1,006 research outputs found
Extending the Real-Time Maude Semantics of Ptolemy to Hierarchical DE Models
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
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
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
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
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
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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