overall communication cost significantly. Finally, we perform a detailed experimental analysis of our algorithm. Our results indicate that the algorithm compares favorably with the length of the schedule produced by other natural and efficient parallel algorithms proposed in the literature [S. Pautz, An Algorithm for parallel S n sweeps on unstructured meshes, Nucl. Sci. Eng. 140 (2002) 111–136; S. Plimpton, B. Hendrickson, S. Burns, W. McLendon, Parallel algorithms for radiation transport on unstructured grids, Super Comput. (2001)].
11162423
Optimal Gait Selection for Nonholonomic Locomotion Systems
This paper addresses the optimal control and selection of gaits in a class of nonholonomic locomotion systems that exhibit group symmetries. We study optimal gaits for the snakeboard, a representative example of this class of systems. We employ Lagrangian reduction techniques to simplify the optimal control problem and describe a general framework and an algorithm to obtain numerical solutions to this problem. This work employs optimal control techniques to study the optimality of gaits and issues involving gait transitions. The general framework provided in this paper can easily be applied to other examples of biological and robotic locomotion.
45908534
KRISHNA - Concurrency Control Algorithms based on Dynamic Attributes
Three new concurrency control mechanisms that utilizes the dynamic attribute of concurrent transactions for resolving conflicts are presented. Our study shows that their performance is superior to all well-known two-phase concurrency control mechanisms. There are a large number of such algorithms but we report our findings since our approach has some unique features worth exploring.