GTMay 11
Doubly Fair Parity GamesDaniel Hausmann, Nir Piterman, Irmak Sağlam et al.
We consider two-player games over finite graphs in which both players are restricted by fairness constraints on their moves. Given a two player game graph $G=(V,E)$ and a set of fair moves $E_f\subseteq E$ a player is said to play "fair" in $G$ if they choose an edge $e \in E_f$ infinitely often whenever the source vertex of $e$ is visited infinitely often. Otherwise, they play "unfair". We equip such games with two $ω$-regular winning conditions $α$ and $β$ deciding the winner of mutually fair and mutually unfair plays, respectively. Whenever one player plays fair and the other plays unfair, the fairly playing player wins the game. The resulting games are called "fair $α/β$ games". We formalize fair $α/β$ games and show that they are determined. For fair parity/parity games, i.e., fair $α/β$ games where $α$ and $β$ are given each by a parity condition over $G$, we provide a polynomial reduction to (normal) parity games via a gadget construction inspired by the reduction of stochastic parity games to parity games. We further give a direct symbolic fixpoint algorithm to solve fair parity/parity games. On a conceptual level, we illustrate the translation between the gadget-based reduction and the direct symbolic algorithm which uncovers the underlying similarities of solution algorithms for fair and stochastic parity games, as well as for the recently considered class of fair games where only one player is restricted by fair moves.
SYJul 26, 2019
Lazy Abstraction-Based Control for Safety SpecificationsKyle Hsu, Rupak Majumdar, Kaushik Mallik et al.
We present a lazy version of multi-layered abstraction-based controller synthesis (ABCS) for continuous-time nonlinear dynamical systems against safety specifications. State-of-the-art multi-layered ABCS uses pre-computed finite-state abstractions of different coarseness. Our new algorithm improves this technique by computing transitions on-the-fly, and only when a particular region of the state space needs to be explored by the controller synthesis algorithm for a specific coarseness. Additionally, our algorithm improves upon existing techniques by using coarser cells on a larger subset of the state space, which leads to significant computational savings.
SYSep 27, 2017
Compositional Construction of Finite State Abstractions for Stochastic Control SystemsKaushik Mallik, Sadegh Esmaeil Zadeh Soudjani, Anne-Kathrin Schmuck et al.
Controller synthesis techniques for continuous systems with respect to temporal logic specifications typically use a finite-state symbolic abstraction of the system. Constructing this abstraction for the entire system is computationally expensive, and does not exploit natural decompositions of many systems into interacting components. We have recently introduced a new relation, called (approximate) disturbance bisimulation for compositional symbolic abstraction to help scale controller synthesis for temporal logic to larger systems. In this paper, we extend the results to stochastic control systems modeled by stochastic differential equations. Given any stochastic control system satisfying a stochastic version of the incremental input-to-state stability property and a positive error bound, we show how to construct a finite-state transition system (if there exists one) which is disturbance bisimilar to the given stochastic control system. Given a network of stochastic control systems, we give conditions on the simultaneous existence of disturbance bisimilar abstractions to every component allowing for compositional abstraction of the network system.
SYFeb 15, 2016
Dynamic Hierarchical Reactive Controller SynthesisAnne-Kathrin Schmuck, Rupak Majumdar
In the formal approach to reactive controller synthesis, a symbolic controller for a possibly hybrid system is obtained by algorithmically computing a winning strategy in a two-player game. Such game-solving algorithms scale poorly as the size of the game graph increases. However, in many applications, the game graph has a natural hierarchical structure. In this paper, we propose a modeling formalism and a synthesis algorithm that exploits this hierarchical structure for more scalable synthesis. We define local games on hierarchical graphs as a modeling formalism which decomposes a large-scale reactive synthesis problem in two dimensions. First, the construction of a hierarchical game graph introduces abstraction layers, where each layer is again a two-player game graph. Second, every such layer is decomposed into multiple local game graphs, each corresponding to a node in the higher level game graph. While local games have the potential to reduce the state space for controller synthesis, they lead to more complex synthesis problems where strategies computed for one local game can impose additional requirements on lower-level local games. Our second contribution is a procedure to construct a dynamic controller for local game graphs over hierarchies. The controller computes assume-admissible winning strategies that satisfy local specifications in the presence of environment assumptions, and dynamically updates specifications and strategies due to interactions between games at different abstraction layers at each step of the play. We show that our synthesis procedure is sound: the controller constructs a play which satisfies all local specifications. We illustrate our results through an example controlling an autonomous robot in a known, multistory building.
