44,022 research outputs found
A multi-paradigm language for reactive synthesis
This paper proposes a language for describing reactive synthesis problems
that integrates imperative and declarative elements. The semantics is defined
in terms of two-player turn-based infinite games with full information.
Currently, synthesis tools accept linear temporal logic (LTL) as input, but
this description is less structured and does not facilitate the expression of
sequential constraints. This motivates the use of a structured programming
language to specify synthesis problems. Transition systems and guarded commands
serve as imperative constructs, expressed in a syntax based on that of the
modeling language Promela. The syntax allows defining which player controls
data and control flow, and separating a program into assumptions and
guarantees. These notions are necessary for input to game solvers. The
integration of imperative and declarative paradigms allows using the paradigm
that is most appropriate for expressing each requirement. The declarative part
is expressed in the LTL fragment of generalized reactivity(1), which admits
efficient synthesis algorithms, extended with past LTL. The implementation
translates Promela to input for the Slugs synthesizer and is written in Python.
The AMBA AHB bus case study is revisited and synthesized efficiently,
identifying the need to reorder binary decision diagrams during strategy
construction, in order to prevent the exponential blowup observed in previous
work.Comment: In Proceedings SYNT 2015, arXiv:1602.0078
A multi-paradigm language for reactive synthesis
This paper proposes a language for describing reactive synthesis problems that integrates imperative and declarative elements. The semantics is defined in terms of two-player turn-based infinite games with full information. Currently, synthesis tools accept linear temporal logic (LTL) as input, but this description is less structured and does not facilitate the expression of sequential constraints. This motivates the use of a structured programming language to specify synthesis problems. Transition systems and guarded commands serve as imperative constructs, expressed in a syntax based on that of the modeling language Promela. The syntax allows defining which player controls data and control flow, and separating a program into assumptions and guarantees. These notions are necessary for input to game solvers. The integration of imperative and declarative paradigms allows using the paradigm that is most appropriate for expressing each requirement. The declarative part is expressed in the LTL fragment of generalized reactivity(1), which admits efficient synthesis algorithms, extended with past LTL. The implementation translates Promela to input for the Slugs synthesizer and is written in Python. The AMBA AHB bus case study is revisited and synthesized efficiently, identifying the need to reorder binary decision diagrams during strategy construction, in order to prevent the exponential blowup observed in previous work
Synthesizing Functional Reactive Programs
Functional Reactive Programming (FRP) is a paradigm that has simplified the
construction of reactive programs. There are many libraries that implement
incarnations of FRP, using abstractions such as Applicative, Monads, and
Arrows. However, finding a good control flow, that correctly manages state and
switches behaviors at the right times, still poses a major challenge to
developers. An attractive alternative is specifying the behavior instead of
programming it, as made possible by the recently developed logic: Temporal
Stream Logic (TSL). However, it has not been explored so far how Control Flow
Models (CFMs), as synthesized from TSL specifications, can be turned into
executable code that is compatible with libraries building on FRP. We bridge
this gap, by showing that CFMs are indeed a suitable formalism to be turned
into Applicative, Monadic, and Arrowized FRP. We demonstrate the effectiveness
of our translations on a real-world kitchen timer application, which we
translate to a desktop application using the Arrowized FRP library Yampa, a web
application using the Monadic threepenny-gui library, and to hardware using the
Applicative hardware description language ClaSH.Comment: arXiv admin note: text overlap with arXiv:1712.0024
Applying Formal Methods to Networking: Theory, Techniques and Applications
Despite its great importance, modern network infrastructure is remarkable for
the lack of rigor in its engineering. The Internet which began as a research
experiment was never designed to handle the users and applications it hosts
today. The lack of formalization of the Internet architecture meant limited
abstractions and modularity, especially for the control and management planes,
thus requiring for every new need a new protocol built from scratch. This led
to an unwieldy ossified Internet architecture resistant to any attempts at
formal verification, and an Internet culture where expediency and pragmatism
are favored over formal correctness. Fortunately, recent work in the space of
clean slate Internet design---especially, the software defined networking (SDN)
paradigm---offers the Internet community another chance to develop the right
kind of architecture and abstractions. This has also led to a great resurgence
in interest of applying formal methods to specification, verification, and
synthesis of networking protocols and applications. In this paper, we present a
self-contained tutorial of the formidable amount of work that has been done in
formal methods, and present a survey of its applications to networking.Comment: 30 pages, submitted to IEEE Communications Surveys and Tutorial
An Animation Framework for Continuous Interaction with Reactive Virtual Humans
We present a complete framework for animation of Reactive Virtual Humans that offers a mixed animation paradigm: control of different body parts switches between keyframe animation, procedural animation and physical simulation, depending on the requirements of the moment. This framework implements novel techniques to support real-time continuous interaction. It is demonstrated on our interactive Virtual Conductor
Software agents in music and sound art research/creative work: Current state and a possible direction
Composers, musicians and computer scientists have begun to use software-based agents to create music and sound art in both linear and non-linear (non-predetermined form and/or content) idioms, with some robust approaches now drawing on various disciplines. This paper surveys recent work: agent technology is first introduced, a theoretical framework for its use in creating music/sound art works put forward, and an overview of common approaches then given. Identifying areas of neglect in recent research, a possible direction for further work is then briefly explored. Finally, a vision for a new hybrid model that integrates non-linear, generative, conversational and affective perspectives on interactivity is proposed
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