1,006 research outputs found

    Extending the Real-Time Maude Semantics of Ptolemy to Hierarchical DE Models

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    This paper extends our Real-Time Maude formalization of the semantics of flat Ptolemy II discrete-event (DE) models to hierarchical models, including modal models. This is a challenging task that requires combining synchronous fixed-point computations with hierarchical structure. The synthesis of a Real-Time Maude verification model from a Ptolemy II DE model, and the formal verification of the synthesized model in Real-Time Maude, have been integrated into Ptolemy II, enabling a model-engineering process that combines the convenience of Ptolemy II DE modeling and simulation with formal verification in Real-Time Maude.Comment: In Proceedings RTRTS 2010, arXiv:1009.398

    On the design and implementation of broadcast and global combine operations using the postal model

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    There are a number of models that were proposed in recent years for message passing parallel systems. Examples are the postal model and its generalization the LogP model. In the postal model a parameter λ is used to model the communication latency of the message-passing system. Each node during each round can send a fixed-size message and, simultaneously, receive a message of the same size. Furthermore, a message sent out during round r will incur a latency of hand will arrive at the receiving node at round r + λ - 1. Our goal in this paper is to bridge the gap between the theoretical modeling and the practical implementation. In particular, we investigate a number of practical issues related to the design and implementation of two collective communication operations, namely, the broadcast operation and the global combine operation. Those practical issues include, for example, 1) techniques for measurement of the value of λ on a given machine, 2) creating efficient broadcast algorithms that get the latency hand the number of nodes n as parameters and 3) creating efficient global combine algorithms for parallel machines with λ which is not an integer. We propose solutions that address those practical issues and present results of an experimental study of the new algorithms on the Intel Delta machine. Our main conclusion is that the postal model can help in performance prediction and tuning, for example, a properly tuned broadcast improves the known implementation by more than 20%

    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)

    Timed Parity Games: Complexity and Robustness

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    We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose a time delay and an action, and the action with the shorter delay is chosen. To prevent a player from winning by blocking time, we restrict each player to play strategies that ensure that the player cannot be responsible for causing a zeno run. First, we present an efficient reduction of these games to \emph{turn-based} (i.e., not concurrent) \emph{finite-state} (i.e., untimed) parity games. Our reduction improves the best known complexity for solving timed parity games. Moreover, the rich class of algorithms for classical parity games can now be applied to timed parity games. The states of the resulting game are based on clock regions of the original game, and the state space of the finite game is linear in the size of the region graph. Second, we consider two restricted classes of strategies for the player that represents the controller in a real-time synthesis problem, namely, \emph{limit-robust} and \emph{bounded-robust} winning strategies. Using a limit-robust winning strategy, the controller cannot choose an exact real-valued time delay but must allow for some nonzero jitter in each of its actions. If there is a given lower bound on the jitter, then the strategy is bounded-robust winning. We show that exact strategies are more powerful than limit-robust strategies, which are more powerful than bounded-robust winning strategies for any bound. For both kinds of robust strategies, we present efficient reductions to standard timed automaton games. These reductions provide algorithms for the synthesis of robust real-time controllers

    Verification and Control of Partially Observable Probabilistic Real-Time Systems

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    We propose automated techniques for the verification and control of probabilistic real-time systems that are only partially observable. To formally model such systems, we define an extension of probabilistic timed automata in which local states are partially visible to an observer or controller. We give a probabilistic temporal logic that can express a range of quantitative properties of these models, relating to the probability of an event's occurrence or the expected value of a reward measure. We then propose techniques to either verify that such a property holds or to synthesise a controller for the model which makes it true. Our approach is based on an integer discretisation of the model's dense-time behaviour and a grid-based abstraction of the uncountable belief space induced by partial observability. The latter is necessarily approximate since the underlying problem is undecidable, however we show how both lower and upper bounds on numerical results can be generated. We illustrate the effectiveness of the approach by implementing it in the PRISM model checker and applying it to several case studies, from the domains of computer security and task scheduling

    A Backward Algorithm for the Multiprocessor Online Feasibility of Sporadic Tasks

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    The online feasibility problem (for a set of sporadic tasks) asks whether there is a scheduler that always prevents deadline misses (if any), whatever the sequence of job releases, which is a priori} unknown to the scheduler. In the multiprocessor setting, this problem is notoriously difficult. The only exact test for this problem has been proposed by Bonifaci and Marchetti-Spaccamela: it consists in modelling all the possible behaviours of the scheduler and of the tasks as a graph; and to interpret this graph as a game between the tasks and the scheduler, which are seen as antagonistic players. Then, computing a correct scheduler is equivalent to finding a winning strategy for the `scheduler player', whose objective in the game is to avoid deadline misses. In practice, however this approach is limited by the intractable size of the graph. In this work, we consider the classical attractor algorithm to solve such games, and introduce antichain techniques to optimise its performance in practice and overcome the huge size of the game graph. These techniques are inspired from results from the formal methods community, and exploit the specific structure of the feasibility problem. We demonstrate empirically that our approach allows to dramatically improve the performance of the game solving algorithm.Comment: Long version of a conference paper accepted to ACSD 201
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