462 research outputs found
Formal Approach Based on Petri Nets for Modeling and Verification of Video Games
Video games are complex systems that combine technical and artistic processes. The specification of this type of system is not a trivial task, making it necessary to use diagrams and charts to visually specify sets of requirements. Therefore, the underlying proposal of this work is to present an approach based on the formalism of Petri nets for aiding in the design process of video games. The activities of the game are represented by a specific type of Petri net called WorkFlow net. The definition of a topological map can be represented by state graphs. Using Colored Petri nets, it is possible to define formal communication mechanisms between the model of activity and the model of the map. The simulation of the timed models allows then to produce an estimated time that corresponds to the effective duration a player will need to complete a level of a game. Furthermore, a kind of Soundness property related to gameplay in a game Quest can be verified through state space analysis. For a better understanding of the approach, the video game Silent Hill II is used
Partial Order Reduction for Reachability Games
Partial order reductions have been successfully applied to model checking of concurrent systems and practical applications of the technique show nontrivial reduction in the size of the explored state space. We present a theory of partial order reduction based on stubborn sets in the game-theoretical setting of 2-player games with reachability/safety objectives. Our stubborn reduction allows us to prune the interleaving behaviour of both players in the game, and we formally prove its correctness on the class of games played on general labelled transition systems. We then instantiate the framework to the class of weighted Petri net games with inhibitor arcs and provide its efficient implementation in the model checker TAPAAL. Finally, we evaluate our stubborn reduction on several case studies and demonstrate its efficiency
Petri Net Models Optimized for Simulation
Petri nets and simulation are a modeling paradigm and a tool, respectively, which may be successfully combined for diverse applications, such as performance evaluation, decision support, or training on complex systems. Simulation may require significant computer resources; hence, in this chapter, two Petri net-based formalisms are analyzed for profiting from their respective advantages for modeling, simulation, and decision-making support: a set of alternative Petri nets and a compound Petri net. These formalisms, as well as the transformation algorithms between them, are detailed and an illustrative example is provided. Among the main advantages of these formalisms, their intuitive application for modeling discrete event systems in the process of being designed, as well as the compactness that may present the resulting model, in the case of a compound Petri net, leading to efficient decision making, can be mentioned
Simulation Modelling Practice and Theory
The influx of data in the world today needs analysis that no one method can handle. Some reports estimated the influx of data would reach 163 zitabytes by 2025, hence the need for simulation and modeling theory and practice. Simulation and modeling tools and techniques are most important in this day and age. While simulation carries the needed work, tools for visualizing the results help in the decision-making process. Simulation ranges from a simple queue to molecular dynamics, including seismic reliability analysis, structural integrity assessment, games, reliability engineering, and system safety. This book will introduce practitioners, researchers, and novice users to simulation and modeling, and to the world of imagination
Verification problems for timed and probabilistic extensions of Petri Nets
In the first part of the thesis, we prove the decidability (and PSPACE-completeness) of
the universal safety property on a timed extension of Petri Nets, called Timed Petri Nets.
Every token has a real-valued clock (a.k.a. age), and transition firing is constrained by
the clock values that have integer bounds (using strict and non-strict inequalities). The
newly created tokens can either inherit the age from an input token of the transition or
it can be reset to zero.
In the second part of the thesis, we refer to systems with controlled behaviour that
are probabilistic extensions of VASS and One-Counter Automata. Firstly, we consider
infinite state Markov Decision Processes (MDPs) that are induced by probabilistic
extensions of VASS, called VASS-MDPs. We show that most of the qualitative problems
for general VASS-MDPs are undecidable, and consider a monotone subclass in which
only the controller can change the counter values, called 1-VASS-MDPs. In particular,
we show that limit-sure control state reachability for 1-VASS-MDPs is decidable, i.e.,
checking whether one can reach a set of control states with probability arbitrarily close
to 1. Unlike for finite state MDPs, the control state reachability property may hold limit
surely (i.e. using an infinite family of strategies, each of which achieving the objective
with probability ≥ 1-e, for every e > 0), but not almost surely (i.e. with probability 1).
Secondly, we consider infinite state MDPs that are induced by probabilistic extensions of
One-Counter Automata, called One-Counter Markov Decision Processes (OC-MDPs).
We show that the almost-sure {1;2;3}-Parity problem for OC-MDPs is at least as hard
as the limit-sure selective termination problem for OC-MDPs, in which one would
like to reach a particular set of control states and counter value zero with probability
arbitrarily close to 1
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