SYAug 9, 2019
Lazy Abstraction-Based Controller SynthesisKyle Hsu, Rupak Majumdar, Kaushik Mallik et al.
We present lazy abstraction-based controller synthesis (ABCS) for continuous-time nonlinear dynamical systems against reach-avoid and safety specifications. State-of-the-art multi-layered ABCS pre-computes multiple finite-state abstractions of varying granularity and applies reactive synthesis to the coarsest abstraction whenever feasible, but adaptively considers finer abstractions when necessary. Lazy ABCS improves this technique by constructing abstractions on demand. Our insight is that the abstract transition relation only needs to be locally computed for a small set of frontier states at the precision currently required by the synthesis algorithm. We show that lazy ABCS can significantly outperform previous multi-layered ABCS algorithms: on standard benchmarks, lazy ABCS is more than 4 times faster.
GTApr 13
Incremental Data-Driven Policy Synthesis via Game AbstractionsIrmak Sağlam, Mahdi Nazeri, Alessandro Abate et al.
We address the synthesis of control policies for unknown discrete-time stochastic dynamical systems to satisfy temporal logic objectives. We present a data-driven, abstraction-based control framework that integrates online learning with novel incremental game-solving. Under appropriate continuity assumptions, our method abstracts the system dynamics into a finite stochastic (2.5-player) game graph derived from data. Given a requirement over time on this graph, we compute the winning region -- i.e., the set of initial states from which the objective is satisfiable -- in the resulting game, together with a corresponding control policy. Our main contribution is the construction of abstractions, winning regions and control policies \emph{incrementally}, as data about the system dynamics accumulates. Concretely, our algorithm refines under- and over-approximations of reachable sets for each state-action pair as new data samples arrive. These refinements induce structural modifications in the game graph abstraction -- such as the addition or removal of nodes and edges -- which in turn modify the winning region. Crucially, we show that these updates are inherently monotonic: under-approximations only grow, over-approximations only shrink, and the winning region only expands. We exploit this monotonicity by defining an objective-induced ranking function on the nodes of the abstract game that increases monotonically as new data samples are incorporated. These ranks underpin our novel incremental game-solving algorithm, which employs customized gadgets (DAG-like subgames) within a rank-lifting algorithm to efficiently update the winning region. Numerical case studies demonstrate significant computational savings compared to the baseline approach, which re-solves the entire game from scratch whenever new data samples arrive.
ROMar 31
Context-Triggered Contingency Games for Strategic Multi-Agent InteractionKilian Schweppe, Anne-Kathrin Schmuck
We address the challenge of reliable and efficient interaction in autonomous multi-agent systems, where agents must balance long-term strategic objectives with short-term dynamic adaptation. We propose context-triggered contingency games, a novel integration of strategic games derived from temporal logic specifications with dynamic contingency games solved in real time. Our two-layered architecture leverages strategy templates to guarantee satisfaction of high-level objectives, while a new factor-graph-based solver enables scalable, real-time model predictive control of dynamic interactions. The resulting framework ensures both safety and progress in uncertain, interactive environments. We validate our approach through simulations and hardware experiments in autonomous driving and robotic navigation, demonstrating efficient, reliable, and adaptive multi-agent interaction.
CLMay 7
MANTRA: Synthesizing SMT-Validated Compliance Benchmarks for Tool-Using LLM AgentsAshwani Anand, Ivi Chatzi, Ritam Raha et al.
