2,801 research outputs found

    Simple Priced Timed Games Are Not That Simple

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    Priced timed games are two-player zero-sum games played on priced timed automata (whose locations and transitions are labeled by weights modeling the costs of spending time in a state and executing an action, respectively). The goals of the players are to minimise and maximise the cost to reach a target location, respectively. We consider priced timed games with one clock and arbitrary (positive and negative) weights and show that, for an important subclass of theirs (the so-called simple priced timed games), one can compute, in exponential time, the optimal values that the players can achieve, with their associated optimal strategies. As side results, we also show that one-clock priced timed games are determined and that we can use our result on simple priced timed games to solve the more general class of so-called reset-acyclic priced timed games (with arbitrary weights and one-clock)

    Two-Player Reachability-Price Games on Single-Clock Timed Automata

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    We study two player reachability-price games on single-clock timed automata. The problem is as follows: given a state of the automaton, determine whether the first player can guarantee reaching one of the designated goal locations. If a goal location can be reached then we also want to compute the optimum price of doing so. Our contribution is twofold. First, we develop a theory of cost functions, which provide a comprehensive methodology for the analysis of this problem. This theory allows us to establish our second contribution, an EXPTIME algorithm for computing the optimum reachability price, which improves the existing 3EXPTIME upper bound.Comment: In Proceedings QAPL 2011, arXiv:1107.074

    Optimal Reachability in Divergent Weighted Timed Games

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    Weighted timed games are played by two players on a timed automaton equipped with weights: one player wants to minimise the accumulated weight while reaching a target, while the other has an opposite objective. Used in a reactive synthesis perspective, this quantitative extension of timed games allows one to measure the quality of controllers. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. Decidability results exist for subclasses of one-clock games, and for a subclass with non-negative weights defined by a semantical restriction on the weights of cycles. In this work, we introduce the class of divergent weighted timed games as a generalisation of this semantical restriction to arbitrary weights. We show how to compute their optimal value, yielding the first decidable class of weighted timed games with negative weights and an arbitrary number of clocks. In addition, we prove that divergence can be decided in polynomial space. Last, we prove that for untimed games, this restriction yields a class of games for which the value can be computed in polynomial time

    Verification and Control of Turn-Based Probabilistic Real-Time Games

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    Quantitative verification techniques have been developed for the formal analysis of a variety of probabilistic models, such as Markov chains, Markov decision process and their variants. They can be used to produce guarantees on quantitative aspects of system behaviour, for example safety, reliability and performance, or to help synthesise controllers that ensure such guarantees are met. We propose the model of turn-based probabilistic timed multi-player games, which incorporates probabilistic choice, real-time clocks and nondeterministic behaviour across multiple players. Building on the digital clocks approach for the simpler model of probabilistic timed automata, we show how to compute the key measures that underlie quantitative verification, namely the probability and expected cumulative price to reach a target. We illustrate this on case studies from computer security and task scheduling

    LIPIcs

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    Network games are widely used as a model for selfish resource-allocation problems. In the classicalmodel, each player selects a path connecting her source and target vertices. The cost of traversingan edge depends on theload; namely, number of players that traverse it. Thus, it abstracts the factthat different users may use a resource at different times and for different durations, which playsan important role in determining the costs of the users in reality. For example, when transmittingpackets in a communication network, routing traffic in a road network, or processing a task in aproduction system, actual sharing and congestion of resources crucially depends on time.In [13], we introducedtimed network games, which add a time component to network games.Each vertexvin the network is associated with a cost function, mapping the load onvto theprice that a player pays for staying invfor one time unit with this load. Each edge in thenetwork is guarded by the time intervals in which it can be traversed, which forces the players tospend time in the vertices. In this work we significantly extend the way time can be referred toin timed network games. In the model we study, the network is equipped withclocks, and, as intimed automata, edges are guarded by constraints on the values of the clocks, and their traversalmay involve a reset of some clocks. We argue that the stronger model captures many realisticnetworks. The addition of clocks breaks the techniques we developed in [13] and we developnew techniques in order to show that positive results on classic network games carry over to thestronger timed setting

    LIPIcs

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    Network games are widely used as a model for selfish resource-allocation problems. In the classicalmodel, each player selects a path connecting her source and target vertices. The cost of traversingan edge depends on theload; namely, number of players that traverse it. Thus, it abstracts the factthat different users may use a resource at different times and for different durations, which playsan important role in determining the costs of the users in reality. For example, when transmittingpackets in a communication network, routing traffic in a road network, or processing a task in aproduction system, actual sharing and congestion of resources crucially depends on time.In [13], we introducedtimed network games, which add a time component to network games.Each vertexvin the network is associated with a cost function, mapping the load onvto theprice that a player pays for staying invfor one time unit with this load. Each edge in thenetwork is guarded by the time intervals in which it can be traversed, which forces the players tospend time in the vertices. In this work we significantly extend the way time can be referred toin timed network games. In the model we study, the network is equipped withclocks, and, as intimed automata, edges are guarded by constraints on the values of the clocks, and their traversalmay involve a reset of some clocks. We argue that the stronger model captures many realisticnetworks. The addition of clocks breaks the techniques we developed in [13] and we developnew techniques in order to show that positive results on classic network games carry over to thestronger timed setting

    On the Value Problem in Weighted Timed Games

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    A weighted timed game is a timed game with extra quantitative information representing e.g. energy consumption. Optimizing the weight for reaching a target is a natural question, which has already been investigated for ten years. Existence of optimal strategies is known to be undecidable in general, and only very restricted classes of games have been identified for which optimal weight and almost-optimal strategies can be computed. In this paper, we show that the value problem is undecidable in weighted timed games. We then introduce a large subclass of weighted timed games (for which the undecidability proof above applies), and provide an algorithm to compute arbitrary approximations of the value in such games. To the best of our knowledge, this is the first approximation scheme for an undecidable class of weighted timed games

    Symbolic Verification and Strategy Synthesis for Linearly-Priced Probabilistic Timed Automata

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    Probabilistic timed automata are a formalism for modelling systems whose dynamics includes probabilistic, nondeterministic and timed aspects including real-time systems. A variety of techniques have been proposed for the analysis of this formalism and successfully employed to analyse, for example, wireless communication protocols and computer security systems. Augmenting the model with prices (or, equivalently, costs or rewards) provides a means to verify more complex quantitative properties, such as the expected energy usage of a device or the expected number of messages sent during a protocol’s execution. However, the analysis of these properties on probabilistic timed automata currently relies on a technique based on integer discretisation of real-valued clocks, which can be expensive in some cases. In this paper, we propose symbolic techniques for verification and optimal strategy synthesis for priced probabilistic timed automata which avoid this discretisation. We build upon recent work for the special case of expected time properties, using value iteration over a zone-based abstraction of the model

    Model Checking for Probabilistic Timed Automata

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