19.9AIJul 6Code
Formal Disco: Scalable Open-Ended Generation of Formally Verified ProgramsGabriel Poesia, Simon Henniger, Tzu-Han Hsu et al.
The cost of producing code is rapidly diminishing with increasingly capable AI agents, while quality assurance of generated programs has not kept pace. Formal verification provides the strongest possible guarantees, but the ability of AI models to work with verification-aware languages is hindered by the scarcity of human-written examples of programs in those languages. To tackle this prevalent data scarcity issue, we propose Formal Disco: a distributed system for coordination of LLM-based workers that can be easily applied to open-ended synthetic data generation at scale. We use Formal Disco to share tasks and programs between three classes of workers: "initiators", which read random READMEs from open-source repositories and documentation snippets to sketch a related verified program, "fixers" which take compiler and verifier feedback and attempt to resolve issues, and "extenders" that take working programs and propose patches to expand them. Formal Disco records all agent-generated traces and uses them both for initial distillation from a stronger model as well as self-improvement. We also propose a principle of maximum entropy for synthetic program generation, and use entropy maximization via iterative supervised fine-tuning to learn to generate increasingly diverse programs over time. We release large datasets of synthetic verified programs in three languages - Dafny, Verus, and Frama-C -, and fine-tune open models for verification-relevant tasks, often matching or exceeding the performance of Claude Opus 4.5. Overall, our work offers a path to create synthetic data at scale for formal reasoning domains and overcome the long-standing data barrier.
3.3AIApr 7, 2025
HypRL: Reinforcement Learning of Control Policies for HyperpropertiesTzu-Han Hsu, Arshia Rafieioskouei, Borzoo Bonakdarpour
Reward shaping in multi-agent reinforcement learning (MARL) for complex tasks remains a significant challenge. Existing approaches often fail to find optimal solutions or cannot efficiently handle such tasks. We propose HYPRL, a specification-guided reinforcement learning framework that learns control policies w.r.t. hyperproperties expressed in HyperLTL. Hyperproperties constitute a powerful formalism for specifying objectives and constraints over sets of execution traces across agents. To learn policies that maximize the satisfaction of a HyperLTL formula $φ$, we apply Skolemization to manage quantifier alternations and define quantitative robustness functions to shape rewards over execution traces of a Markov decision process with unknown transitions. A suitable RL algorithm is then used to learn policies that collectively maximize the expected reward and, consequently, increase the probability of satisfying $φ$. We evaluate HYPRL on a diverse set of benchmarks, including safety-aware planning, Deep Sea Treasure, and the Post Correspondence Problem. We also compare with specification-driven baselines to demonstrate the effectiveness and efficiency of HYPRL.
2.3LOSep 21, 2021
HyperQB: A Bounded Model Checker for HyperpropertiesTzu-Han Hsu, Milad Rabizadeh, Kenneth Rogale et al.
We introduce the tool HyperQB 2.0, the first highly efficient push-button bounded model checker (BMC) for hyperproperties. HyperQB takes as input a model in NuSMV or Verilog and a formula expressed in the temporal logics HyperLTL or A-HLTL. The core decision procedures to implement BMC are SMT and QBF solvers, enabling verification of finite- and infinite-state programs. HyperQB offers command-line and standalone graphical, and web-based interfaces. Based on the selection of either bug-hunting or synthesis, instances of counterexamples or path witnesses are returned. The tool is entirely implemented in Rust and we report on successful and effective model checking results for a rich set of experiments on a variety of case studies with rigorous performance comparison and contrast with similar tools.
7.3FLSep 18, 2020
Bounded Model Checking for HyperpropertiesTzu-Han Hsu, Cesar Sanchez, Borzoo Bonakdarpour
Hyperproperties are properties of systems that relate multiple computation traces, including security and concurrency properties. This paper introduces a bounded model checking (BMC) algorithm for hyperproperties expressed in HyperLTL, which - to the best of our knowledge - is the first such algorithm. Just as the classic BMC technique for LTL primarily aims at finding bugs, our approach also targets identifying counterexamples. BMC for LTL is reduced to SAT solving, because LTL describes a property via inspecting individual traces. HyperLTL allows explicit and simultaneous quantification over traces and describes properties that involves multiple traces and, hence, our BMC approach naturally reduces to QBF solving. We report on successful and efficient model checking, implemented in a tool called HyperQube, of a rich set of experiments on a variety of case studies, including security, concurrent data structures, path planning for robots, and testing.
5.4CVJul 12, 2019
CoachAI: A Project for Microscopic Badminton Match Data Collection and Tactical AnalysisTzu-Han Hsu, Ching-Hsuan Chen, Nyan Ping Ju et al.
Computer vision based object tracking has been used to annotate and augment sports video. For sports learning and training, video replay is often used in post-match review and training review for tactical analysis and movement analysis. For automatically and systematically competition data collection and tactical analysis, a project called CoachAI has been supported by the Ministry of Science and Technology, Taiwan. The proposed project also includes research of data visualization, connected training auxiliary devices, and data warehouse. Deep learning techniques will be used to develop video-based real-time microscopic competition data collection based on broadcast competition video. Machine learning techniques will be used to develop a tactical analysis. To reveal data in more understandable forms and to help in pre-match training, AR/VR techniques will be used to visualize data, tactics, and so on. In addition, training auxiliary devices including smart badminton rackets and connected serving machines will be developed based on the IoT technology to further utilize competition data and tactical data and boost training efficiency. Especially, the connected serving machines will be developed to perform specified tactics and to interact with players in their training.