578 research outputs found

    Perturbed Timed Automata

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    We consider timed automata whose clocks are imperfect. For a given perturbation error 0 \u3c ε \u3c 1, the perturbed language of a timed automaton is obtained by letting its clocks change at a rate within the interval [1 - ε, 1 + ε]. We show that the perturbed language of a timed automaton with a single clock can be captured by a deterministic timed automaton. This leads to a decision procedure for the language inclusion problem for systems modeled as products of 1-clock automata with imperfect clocks. We also prove that determinization and decidability of language inclusion are not possible for multi-clock automata, even with perturbation

    Revisiting Robustness in Priced Timed Games

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    Priced timed games are optimal-cost reachability games played between two players---the controller and the environment---by moving a token along the edges of infinite graphs of configurations of priced timed automata. The goal of the controller is to reach a given set of target locations as cheaply as possible, while the goal of the environment is the opposite. Priced timed games are known to be undecidable for timed automata with 33 or more clocks, while they are known to be decidable for automata with 11 clock. In an attempt to recover decidability for priced timed games Bouyer, Markey, and Sankur studied robust priced timed games where the environment has the power to slightly perturb delays proposed by the controller. Unfortunately, however, they showed that the natural problem of deciding the existence of optimal limit-strategy---optimal strategy of the controller where the perturbations tend to vanish in the limit---is undecidable with 1010 or more clocks. In this paper we revisit this problem and improve our understanding of the decidability of these games. We show that the limit-strategy problem is already undecidable for a subclass of robust priced timed games with 55 or more clocks. On a positive side, we show the decidability of the existence of almost optimal strategies for the same subclass of one-clock robust priced timed games by adapting a classical construction by Bouyer at al. for one-clock priced timed games

    Re-verification of a Lip Synchronization Protocol using Robust Reachability

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    The timed automata formalism is an important model for specifying and analysing real-time systems. Robustness is the correctness of the model in the presence of small drifts on clocks or imprecision in testing guards. A symbolic algorithm for the analysis of the robustness of timed automata has been implemented. In this paper, we re-analyse an industrial case lip synchronization protocol using the new robust reachability algorithm. This lip synchronization protocol is an interesting case because timing aspects are crucial for the correctness of the protocol. Several versions of the model are considered: with an ideal video stream, with anchored jitter, and with non-anchored jitter

    Re-verification of a Lip Synchronization Algorithm using robust reachability

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    The timed automata formalism is an important model for specifying and analysing real-time systems. Robustness is the correctness of the model in the presence of small drifts on clocks or imprecision in testing guards. A symbolic algorithm for the analysis of the robustness of timed automata has been implemented. In this paper we re-analyse an industrial case lip synchronization protocol using the new robust reachability algorithm.This lip synchronization protocol is an interesting case because timing aspect are crucial for the correctness of the protocol. Several versions of the model are considered, with an ideal video stream, with anchored jitter, and with non-anchored jitter

    Robust safety of timed automata

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    Timed automata are governed by an idealized semantics that assumes a perfectly precise behavior of the clocks. The traditional semantics is not robust because the slightest perturbation in the timing of actions may lead to completely different behaviors of the automaton. Following several recent works, we consider a relaxation of this semantics, in which guards on transitions are widened byΔ>0 and clocks can drift byε>0. The relaxed semantics encompasses the imprecisions that are inevitably present in an implementation of a timed automaton, due to the finite precision of digital clocks. We solve the safety verification problem for this robust semantics: given a timed automaton and a set of bad states, our algorithm decides if there exist positive values for the parametersΔ andε such that the timed automaton never enters the bad states under the relaxed semantic

    A Survey on Continuous Time Computations

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    We provide an overview of theories of continuous time computation. These theories allow us to understand both the hardness of questions related to continuous time dynamical systems and the computational power of continuous time analog models. We survey the existing models, summarizing results, and point to relevant references in the literature

    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
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