1,993 research outputs found

    O-Minimal Hybrid Reachability Games

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    In this paper, we consider reachability games over general hybrid systems, and distinguish between two possible observation frameworks for those games: either the precise dynamics of the system is seen by the players (this is the perfect observation framework), or only the starting point and the delays are known by the players (this is the partial observation framework). In the first more classical framework, we show that time-abstract bisimulation is not adequate for solving this problem, although it is sufficient in the case of timed automata . That is why we consider an other equivalence, namely the suffix equivalence based on the encoding of trajectories through words. We show that this suffix equivalence is in general a correct abstraction for games. We apply this result to o-minimal hybrid systems, and get decidability and computability results in this framework. For the second framework which assumes a partial observation of the dynamics of the system, we propose another abstraction, called the superword encoding, which is suitable to solve the games under that assumption. In that framework, we also provide decidability and computability results

    Time-Constrained Temporal Logic Control of Multi-Affine Systems

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    In this paper, we consider the problem of controlling a dynamical system such that its trajectories satisfy a temporal logic property in a given amount of time. We focus on multi-affine systems and specifications given as syntactically co-safe linear temporal logic formulas over rectangular regions in the state space. The proposed algorithm is based on the estimation of time bounds for facet reachability problems and solving a time optimal reachability problem on the product between a weighted transition system and an automaton that enforces the satisfaction of the specification. A random optimization algorithm is used to iteratively improve the solution

    Guaranteed Control of Sampled Switched Systems using Semi-Lagrangian Schemes and One-Sided Lipschitz Constants

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    In this paper, we propose a new method for ensuring formally that a controlled trajectory stay inside a given safety set S for a given duration T. Using a finite gridding X of S, we first synthesize, for a subset of initial nodes x of X , an admissible control for which the Euler-based approximate trajectories lie in S at t ∈\in [0,T]. We then give sufficient conditions which ensure that the exact trajectories, under the same control, also lie in S for t ∈\in [0,T], when starting at initial points 'close' to nodes x. The statement of such conditions relies on results giving estimates of the deviation of Euler-based approximate trajectories, using one-sided Lipschitz constants. We illustrate the interest of the method on several examples, including a stochastic one

    Non-blocking supervisory control for initialised rectangular automata

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    We consider the problem of supervisory control for a class of rectangular automata and more specifically for compact rectangular automata with uniform rectangular activity, i.e. initialised. The supervisory controller is state feedback and disables discrete-event transitions in order to solve the non-blocking forbidden state problem. The non-blocking problem is defined under both strong and weak conditions. For the latter maximally permissive solutions that are computable on a finite quotient space characterised by language equivalence are derived

    Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games

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    2.5 player parity games combine the challenges posed by 2.5 player reachability games and the qualitative analysis of parity games. These two types of problems are best approached with different types of algorithms: strategy improvement algorithms for 2.5 player reachability games and recursive algorithms for the qualitative analysis of parity games. We present a method that - in contrast to existing techniques - tackles both aspects with the best suited approach and works exclusively on the 2.5 player game itself. The resulting technique is powerful enough to handle games with several million states

    On computing fixpoints in well-structured regular model checking, with applications to lossy channel systems

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    We prove a general finite convergence theorem for "upward-guarded" fixpoint expressions over a well-quasi-ordered set. This has immediate applications in regular model checking of well-structured systems, where a main issue is the eventual convergence of fixpoint computations. In particular, we are able to directly obtain several new decidability results on lossy channel systems.Comment: 16 page
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