2,928 research outputs found
A multi-paradigm language for reactive synthesis
This paper proposes a language for describing reactive synthesis problems
that integrates imperative and declarative elements. The semantics is defined
in terms of two-player turn-based infinite games with full information.
Currently, synthesis tools accept linear temporal logic (LTL) as input, but
this description is less structured and does not facilitate the expression of
sequential constraints. This motivates the use of a structured programming
language to specify synthesis problems. Transition systems and guarded commands
serve as imperative constructs, expressed in a syntax based on that of the
modeling language Promela. The syntax allows defining which player controls
data and control flow, and separating a program into assumptions and
guarantees. These notions are necessary for input to game solvers. The
integration of imperative and declarative paradigms allows using the paradigm
that is most appropriate for expressing each requirement. The declarative part
is expressed in the LTL fragment of generalized reactivity(1), which admits
efficient synthesis algorithms, extended with past LTL. The implementation
translates Promela to input for the Slugs synthesizer and is written in Python.
The AMBA AHB bus case study is revisited and synthesized efficiently,
identifying the need to reorder binary decision diagrams during strategy
construction, in order to prevent the exponential blowup observed in previous
work.Comment: In Proceedings SYNT 2015, arXiv:1602.0078
How to Handle Assumptions in Synthesis
The increased interest in reactive synthesis over the last decade has led to
many improved solutions but also to many new questions. In this paper, we
discuss the question of how to deal with assumptions on environment behavior.
We present four goals that we think should be met and review several different
possibilities that have been proposed. We argue that each of them falls short
in at least one aspect.Comment: In Proceedings SYNT 2014, arXiv:1407.493
On the complexity of heterogeneous multidimensional quantitative games
In this paper, we study two-player zero-sum turn-based games played on a
finite multidimensional weighted graph. In recent papers all dimensions use the
same measure, whereas here we allow to combine different measures. Such
heterogeneous multidimensional quantitative games provide a general and natural
model for the study of reactive system synthesis. We focus on classical
measures like the Inf, Sup, LimInf, and LimSup of the weights seen along the
play, as well as on the window mean-payoff (WMP) measure. This new measure is a
natural strengthening of the mean-payoff measure. We allow objectives defined
as Boolean combinations of heterogeneous constraints. While multidimensional
games with Boolean combinations of mean-payoff constraints are undecidable, we
show that the problem becomes EXPTIME-complete for DNF/CNF Boolean combinations
of heterogeneous measures taken among {WMP, Inf, Sup, LimInf, LimSup} and that
exponential memory strategies are sufficient for both players to win. We
provide a detailed study of the complexity and the memory requirements when the
Boolean combination of the measures is replaced by an intersection.
EXPTIME-completeness and exponential memory strategies still hold for the
intersection of measures in {WMP, Inf, Sup, LimInf, LimSup}, and we get
PSPACE-completeness when WMP measure is no longer considered. To avoid
EXPTIME-or PSPACE-hardness, we impose at most one occurrence of WMP measure and
fix the number of Sup measures, and we propose several refinements (on the
number of occurrences of the other measures) for which we get polynomial
algorithms and lower memory requirements. For all the considered classes of
games, we also study parameterized complexity
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