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 reactive synthesis


Emerson-Lei and Manna-Pnueli Games for LTLf+ and PPLTL+ Synthesis

Hausmann, Daniel, Zhu, Shufang, Parretti, Gianmarco, Weinhuber, Christoph, De Giacomo, Giuseppe, Piterman, Nir

arXiv.org Artificial Intelligence

Recently, the Manna-Pnueli Hierarchy has been used to define the temporal logics LTLfp and PPLTLp, which allow to use finite-trace LTLf/PPLTL techniques in infinite-trace settings while achieving the expressiveness of full LTL. In this paper, we present the first actual solvers for reactive synthesis in these logics. These are based on games on graphs that leverage DFA-based techniques from LTLf/PPLTL to construct the game arena. We start with a symbolic solver based on Emerson-Lei games, which reduces lower-class properties (guarantee, safety) to higher ones (recurrence, persistence) before solving the game. We then introduce Manna-Pnueli games, which natively embed Manna-Pnueli objectives into the arena. These games are solved by composing solutions to a DAG of simpler Emerson-Lei games, resulting in a provably more efficient approach. We implemented the solvers and practically evaluated their performance on a range of representative formulas. The results show that Manna-Pnueli games often offer significant advantages, though not universally, indicating that combining both approaches could further enhance practical performance.


LTLf+ and PPLTL+: Extending LTLf and PPLTL to Infinite Traces

Aminof, Benjamin, De Giacomo, Giuseppe, Rubin, Sasha, Vardi, Moshe Y.

arXiv.org Artificial Intelligence

We introduce LTLf+ and PPLTL+, two logics to express properties of infinite traces, that are based on the linear-time temporal logics LTLf and PPLTL on finite traces. LTLf+/PPLTL+ use levels of Manna and Pnueli's LTL safety-progress hierarchy, and thus have the same expressive power as LTL. However, they also retain a crucial characteristic of the reactive synthesis problem for the base logics: the game arena for strategy extraction can be derived from deterministic finite automata (DFA). Consequently, these logics circumvent the notorious difficulties associated with determinizing infinite trace automata, typical of LTL reactive synthesis. We present DFA-based synthesis techniques for LTLf+/PPLTL+, and show that synthesis is 2EXPTIME-complete for LTLf+ (matching LTLf) and EXPTIME-complete for PPLTL+ (matching PPLTL). Notably, while PPLTL+ retains the full expressive power of LTL, reactive synthesis is EXPTIME-complete instead of 2EXPTIME-complete. The techniques are also adapted to optimally solve satisfiability, validity, and model-checking, to get EXPSPACE-complete for LTLf+ (extending a recent result for the guarantee level using LTLf), and PSPACE-complete for PPLTL+.


Admissibility Over Winning: A New Approach to Reactive Synthesis in Robotics

Muvvala, Karan, Lahijanian, Morteza

arXiv.org Artificial Intelligence

Reactive synthesis is a framework for modeling and automatically synthesizing strategies in robotics, typically through computing a \emph{winning} strategy in a 2-player game between the robot and the environment. Winning strategies, however, do not always exist, even in some simple cases. In such situations, it is still desirable for the robot to attempt its task rather than "giving up". In this work, we explore the notion of admissibility to define strategies beyond winning, tailored specifically for robotic systems. We introduce an ordering of admissible strategies and define \emph{admissibly rational strategies}, which aim to be winning and cooperative when possible, and non-violating and hopeful when necessary. We present an efficient synthesis algorithm and demonstrate that admissibly rational strategies produce desirable behaviors through case studies.


Combining LLM Code Generation with Formal Specifications and Reactive Program Synthesis

Murphy, William, Holzer, Nikolaus, Qiao, Feitong, Cui, Leyi, Rothkopf, Raven, Koenig, Nathan, Santolucito, Mark

arXiv.org Artificial Intelligence

In the past few years, Large Language Models (LLMs) have exploded in usefulness and popularity for code generation tasks. However, LLMs still struggle with accuracy and are unsuitable for high-risk applications without additional oversight and verification. In particular, they perform poorly at generating code for highly complex systems, especially with unusual or out-of-sample logic. For such systems, verifying the code generated by the LLM may take longer than writing it by hand. We introduce a solution that divides the code generation into two parts; one to be handled by an LLM and one to be handled by formal methods-based program synthesis. We develop a benchmark to test our solution and show that our method allows the pipeline to solve problems previously intractable for LLM code generation.


Stochastic Games for Interactive Manipulation Domains

Muvvala, Karan, Wells, Andrew M., Lahijanian, Morteza, Kavraki, Lydia E., Vardi, Moshe Y.

arXiv.org Artificial Intelligence

As robots become more prevalent, the complexity of robot-robot, robot-human, and robot-environment interactions increases. In these interactions, a robot needs to consider not only the effects of its own actions, but also the effects of other agents' actions and the possible interactions between agents. Previous works have considered reactive synthesis, where the human/environment is modeled as a deterministic, adversarial agent; as well as probabilistic synthesis, where the human/environment is modeled via a Markov chain. While they provide strong theoretical frameworks, there are still many aspects of human-robot interaction that cannot be fully expressed and many assumptions that must be made in each model. In this work, we propose stochastic games as a general model for human-robot interaction, which subsumes the expressivity of all previous representations. In addition, it allows us to make fewer modeling assumptions and leads to more natural and powerful models of interaction. We introduce the semantics of this abstraction and show how existing tools can be utilized to synthesize strategies to achieve complex tasks with guarantees. Further, we discuss the current computational limitations and improve the scalability by two orders of magnitude by a new way of constructing models for PRISM-games.


