Mikaël Mayer
École Polytechnique Fédérale de Lausanne
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Featured researches published by Mikaël Mayer.
programming language design and implementation | 2010
Viktor Kuncak; Mikaël Mayer; Ruzica Piskac; Philippe Suter
Synthesis of program fragments from specifications can make programs easier to write and easier to reason about. To integrate synthesis into programming languages, synthesis algorithms should behave in a predictable way - they should succeed for a well-defined class of specifications. They should also support unbounded data types such as numbers and data structures. We propose to generalize decision procedures into predictable and complete synthesis procedures. Such procedures are guaranteed to find code that satisfies the specification if such code exists. Moreover, we identify conditions under which synthesis will statically decide whether the solution is guaranteed to exist, and whether it is unique. We demonstrate our approach by starting from decision procedures for linear arithmetic and data structures and transforming them into synthesis procedures. We establish results on the size and the efficiency of the synthesized code. We show that such procedures are useful as a language extension with implicit value definitions, and we show how to extend a compiler to support such definitions. Our constructs provide the benefits of synthesis to programmers, without requiring them to learn new concepts or give up a deterministic execution model.
Communications of The ACM | 2012
Viktor Kuncak; Mikaël Mayer; Ruzica Piskac; Philippe Suter
Automated synthesis of program fragments from specifications can make programs easier to write and easier to reason about. To integrate synthesis into programming languages, software synthesis algorithms should behave in a predictable way: they should succeed for a well-defined class of specifications. We propose to systematically generalize decision procedures into synthesis procedures, and use them to compile implicitly specified computations embedded inside functional and imperative programs. Synthesis procedures are predictable, because they are guaranteed to find code that satisfies the specification whenever such code exists. To illustrate our method, we derive synthesis procedures by extending quantifier elimination algorithms for integer arithmetic and set data structures. We then show that an implementation of such synthesis procedures can extend a compiler to support implicit value definitions and advanced pattern matching.
International Journal on Software Tools for Technology Transfer | 2013
Viktor Kuncak; Mikaël Mayer; Ruzica Piskac; Philippe Suter
Synthesis of program fragments from specifications can make programs easier to write and easier to reason about. To integrate synthesis into programming languages, synthesis algorithms should behave in a predictable way—they should succeed for a well-defined class of specifications. To guarantee correctness and applicability to software (and not just hardware), these algorithms should also support unbounded data types, such as numbers and data structures. To obtain appropriate synthesis algorithms, we propose to generalize decision procedures into predictable and complete synthesis procedures. Such procedures are guaranteed to find the code that satisfies the specification if such code exists. Moreover, we identify conditions under which synthesis will statically decide whether the solution is guaranteed to exist and whether it is unique. We demonstrate our approach by starting from a quantifier elimination decision procedure for Boolean algebra of set with Presburger arithmetic and transforming it into a synthesis procedure. Our procedure also works in the presence of parametric coefficients. We establish results on the size and the efficiency of the synthesized code. We show that such procedures are useful as a language extension with implicit value definitions, and we show how to extend a compiler to support such definitions. Our constructs provide the benefits of synthesis to programmers, without requiring them to learn new concepts, give up a deterministic execution model, or provide code skeletons.
intelligent robots and systems | 2010
Alexander Sproewitz; Philippe Laprade; Stéphane Bonardi; Mikaël Mayer; Rico Moeckel; Pierre-André Mudry; Auke Jan Ijspeert
This paper presents our work towards a decentralized reconfiguration strategy for self-reconfiguring modular robots, assembling furniture-like structures from Roombots (RB) metamodules. We explore how reconfiguration by locomotion from a configuration A to a configuration B can be controlled in a distributed fashion. This is done using Roombots metamodules—two Roombots modules connected serially—that use broadcast signals, lookup tables of their movement space, assumptions about their neighborhood, and connections to a structured surface to collectively build desired structures without the need of a centralized planner.
computer aided verification | 2010
Viktor Kuncak; Mikaël Mayer; Ruzica Piskac; Philippe Suter
Synthesis of program fragments from specifications can make programs easier to write and easier to reason about We present Comfusy, a tool that extends the compiler for the general-purpose programming language Scala with (non-reactive) functional synthesis over unbounded domains Comfusy accepts expressions with input and output variables specifying relations on integers and sets Comfusy symbolically computes the precise domain for the given relation and generates the function from inputs to outputs The outputs are guaranteed to satisfy the relation whenever the inputs belong to the relation domain The core of our synthesis algorithm is an extension of quantifier elimination that generates programs to compute witnesses for eliminated variables We present examples that demonstrate software synthesis using Comfusy and illustrate how synthesis simplifies software development.
sigplan symposium on new ideas new paradigms and reflections on programming and software | 2013
Mikaël Mayer; Viktor Kuncak
The increasing adoption of smartphones and tablets has provided tens of millions of users with substantial resources for computation, communication and sensing. The availability of these resources has a huge potential to positively transform our society and empower individuals. Unfortunately, although the number of users has increased dramatically, the number of developers is still limited by the high barrier that existing programming environments impose. To understand possible directions for helping end users to program, we present Pong Designer, an environment for developing 2D physics games through direct manipulation of object behaviors. Pong Designer is built using Scala and runs on Android tablets with the multi-touch screen as the main input. We show that Pong Designer can create simple games in a few steps. This includes (multi-player and multi-screen) Pong, Brick Breaker, Pacman, Tilting maze. We make available Pong Designer as well as several editable games that we created using it. This paper describes the main principles behind Pong Designer, and illustrates the process of developing and customizing behavior in this approach
international conference on software engineering | 2015
Sumit Gulwani; Mikaël Mayer; Filip Niksic; Ruzica Piskac
Motivated by applications in automating repetitive file manipulations, we present a tool called StriSynth, which allows end-users to perform transformations over data using examples. Based on provided examples, our tool automatically generates scripts for non-trivial file manipulations. Although the current focus of StriSynth are file manipulations, it implements a more general string transformation framework. This framework builds on and further extends the functionality of Flash Fill -- a Microsoft Excel extension for string transformations. An accompanying video to this paper is available at the following website http://youtu.be/kkDZphqIdFM.
