Related papers: On the Hardness of PCTL Satisfiability
Graded path modalities count the number of paths satisfying a property, and generalize the existential (E) and universal (A) path modalities of CTL*. The resulting logic is called GCTL*. We settle the complexity of satisfiability of GCTL*,…
We study the computational complexity of the popular board game backgammon. We show that deciding whether a player can win from a given board configuration is NP-Hard, PSPACE-Hard, and EXPTIME-Hard under different settings of known and…
We present an almost complete classification of the parameterized complexity of all operator fragments of the satisfiability problem in computation tree logic CTL. The investigated parameterization is the sum of temporal depth and…
The decidability of the reachability problem for finitary PCF has been used as a theoretical basis for fully automated verification tools for functional programs. The reachability problem, however, often becomes undecidable for a slight…
We study algorithmic complexity of solving subtraction games in a~fixed dimension with a finite difference set. We prove that there exists a game in this class such that any algorithm solving the game runs in exponential time. Also we prove…
HyperLTL, the extension of Linear Temporal Logic by trace quantifiers, is a uniform framework for expressing information flow policies by relating multiple traces of a security-critical system. HyperLTL has been successfully applied to…
Reachability and LTL model-checking problems for flat counter systems are known to be decidable but whereas the reachability problem can be shown in NP, the best known complexity upper bound for the latter problem is made of a tower of…
This paper considers the computational hardness of computing expected outcomes and deciding almost-sure termination of probabilistic programs. We show that deciding almost-sure termination and deciding whether the expected outcome of a…
In a seminal paper from 1985, Sistla and Clarke showed that satisfiability for Linear Temporal Logic (LTL) is either NP-complete or PSPACE-complete, depending on the set of temporal operators used. If, in contrast, the set of propositional…
We show that Branching-time temporal logics CTL and CTL*, as well as Alternating-time temporal logics ATL and ATL*, are as semantically expressive in the language with a single propositional variable as they are in the full language, i.e.,…
LTL synthesis -- the construction of a function to satisfy a logical specification formulated in Linear Temporal Logic -- is a 2EXPTIME-complete problem with relevant applications in controller synthesis and a myriad of artificial…
In many applications, we want to influence the decisions of independent agents by designing incentives for their actions. We revisit a fundamental problem in this area, called GAME IMPLEMENTATION: Given a game in standard form and a set of…
Strategy Logic (SL, for short) has been recently introduced by Mogavero, Murano, and Vardi as a useful formalism for reasoning explicitly about strategies, as first-order objects, in multi-agent concurrent games. This logic turns to be very…
We classify the computational complexity of the satisfiability, validity and model-checking problems for propositional independence, inclusion, and team logic. Our main result shows that the satisfiability and validity problems for…
We study the problem of deciding the winner of reachability switching games for zero-, one-, and two-player variants. Switching games provide a deterministic analogue of stochastic games. We show that the zero-player case is NL-hard, the…
We present a template for the Promise Constraint Satisfaction Problem (PCSP) which is NP-hard but does not satisfy the current state-of-the-art hardness condition [ACMTCT'21]. We introduce a new "injective" condition based on the smooth…
In this paper we consider a fragment of the first-order theory of the real numbers that includes systems of equations of continuous functions in bounded domains, and for which all functions are computable in the sense that it is possible to…
We establish the first hardness results for the problem of computing the value of one-round games played by a verifier and a team of provers who can share quantum entanglement. In particular, we show that it is NP-hard to approximate within…
We study the extent to which it is possible to approximate the optimal value of a Unique Games instance in Fixed-Point Logic with Counting (FPC). Formally, we prove lower bounds against the accuracy of FPC-interpretations that map Unique…
Two standard algorithms for approximately solving two-player zero-sum concurrent reachability games are value iteration and strategy iteration. We prove upper and lower bounds of 2^(m^(Theta(N))) on the worst case number of iterations…