Tool-using large language model (LLM) agents are increasingly deployed in settings where their reliable behavior is governed by strict procedural manuals. Ensuring that such agents comply with the rules from these manuals is challenging, as they are typically written for humans in natural language while agent behavior manifests as an execution trace of tool calls. Existing evaluations of LLM agents rely on manually constructed benchmarks or LLM-based judges, which either do not scale or lack reliability for complex, long-horizon manuals. To overcome these limitations, we present MANTRA, a framework for automatically synthesizing machine-checkable compliance benchmarks from natural-language manuals and tool schemas. MANTRA independently generates (i) a symbolic world model capturing procedural dependencies, and (ii) a set of trace-level compliance checks for a given task, and validates their consistency using SMT solving. A structured repair loop resolves inconsistencies, requiring human intervention only as a fallback. %This yields benchmarks that are formally validated. Importantly, MANTRA supports arbitrary domains and long procedural manuals, and provides a tunable notion of task complexity which is utilized to automatically derive challenging tasks accompanying compliance checks. Using MANTRA, we build a new benchmark suite with 285 tasks across 6 domains scaling to 50+ page manuals with minimal human effort. Empirically, we show that the compliance checks are richer with stronger constraint enforcement compared to existing benchmarks. Additionally, the granularity of the checks can be used for debugging the agents' failure modes. These results demonstrate that combining automated benchmark generation with formally grounded validation methods enables scalable and reliable benchmarking of tool-using agents.
AIApr 11, 2025
Follow the STARs: Dynamic $ω$-Regular Shielding of Learned PoliciesAshwani Anand, Satya Prakash Nayak, Ritam Raha et al.
This paper presents a novel dynamic post-shielding framework that enforces the full class of $ω$-regular correctness properties over pre-computed probabilistic policies. This constitutes a paradigm shift from the predominant setting of safety-shielding -- i.e., ensuring that nothing bad ever happens -- to a shielding process that additionally enforces liveness -- i.e., ensures that something good eventually happens. At the core, our method uses Strategy-Template-based Adaptive Runtime Shields (STARs), which leverage permissive strategy templates to enable post-shielding with minimal interference. As its main feature, STARs introduce a mechanism to dynamically control interference, allowing a tunable enforcement parameter to balance formal obligations and task-specific behavior at runtime. This allows to trigger more aggressive enforcement when needed, while allowing for optimized policy choices otherwise. In addition, STARs support runtime adaptation to changing specifications or actuator failures, making them especially suited for cyber-physical applications. We evaluate STARs on a mobile robot benchmark to demonstrate their controllable interference when enforcing (incrementally updated) $ω$-regular correctness properties over learned probabilistic policies.
SYAug 9, 2017
Compositional Abstraction-Based Controller Synthesis for Continuous-Time SystemsKaushik Mallik, Anne-Kathrin Schmuck, Sadegh Soudjani et al.
Controller synthesis techniques for continuous systems with respect to temporal logic specifications typically use a finite-state symbolic abstraction of the system model. Constructing this abstraction for the entire system is computationally expensive, and does not exploit natural decompositions of many systems into interacting components. We describe a methodology for compositional symbolic abstraction to help scale controller synthesis for temporal logic to larger systems. We introduce a new relation, called (approximate) disturbance bisimulation, as the basis for compositional symbolic abstractions. Disturbance bisimulation strengthens the standard approximate alternating bisimulation relation used in control. It extends naturally to systems which are composed of weakly interconnected sub-components possibly connected in feedback, and models the coupling signals as disturbances. After proving this composability of disturbance bisimulation for metric systems we apply this result to the compositional abstraction of networks of input-to-state stable deterministic non-linear control systems. We give conditions that allow to construct finite-state abstractions compositionally for each component in such a network, so that the abstractions are simultaneously disturbance bisimilar to their continuous counterparts. Combining these two results, we show conditions under which one can compositionally abstract a network of non-linear control systems in a modular way while ensuring that the final composed abstraction is disturbance bisimilar to the original system. We discuss how we get a compositional abstraction-based controller synthesis methodology for networks of such systems against local temporal specifications as a by-product of our construction.