3,957 research outputs found
A Taxonomy of Workflow Management Systems for Grid Computing
With the advent of Grid and application technologies, scientists and
engineers are building more and more complex applications to manage and process
large data sets, and execute scientific experiments on distributed resources.
Such application scenarios require means for composing and executing complex
workflows. Therefore, many efforts have been made towards the development of
workflow management systems for Grid computing. In this paper, we propose a
taxonomy that characterizes and classifies various approaches for building and
executing workflows on Grids. We also survey several representative Grid
workflow systems developed by various projects world-wide to demonstrate the
comprehensiveness of the taxonomy. The taxonomy not only highlights the design
and engineering similarities and differences of state-of-the-art in Grid
workflow systems, but also identifies the areas that need further research.Comment: 29 pages, 15 figure
Reactive Petri Nets for Workflow Modeling
Petri nets are widely used for modeling and analyzing workflows
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
Isotactics as a foundation for alignment and abstraction of behavioral models
There are many use cases in business process management that require the comparison of behavioral models. For instance, verifying equivalence is the basis for assessing whether a technical workflow correctly implements a business process, or whether a process realization conforms to a reference process. This paper proposes an equivalence relation for models that describe behaviors based on the concurrency semantics of net theory and for which an alignment relation has been defined. This equivalence, called isotactics, preserves the level of concurrency of aligned operations. Furthermore, we elaborate on the conditions under which an alignment relation can be classified as an abstraction. Finally, we show that alignment relations induced by structural refinements of behavioral models are indeed behavioral abstractions
Petri Games: Synthesis of Distributed Systems with Causal Memory
We present a new multiplayer game model for the interaction and the flow of
information in a distributed system. The players are tokens on a Petri net. As
long as the players move in independent parts of the net, they do not know of
each other; when they synchronize at a joint transition, each player gets
informed of the causal history of the other player. We show that for Petri
games with a single environment player and an arbitrary bounded number of
system players, deciding the existence of a safety strategy for the system
players is EXPTIME-complete.Comment: In Proceedings GandALF 2014, arXiv:1408.556
- …