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Dive into the research topics where Loredana Sorrentino is active.

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Featured researches published by Loredana Sorrentino.


international conference on logic programming | 2013

On Promptness in Parity Games

Fabio Mogavero; Aniello Murano; Loredana Sorrentino

Parity games are a powerful formalism for the automatic synthesis and verification of reactive systems. They are closely related to alternating ω-automata and emerge as a natural method for the solution of the μ-calculus model checking problem. Due to these strict connections, parity games are a well-established environment to describe liveness properties such as “every request that occurs infinitely often is eventually responded”. Unfortunately, the classical form of such a condition suffers from the strong drawback that there is no bound on the effective time that separates a request from its response, i.e., responses are not promptly provided. Recently, to overcome this limitation, several parity game variants have been proposed, in which quantitative requirements are added to the classic qualitative ones.


international symposium on temporal representation and reasoning | 2015

On the Counting of Strategies

Vadim Malvone; Fabio Mogavero; Aniello Murano; Loredana Sorrentino

In game theory, a classic qualitative question is to check whether a designated set of players has a winning strategy. In several safety-critical applications, however, it is important to ensure that some redundant strategies also exist, to be possibly used in case of some fault. In this paper, we introduce Graded Strategy Logic (GSL), an extension of Strategy Logic (SL) with graded quantifiers. SL is a powerful formalism that allows to describe useful game concepts in multi-agent settings by explicitly quantifying over strategies treated as first-order citizens. In GSL, by means of the existential construct 〈〈x ≥ g〉〉φ one can enforce that there exist at least g strategies satisfying φ. Dually, via the universal construct [[x <; g]]φ one can ensure that all but less than g strategies satisfy φ. As different strategies may induce the same outcome, although looking different, they need to be counted as one. While this interpretation is natural, it heavily complicates the definition and thus the reasoning about GSL. In order to accomplish this specific way of counting, we formally introduce a suitable equivalence relation over profiles based on the strategic behavior they induce. To give evidence of GSL usability, we investigate basic questions of one of its vanilla fragment, namely GSL[1G]. In particular, we report on positive results about the determinacy of games and the related model-checking problem, which we show to be PTIME-COMPLETE.


formal aspects of component software | 2014

Solving Parity Games in Scala

Antonio Di Stasio; Aniello Murano; Vincenzo Prignano; Loredana Sorrentino

Parity games are two-player games, played on directed graphs, whose nodes are labeled with priorities. Along a play, the maximal priority occurring infinitely often determines the winner. In the last two decades, a variety of algorithms and successive optimizations have been proposed. The majority of them have been implemented in PGSolver, written in OCaml, which has been elected by the community as the de facto platform to solve efficiently parity games as well as evaluate their performance in several specific cases.


Information & Computation | 2017

Reasoning about graded strategy quantifiers

Vadim Malvone; Fabio Mogavero; Aniello Murano; Loredana Sorrentino

Abstract In this paper we introduce and study Graded Strategy Logic (GSL), an extension of Strategy Logic (SL) with graded quantifiers . SL is a powerful formalism that allows to describe useful game concepts in multi-agent settings by explicitly quantifying over strategies treated as first-order citizens. In GSL, by means of the existential construct 《 x ≥ g 》 φ , one can enforce that there exist at least g strategies x satisfying φ . Dually, via the universal construct 〚 x g 〛 φ , one can ensure that all but less than g strategies x satisfy φ . Strategies in GSL are counted semantically. This means that strategies inducing the same outcome, even though looking different, are counted as one. While this interpretation is natural, it requires a suitable machinery to allow for such a counting, as we do. Precisely, we introduce a non-trivial equivalence relation over strategy profiles based on the strategic behavior they induce. To give an evidence of GSL usability, we investigate some basic questions about the Vanilla GSL[ 1g ] fragment, that is the vanilla restriction of the well-studied One-Goal Strategy Logic fragment of SL augmented with graded strategy quantifiers. We show that the model-checking problem for this logic is PTime - complete . We also report on some positive results about the determinacy.


Information & Computation | 2018

Cycle detection in computation tree logic

Gaëlle Fontaine; Fabio Mogavero; Aniello Murano; Giuseppe Perelli; Loredana Sorrentino

Abstract We introduce Cycle- CTL ⋆ , an extension of CTL ⋆ with cycle quantifications that are able to predicate over cycles. The introduced logic turns out to be very expressive. Indeed, we prove that it strictly extends CTL ⋆ and is orthogonal to μ Calculus . We also give an evidence of its usefulness by providing few examples involving non-regular properties. We extensively investigate both the model-checking and satisfiability problems for Cycle- CTL ⋆ and some of its variants/fragments.


international conference on conceptual structures | 2017

Parallel Parity Games: a Multicore Attractor for the Zielonka Recursive Algorithm

Rossella Arcucci; Umberto Marotta; Aniello Murano; Loredana Sorrentino

Abstract Parity games are abstract infinite-duration two-player games, widely studied in computer science. Several solution algorithms have been proposed and also implemented in the community tool of choice called PGSolver, which has declared the Zielonka Recursive (ZR) algorithm the best performing on randomly generated games. With the aim of scaling and solving wider classes of parity games, several improvements and optimizations have been proposed over the existing algorithms. However, no one has yet explored the benefit of using the full computational power of which even common modern multicore processors are capable of. This is even more surprisingly by considering that most of the advanced algorithms in PGSolver are sequential. In this paper we introduce and implement, on a multicore architecture, a parallel version of the Attractor algorithm, that is the main kernel of the ZR algorithm. This choice follows our investigation that more of the 99% of the execution time of the ZR algorithm is spent in this module. We provide testing on graphs up to 20K nodes generated through PGSolver and we discuss performance analysis in terms of strong and weak scaling.


GandALF | 2016

Cycle Detection in Computation Tree Logic.

Gaëlle Fontaine; Fabio Mogavero; Aniello Murano; Giuseppe Perelli; Loredana Sorrentino

Temporal logic is a very powerful formalism deeply investigated and used in formal system design and verification. Its application usually reduces to solving specific decision problems such as model checking and satisfiability. In these kind of problems, the solution often requires detecting some specific properties over cycles. For instance, this happens when using classic techniques based on automata, game-theory, SCC decomposition, and the like. Surprisingly, no temporal logics have been considered so far with the explicit ability of talking about cycles. In this paper we introduce Cycle-CTL*, an extension of the classical branching-time temporal logic CTL* along with cycle quantifications in order to predicate over cycles. This logic turns out to be very expressive. Indeed, we prove that it strictly extends CTL* and is orthogonal to mu-calculus. We also give an evidence of its usefulness by providing few examples involving non-regular properties. We investigate the model checking problem for Cycle-CTL* and show that it is PSPACE-Complete as for CTL*. We also study the satisfiability problem for the existential-cycle fragment of the logic and show that it is solvable in 2ExpTime. This result makes use of an automata-theoretic approach along with novel ad-hoc definitions of bisimulation and tree-like unwinding.


CILC | 2015

Games with additional winning strategies.

Vadim Malvone; Aniello Murano; Loredana Sorrentino


WOA | 2015

A Game-based Model for Human-robots Interaction.

Aniello Murano; Loredana Sorrentino


adaptive agents and multi-agents systems | 2016

Concurrent Multi-Player Parity Games

Vadim Malvone; Aniello Murano; Loredana Sorrentino

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Fabio Mogavero

University of Naples Federico II

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Fabio Mogavero

University of Naples Federico II

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Rossella Arcucci

University of Naples Federico II

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Umberto Marotta

University of Naples Federico II

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Laura Bozzelli

Technical University of Madrid

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