conference on object oriented programming systems languages and applications | 2015
Ravichandhran Madhavan; Mikaël Mayer; Sumit Gulwani; Viktor Kuncak
We consider from a practical perspective the problem of checking equivalence of context-free grammars. We present techniques for proving equivalence, as well as techniques for finding counter-examples that establish non-equivalence. Among the key building blocks of our approach is a novel algorithm for efficiently enumerating and sampling words and parse trees from arbitrary context-free grammars; the algorithm supports polynomial time random access to words belonging to the grammar. Furthermore, we propose an algorithm for proving equivalence of context-free grammars that is complete for LL grammars, yet can be invoked on any context-free grammar, including ambiguous grammars. Our techniques successfully find discrepancies between different syntax specifications of several real-world languages, and are capable of detecting fine-grained incremental modifications performed on grammars. Our evaluation shows that our tool improves significantly on the existing available state of the art tools. In addition, we used these algorithms to develop an online tutoring system for grammars that we then used in an undergraduate course on computer language processing. On questions involving grammar constructions, our system was able to automatically evaluate the correctness of 95% of the solutions submitted by students: it disproved 74% of cases and proved 21% of them.
european conference on object-oriented programming | 2017
Mikaël Mayer; Jad Hamza; Viktor Kuncak
Synthesis from examples enables non-expert users to generate programs by specifying examples of their behavior. A domain-specific form of such synthesis has been recently deployed in a widely used spreadsheet software product. In this paper we contribute to foundations of such techniques and present a complete algorithm for synthesis of a class of recursive functions defined by structural recursion over a given algebraic data type definition. The functions we consider map an algebraic data type to a string; they are useful for, e.g., pretty printing and serialization of programs and data. We formalize our problem as learning deterministic sequential top-down tree-to-string transducers with a single state (1STS). The first problem we consider is learning a tree-to-string transducer from any set of input/output examples provided by the user. We show that, given a set of input/output examples, checking whether there exists a 1STS consistent with these examples is NP-complete in general. In contrast, the problem can be solved in polynomial time under a (practically useful) closure condition that each subtree of a tree in the input/output example set is also part of the input/output examples. Because coming up with relevant input/output examples may be difficult for the user while creating hard constraint problems for the synthesizer, we also study a more automated active learning scenario in which the algorithm chooses the inputs for which the user provides the outputs. Our algorithm asks a worst-case linear number of queries as a function of the size of the algebraic data type definition to determine a unique transducer. To construct our algorithms we present two new results on formal languages. First, we define a class of word equations, called sequential word equations, for which we prove that satisfiability can be solved in deterministic polynomial time. This is in contrast to the general word equations for which the best known complexity upper bound is in linear space. Second, we close a long-standing open problem about the asymptotic size of test sets for context-free languages. A test set of a language of words L is a subset T of L such that any two word homomorphisms equivalent on T are also equivalent on L. We prove that it is possible to build test sets of cubic size for context-free languages, matching for the first time the lower bound found 20 years ago.
Archive | 2017
Mikaël Mayer
As of today, programming has never been so accessible. Yet, it remains a challenge for end-users: students, non-technical employees, experts in their domains outside of computer science, and so on. With its forecast potential for solving problems by only observing inputs and outputs, programming-by-example was supposed to alleviate complex tasks requiring programming for end-users. The initial ideas of macro-based editors paved the way to subsequent practical solutions, such as spreadsheet transformations from examples. Finding the right program is the core of the programming-by-example systems. However, users find it difficult to trust such generated programs. In this thesis, we contribute to proving that some forms of interaction alleviate, by having users provide examples, the problem of finding correct and reliable programs. We first report on two experiments that enable us to conjecture what kind of interaction brings benefits to programming-by-example. First, we present a new kind of game engine, Pong Designer. In this game engine, by using their finger, users program rules on the fly, by modifying the game state. We analyze its potential, and its eventual downsides that have probably prevented its wide adoption. Second, we present StriSynth, an interactive command-line tool that uses programming-by-example to transform string and collections. The resulting programs can also rename or otherwise manage files. We obtained the result that confirms that many users preferred StriSynth over usual programming languages, but would appreciate to have both. We then report on two new exciting experiments with verified results, using two forms of interaction truly benefiting programming-by-example. Third, on top of a programmingby- example-based engine for extracting structured data out of text files, in this thesis we study two interaction models implemented in a tool named FlashProg: a view of the program with notification about ambiguities, and the asking of clarification questions. In this thesis, we prove that these two interaction models enable users to perform tasks with less errors and to be more confident with the results. Last, for learning recursive tree-to-string functions (e.g., pretty-printers), in this thesis we prove that questioning breaks down the learning complexity from a cubic to a linear number of questions, in practice making programming-by-example even more accessible than regular programming. The implementation, named Prosy, could be easily added to integrated development environments.