66 research outputs found
Uniform Strategies
We consider turn-based game arenas for which we investigate uniformity
properties of strategies. These properties involve bundles of plays, that arise
from some semantical motive. Typically, we can represent constraints on allowed
strategies, such as being observation-based. We propose a formal language to
specify uniformity properties and demonstrate its relevance by rephrasing
various known problems from the literature. Note that the ability to correlate
different plays cannot be achieved by any branching-time logic if not equipped
with an additional modality, so-called R in this contribution. We also study an
automated procedure to synthesize strategies subject to a uniformity property,
which strictly extends existing results based on, say standard temporal logics.
We exhibit a generic solution for the synthesis problem provided the bundles of
plays rely on any binary relation definable by a finite state transducer. This
solution yields a non-elementary procedure.Comment: (2012
The Geometry of Concurrent Interaction: Handling Multiple Ports by Way of Multiple Tokens (Long Version)
We introduce a geometry of interaction model for Mazza's multiport
interaction combinators, a graph-theoretic formalism which is able to
faithfully capture concurrent computation as embodied by process algebras like
the -calculus. The introduced model is based on token machines in which
not one but multiple tokens are allowed to traverse the underlying net at the
same time. We prove soundness and adequacy of the introduced model. The former
is proved as a simulation result between the token machines one obtains along
any reduction sequence. The latter is obtained by a fine analysis of
convergence, both in nets and in token machines
Compositional approach to design of digital circuits
PhD ThesisIn this work we explore compositional methods for design of digital circuits with
the aim of improving existing methodoligies for desigh reuse. We address compositionality
techniques looking from both structural and behavioural perspectives.
First we consider the existing method of handshake circuit optimisation via control
path resynthesis using Petri nets, an approach using structural composition. In
that approach labelled Petri net parallel composition plays an important role and
we introduce an improvement to the parallel composition algorithm, reducing the
number of redundant places in the resulting Petri net representations. The proposed
algorithm applies to labelled Petri nets in general and can be applied outside of the
handshake circuit optimisation use case.
Next we look at the conditional partial order graph (CPOG) formalism, an approach
that allows for a convenient representation of systems consisting of multiple
alternative system behaviours, a phenomenon we call behavioural composition. We
generalise the notion of CPOG and identify an algebraic structure on a more general
notion of parameterised graph. This allows us to do equivalence-preserving manipulation
of graphs in symbolic form, which simplifies specification and reasoning about
systems defined in this way, as displayed by two case studies.
As a third contribution we build upon the previous work of CPOG synthesis used
to generate binary encoding of microcontroller instruction sets and design the corresponding
instruction decoder logic. The proposed CPOG synthesis technique solves
the optimisation problem for the general case, reducing it to Boolean satisfiability
problem and uses existing SAT solving tools to obtain the result.This work was
supported by a studentship from Newcastle University EECE school, EPSRC grant
EP/G037809/1 (VERDAD) and EPSRC grant EP/K001698/1 (UNCOVER).
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Reasoning about LTL Synthesis over finite and infinite games
In the last few years, research formal methods for the analysis and the verification of properties of systems has increased greatly. A meaningful contribution in this area has been given by algorithmic methods developed in the context of synthesis. The basic idea is simple and appealing: instead of developing a system and verifying that it satisfies its specification, we look for an automated procedure that, given the specification returns a system that is correct by construction. Synthesis of reactive systems is one of the most popular variants of this problem, in which we want to synthesize a system characterized by an ongoing interaction with the environment. In this setting, large effort has been devoted to analyze specifications given as formulas of linear temporal logic, i.e., LTL synthesis.
Traditional approaches to LTL synthesis rely on transforming the LTL specification into parity deterministic automata, and then to parity games, for which a so-called winning region is computed. Computing such an automaton is, in the worst-case, double-exponential in the size of the LTL formula, and this becomes a computational bottleneck in using the synthesis process in practice.
The first part of this thesis is devoted to improve the solution of parity games as they are used in solving LTL synthesis, trying to give efficient techniques, in terms of running time and space consumption, for solving parity games. We start with the study and the implementation of an automata-theoretic technique to solve parity games. More precisely, we consider an algorithm introduced by Kupferman and Vardi that solves a parity game by solving the emptiness problem of a corresponding alternating parity automaton. Our empirical evaluation demonstrates that this algorithm outperforms other algorithms when the game has a small number of priorities relative to the size of the game. In many concrete applications, we do indeed end up with parity games
where the number of priorities is relatively small. This makes the new algorithm quite useful in practice.
We then provide a broad investigation of the symbolic approach for solving parity games. Specifically, we implement in a fresh tool, called SPGSolver, four symbolic algorithms to solve parity games and compare their performances to the corresponding explicit versions for different classes of games. By means of benchmarks, we show that for random games, even for constrained random games, explicit algorithms actually perform better than symbolic algorithms. The situation changes, however, for structured games, where symbolic algorithms seem to have the advantage. This suggests that when evaluating algorithms for parity-game solving, it would be useful to have real benchmarks and not only random benchmarks, as the common practice has been.