Enforcing Temporal Constraints on Generative Agent Behavior with Reactive Synthesis

Rothkopf, Raven, Zeng, Hannah Tongxin, Santolucito, Mark

arXiv.org Artificial Intelligence

The surge in popularity of Large Language Models (LLMs) has opened doors for new approaches to the creation of interactive agents. However, managing the temporal behavior of such agents over the course of an interaction remains challenging. The stateful, long-term horizon and quantitative reasoning required for coherent agent behavior does not fit well into the LLM paradigm. We propose a combination of formal logic-based program synthesis and LLM content generation to create generative agents that adhere to temporal constraints. Our approach uses Temporal Stream Logic (TSL) to generate an automaton that enforces a temporal structure on an agent and leaves the details of each action for a moment in time to an LLM. By using TSL, we are able to augment the generative agent where users have a higher level of guarantees on behavior, better interpretability of the system, and more ability to build agents in a modular way. We evaluate our approach on different tasks involved in creating a coherent interactive agent specialized for various application domains. We found that over all of the tasks, our approach using TSL achieves at least 96% adherence, whereas the pure LLM-based approach demonstrates as low as 14.67% adherence.


NeuroSynt: A Neuro-symbolic Portfolio Solver for Reactive Synthesis

Cosler, Matthias, Hahn, Christopher, Omar, Ayham, Schmitt, Frederik

arXiv.org Artificial Intelligence

We introduce NeuroSynt, a neuro-symbolic portfolio solver framework for reactive synthesis. At the core of the solver lies a seamless integration of neural and symbolic approaches to solving the reactive synthesis problem. To ensure soundness, the neural engine is coupled with model checkers verifying the predictions of the underlying neural models. The open-source implementation of NeuroSynt provides an integration framework for reactive synthesis in which new neural and state-of-the-art symbolic approaches can be seamlessly integrated. Extensive experiments demonstrate its efficacy in handling challenging specifications, enhancing the state-of-the-art reactive synthesis solvers, with NeuroSynt contributing novel solves in the current SYNTCOMP benchmarks.


Sampling-based Reactive Synthesis for Nondeterministic Hybrid Systems

Ho, Qi Heng, Sunberg, Zachary N., Lahijanian, Morteza

arXiv.org Artificial Intelligence

This paper introduces a sampling-based strategy synthesis algorithm for nondeterministic hybrid systems with complex continuous dynamics under temporal and reachability constraints. We model the evolution of the hybrid system as a two-player game, where the nondeterminism is an adversarial player whose objective is to prevent achieving temporal and reachability goals. The aim is to synthesize a winning strategy -- a reactive (robust) strategy that guarantees the satisfaction of the goals under all possible moves of the adversarial player. Our proposed approach involves growing a (search) game-tree in the hybrid space by combining sampling-based motion planning with a novel bandit-based technique to select and improve on partial strategies. We show that the algorithm is probabilistically complete, i.e., the algorithm will asymptotically almost surely find a winning strategy, if one exists. The case studies and benchmark results show that our algorithm is general and effective, and consistently outperforms state of the art algorithms.


Efficient Symbolic Approaches for Quantitative Reactive Synthesis with Finite Tasks

Muvvala, Karan, Lahijanian, Morteza

arXiv.org Artificial Intelligence

This work introduces efficient symbolic algorithms for quantitative reactive synthesis. We consider resource-constrained robotic manipulators that need to interact with a human to achieve a complex task expressed in linear temporal logic. Our framework generates reactive strategies that not only guarantee task completion but also seek cooperation with the human when possible. We model the interaction as a two-player game and consider regret-minimizing strategies to encourage cooperation. We use symbolic representation of the game to enable scalability. For synthesis, we first introduce value iteration algorithms for such games with min-max objectives. Then, we extend our method to the regret-minimizing objectives. Our benchmarks reveal that our symbolic framework not only significantly improves computation time (up to an order of magnitude) but also can scale up to much larger instances of manipulation problems with up to 2x number of objects and locations than the state of the art.


Fully Observable Non-deterministic Planning as Assumption-Based Reactive Synthesis

D'Ippolito, Nicolás, Rodrı́guez, Natalia, Sardina, Sebastian

Journal of Artificial Intelligence Research

We contribute to recent efforts in relating two approaches to automatic synthesis, namely, automated planning and discrete reactive synthesis. First, we develop a declarative characterization of the standard "fairness" assumption on environments in non-deterministic planning, and show that strong-cyclic plans are correct solution concepts for fair environments. This complements, and arguably completes, the existing foundational work on non-deterministic planning, which focuses on characterizing (and computing) plans enjoying special "structural" properties, namely loopy but closed policy structures. Second, we provide an encoding suitable for reactive synthesis that avoids the naive exponential state space blowup. To do so, special care has to be taken to specify the fairness assumption on the environment in a succinct manner.