3,957 research outputs found
Higher-Dimensional Timed Automata
We introduce a new formalism of higher-dimensional timed automata, based on
van Glabbeek's higher-dimensional automata and Alur's timed automata. We prove
that their reachability is PSPACE-complete and can be decided using zone-based
algorithms. We also show how to use tensor products to combat state-space
explosion and how to extend the setting to higher-dimensional hybrid automata
Towards a Notion of Distributed Time for Petri Nets
We set the ground for research on a timed extension of Petri nets where time parameters are associated with tokens and arcs carry constraints that qualify the age of tokens required for enabling. The novelty is that, rather than a single global clock, we use a set of unrelated clocks --- possibly one per place --- allowing a local timing as well as distributed time synchronisation. We give a formal definition of the model and investigate properties of local versus global timing, including decidability issues and notions of processes of the respective models
Practical applications of probabilistic model checking to communication protocols
Probabilistic model checking is a formal verification technique for the analysis of systems that exhibit stochastic behaviour. It has been successfully employed in an extremely wide array of application domains including, for example, communication and multimedia protocols, security and power management. In this chapter we focus on the applicability of these techniques to the analysis of communication protocols. An analysis of the performance of such systems must successfully incorporate several crucial aspects, including concurrency between multiple components, real-time constraints and randomisation. Probabilistic model checking, in particular using probabilistic timed automata, is well suited to such an analysis. We provide an overview of this area, with emphasis on an industrially relevant case study: the IEEE 802.3 (CSMA/CD) protocol. We also discuss two contrasting approaches to the implementation of probabilistic model checking, namely those based on numerical computation and those based on discrete-event simulation. Using results from the two tools PRISM and APMC, we summarise the advantages, disadvantages and trade-offs associated with these techniques
Optimal Reachability in Divergent Weighted Timed Games
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
O-Minimal Hybrid Reachability Games
In this paper, we consider reachability games over general hybrid systems,
and distinguish between two possible observation frameworks for those games:
either the precise dynamics of the system is seen by the players (this is the
perfect observation framework), or only the starting point and the delays are
known by the players (this is the partial observation framework). In the first
more classical framework, we show that time-abstract bisimulation is not
adequate for solving this problem, although it is sufficient in the case of
timed automata . That is why we consider an other equivalence, namely the
suffix equivalence based on the encoding of trajectories through words. We show
that this suffix equivalence is in general a correct abstraction for games. We
apply this result to o-minimal hybrid systems, and get decidability and
computability results in this framework. For the second framework which assumes
a partial observation of the dynamics of the system, we propose another
abstraction, called the superword encoding, which is suitable to solve the
games under that assumption. In that framework, we also provide decidability
and computability results
Re-verification of a Lip Synchronization Protocol using Robust Reachability
The timed automata formalism is an important model for specifying and
analysing real-time systems. Robustness is the correctness of the model in the
presence of small drifts on clocks or imprecision in testing guards. A symbolic
algorithm for the analysis of the robustness of timed automata has been
implemented. In this paper, we re-analyse an industrial case lip
synchronization protocol using the new robust reachability algorithm. This lip
synchronization protocol is an interesting case because timing aspects are
crucial for the correctness of the protocol. Several versions of the model are
considered: with an ideal video stream, with anchored jitter, and with
non-anchored jitter
Re-verification of a Lip Synchronization Algorithm using robust reachability
The timed automata formalism is an important model for specifying and analysing real-time systems. Robustness is the correctness of the model in the presence of small drifts on clocks or imprecision in testing guards. A symbolic algorithm for the analysis of the robustness of timed automata has been implemented. In this paper we re-analyse an industrial case lip synchronization protocol using the new robust reachability algorithm.This lip synchronization protocol is an interesting case because timing aspect are crucial for the correctness of the protocol. Several versions of the model are considered, with an ideal video stream, with anchored jitter, and with non-anchored jitter
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