LTL synthesis has been largely investigated also in artificial intelligence, and specifically in
automated planning. Indeed, LTL synthesis corresponds to fully observable nondeterministic planning in which the domain is given compactly and the goal is an LTL formula, that in turn is related to two-player games with LTL goals. Finding a strategy for these games means to synthesize a plan for the planning problem. The last part of this thesis is then dedicated to investigate LTL synthesis under this different view. In particular, we study a generalized form of planning under partial observability, in which we have multiple, possibly infinitely many, planning domains with the same actions and observations, and goals expressed over observations, which are possibly temporally extended. By building on work on two-player games with imperfect information in the Formal Methods literature, we devise a general technique, generalizing the belief-state construction, to remove partial observability. This reduces the planning problem to a game of perfect information with a tight correspondence between plans and strategies. Then we instantiate the technique and solve some generalized planning problems
Recent advances in petri nets and concurrency
CEUR Workshop Proceeding
Synthesizing stream control
For the management of reactive systems, controllers must coordinate time, data streams, and data transformations, all joint by the high level perspective of their control flow. This control flow is required to drive the system correctly and continuously, which turns the development into a challenge. The process is error-prone, time consuming, unintuitive, and costly. An attractive alternative is to synthesize the system instead, where the developer only needs to specify the desired behavior. The synthesis engine then automatically takes care of all the technical details. However, while current algorithms for the synthesis of reactive systems are well-suited to handle control, they fail on complex data transformations due to the complexity of the comparably large data space. Thus, to overcome the challenge of explicitly handling the data we must separate data and control.
We introduce Temporal Stream Logic (TSL), a logic which exclusively argues about the control of the controller, while treating data and functional transformations as interchangeable black-boxes. In TSL it is possible to specify control flow properties independently of the complexity of the handled data. Furthermore, with TSL at hand a synthesis engine can check for realizability, even without a concrete implementation of the data transformations. We present a modular development framework that first uses synthesis to identify the high level control flow of a program. If successful, the created control flow then is extended with concrete data transformations in order to be compiled into a final executable.
Our results also show that the current synthesis approaches cannot replace existing manual development work flows immediately. During the development of a reactive system, the developer still may use incomplete or faulty specifications at first, that need the be refined after a subsequent inspection. In the worst case, constraints are contradictory or miss important assumptions, which leads to unrealizable specifications. In both scenarios, the developer needs additional feedback from the synthesis engine to debug errors for finally improving the system specification. To this end, we explore two further possible improvements. On the one hand, we consider output sensitive synthesis metrics, which allow to synthesize simple and well structured solutions that help the developer to understand and verify the underlying behavior quickly. On the other hand, we consider the extension of delay, whose requirement is a frequent reason for unrealizability. With both methods at hand, we resolve the aforementioned problems and therefore help the developer in the development phase with the effective creation of a safe and correct reactive system.Um reaktive Systeme zu regeln müssen Steuergeräte Zeit, Datenströme und Datentransformationen koordinieren, die durch den übergeordneten Kontrollfluss zusammengefasst werden. Die Aufgabe des Kontrollflusses ist es das System korrekt und dauerhaft zu betreiben. Die Entwicklung solcher Systeme wird dadurch zu einer Herausforderung, denn der Prozess ist fehleranfällig, zeitraubend, unintuitiv und kostspielig. Eine attraktive Alternative ist es stattdessen das System zu synthetisieren, wobei der Entwickler nur das gewünschte Verhalten des Systems festlegt. Der Syntheseapparat kümmert sich dann automatisch um alle technischen Details. Während aktuelle Algorithmen für die Synthese von reaktiven Systemen erfolgreich mit dem Kontrollanteil umgehen können, versagen sie jedoch, sobald komplexe Datentransformationen hinzukommen, aufgrund der Komplexität des vergleichsweise großen Datenraums. Daten und Kontrolle müssen demnach getrennt behandelt werden, um auch große Datenräumen effizient handhaben zu können. Wir präsentieren Temporal Stream Logic (TSL), eine Logik die ausschließlich die Kontrolle einer Steuerung betrachtet, wohingegen Daten und funktionale Datentransformationen als austauschbare Blackboxen gehandhabt werden. In TSL ist es möglich Kontrollflusseigenschaften unabhängig von der Komplexität der zugrunde liegenden Daten zu beschreiben. Des Weiteren kann ein auf TSL beruhender Syntheseapparat die Realisierbarkeit einer Spezifikation prüfen, selbst ohne die konkreten Implementierungen der Datentransformationen zu kennen. Wir präsentieren ein modulares Grundgerüst für die Entwicklung. Es verwendet zunächst den Syntheseapparat um den übergeordneten Kontrollfluss zu erzeugen. Ist dies erfolgreich, so wird der resultierende Kontrollfluss um die konkreten Implementierungen der Datentransformationen erweitert und anschließend zu einer ausführbare Anwendung kompiliert. Wir zeigen auch auf, dass bisherige Syntheseverfahren bereits existierende manuelle Entwicklungsprozesse noch nicht instantan ersetzen können. Im Verlauf der Entwicklung ist es auch weiterhin möglich, dass der Entwickler zunächst unvollständige oder fehlerhafte Spezifikationen erstellt, welche dann erst nach genauerer Betrachtung des synthetisierten Systems weiter verbessert werden können. Im schlimmsten Fall sind Anforderungen inkonsistent oder wichtige Annahmen über das Verhalten fehlen, was zu unrealisierbaren Spezifikationen führt. In beiden Fällen benötigt der Entwickler zusätzliche Rückmeldungen vom Syntheseapparat, um Fehler zu identifizieren und die Spezifikation schlussendlich zu verbessern. In diesem Zusammenhang untersuchen wir zwei mögliche Erweiterungen. Zum einen betrachten wir ausgabeabhängige Metriken, die es dem Entwickler erlauben einfache und wohlstrukturierte Lösungen zu synthetisieren die verständlich sind und deren Verhalten einfach zu verifizieren ist. Zum anderen betrachten wir die Erweiterung um Verzögerungen, welche eine der Hauptursachen für Unrealisierbarkeit darstellen. Mit beiden Methoden beheben wir die jeweils zuvor genannten Probleme und helfen damit dem Entwickler während der Entwicklungsphase auch wirklich das reaktive System zu kreieren, dass er sich auch tatsächlich vorstellt
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