26 research outputs found

    Liveness in Timed and Untimed Systems

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    AbstractWhen proving the correctness of algorithms in distributed systems, one generally considerssafetyconditions andlivenessconditions. The Input/Output (I/O) automaton model and its timed version have been used successfully, but have focused on safety conditions and on a restricted form of liveness called fairness. In this paper we develop a new I/O automaton model, and a new timed I/O automaton model, that permit the verification of general liveness properties on the basis of existing verification techniques. Our models include a notion ofreceptivenesswhich extends the idea ofreceptivenessof other existing formalisms, and enables the use of compositional verification techniques. The presentation includes anembeddingof the untimed model into the timed model which preserves all the interesting attributes of the untimed model. Thus, our models constitute acoordinated frameworkfor the description of concurrent and distributed systems satisfying general liveness properties

    A note on fairness in I/O automata

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    Normed simulations

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    Hybrid I/O automata

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    We propose a new hybrid I/O automaton model that is capable of describing both continuous and discrete behavior. The model, which extends the timed I/O automaton model of Lynch et al and the phase transition system models of Manna et al, allows communication among components using both shared variables and shared actions. The main contributions of this paper are: (1) the definition of hybrid I/O automata and of an implementation relation based on hybrid traces, (2) the definition of a simulation between hybrid I/O automata and a proof that existence of a simulation implies the implementation relation, (3) a definition of composition of hybrid I/O automata and a proof that it respects the implementation relation, and (4) a definition of receptiveness for hybrid I/O automata and a proof that, assuming certain compatibility conditions, receptiveness is preserved by composition

    A theory of normed simulations

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    In existing simulation proof techniques, a single step in a lower-level specification may be simulated by an extended execution fragment in a higher-level one. As a result, it is cumbersome to mechanize these techniques using general purpose theorem provers. Moreover, it is undecidable whether a given relation is a simulation, even if tautology checking is decidable for the underlying specification logic. This paper introduces various types of normed simulations. In a normed simulation, each step in a lower-level specification can be simulated by at most one step in the higher-level one, for any related pair of states. In earlier work we demonstrated that normed simulations are quite useful as a vehicle for the formalization of refinement proofs via theorem provers. Here we show that normed simulations also have pleasant theoretical properties: (1) under some reasonable assumptions, it is decidable whether a given relation is a normed forward simulation, provided tautology checking is decidable for the underlying logic; (2) at the semantic level, normed forward and backward simulations together form a complete proof method for establishing behavior inclusion, provided that the higher-level specification has finite invisible nondeterminism.Comment: 31 pages, 10figure

    Correctness of vehicle control systems a case study

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    Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1996.Includes bibliographical references (p. 97-100).by Henri B. Weinberg.M.S

    Safety-Liveness Exclusion in Distributed Computing

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    The history of distributed computing is full of trade-offs between safety and liveness. For instance, one of the most celebrated results in the field, namely the impossibility of consensus in an asynchronous system basically says that we cannot devise an algorithm that deterministically ensures consensus agreement and validity (i.e., safety) on the one hand, and consensus wait-freedom (i.e., liveness) on the other hand. The motivation of this work is to study the extent to which safety and liveness properties inherently exclude each other. More specifically, we ask, given any safety property S, whether we can determine the strongest (resp. weakest) liveness property that can (resp. cannot) be achieved with S. We show that, maybe surprisingly, the answers to these safety-liveness exclusion questions are in general negative. This has several ramifications in various distributed computing contexts. In the context of consensus for example, this means that it is impossible to determine the strongest (resp. the weakest) liveness property that can (resp. cannot) be ensured with linearizability. However, we present a way to circumvent these impossibilities and answer positively the safety-liveness question by considering a restricted form of liveness. We consider a definition that gathers generalized forms of obstruction-freedom and lock-freedom while enabling to determine the strongest (resp. weakest) liveness property that can (resp. cannot) be implemented in the context of consensus and transactional memory

    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
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