5,451 research outputs found

    Church Synthesis on Register Automata over Linearly Ordered Data Domains

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    Register automata are finite automata equipped with a finite set of registers in which they can store data, i.e. elements from an unbounded or infinite alphabet. They provide a simple formalism to specify the behaviour of reactive systems operating over data ?-words. We study the synthesis problem for specifications given as register automata over a linearly ordered data domain (e.g. (?, ?) or (?, ?)), which allow for comparison of data with regards to the linear order. To that end, we extend the classical Church synthesis game to infinite alphabets: two players, Adam and Eve, alternately play some data, and Eve wins whenever their interaction complies with the specification, which is a language of ?-words over ordered data. Such games are however undecidable, even when the specification is recognised by a deterministic register automaton. This is in contrast with the equality case, where the problem is only undecidable for nondeterministic and universal specifications. Thus, we study one-sided Church games, where Eve instead operates over a finite alphabet, while Adam still manipulates data. We show they are determined, and deciding the existence of a winning strategy is in ExpTime, both for ? and ?. This follows from a study of constraint sequences, which abstract the behaviour of register automata, and allow us to reduce Church games to ?-regular games. Lastly, we apply these results to the transducer synthesis problem for input-driven register automata, where each output data is restricted to be the content of some register, and show that if there exists an implementation, then there exists one which is a register transducer

    On Determinisation of Good-for-Games Automata

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    International audienceIn this work we study Good-For-Games (GFG) automata over ω-words: non-deterministic automata where the non-determinism can be resolved by a strategy depending only on the prefix of the ω-word read so far. These automata retain some advantages of determinism: they can be composed with games and trees in a sound way, and inclusion LpAq Ě LpBq can be reduced to a parity game over A ˆ B if A is GFG. Therefore, they could be used to some advantage in verification, for instance as solutions to the synthesis problem. The main results of this work answer the question whether parity GFG automata actually present an improvement in terms of state-complexity (the number of states) compared to the deterministic ones. We show that a frontier lies between the Büchi condition, where GFG automata can be determinised with only quadratic blow-up in state-complexity; and the co-Büchi condition, where GFG automata can be exponentially smaller than any deterministic automaton for the same language. We also study the complexity of deciding whether a given automaton is GFG
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