2,464 research outputs found
Polynomial Synthesis of Asynchronous Automata
Zielonka's theorem shows that each regular set of Mazurkiewicz traces can be
implemented as a system of synchronized processes with a distributed control
structure called asynchronous automaton. This paper gives a polynomial
algorithm for the synthesis of a non-deterministic asynchronous automaton from
a regular Mazurkiewicz trace language. This new construction is based on an
unfolding approach that improves the complexity of Zielonka's and Pighizzini's
techniques in terms of the number of states.Comment: The MOdelling and VErification (MOVE) tea
Asynchronous Games over Tree Architectures
We consider the task of controlling in a distributed way a Zielonka
asynchronous automaton. Every process of a controller has access to its causal
past to determine the next set of actions it proposes to play. An action can be
played only if every process controlling this action proposes to play it. We
consider reachability objectives: every process should reach its set of final
states. We show that this control problem is decidable for tree architectures,
where every process can communicate with its parent, its children, and with the
environment. The complexity of our algorithm is l-fold exponential with l being
the height of the tree representing the architecture. We show that this is
unavoidable by showing that even for three processes the problem is
EXPTIME-complete, and that it is non-elementary in general
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
Synthesizing Finite-state Protocols from Scenarios and Requirements
Scenarios, or Message Sequence Charts, offer an intuitive way of describing
the desired behaviors of a distributed protocol. In this paper we propose a new
way of specifying finite-state protocols using scenarios: we show that it is
possible to automatically derive a distributed implementation from a set of
scenarios augmented with a set of safety and liveness requirements, provided
the given scenarios adequately \emph{cover} all the states of the desired
implementation. We first derive incomplete state machines from the given
scenarios, and then synthesis corresponds to completing the transition relation
of individual processes so that the global product meets the specified
requirements. This completion problem, in general, has the same complexity,
PSPACE, as the verification problem, but unlike the verification problem, is
NP-complete for a constant number of processes. We present two algorithms for
solving the completion problem, one based on a heuristic search in the space of
possible completions and one based on OBDD-based symbolic fixpoint computation.
We evaluate the proposed methodology for protocol specification and the
effectiveness of the synthesis algorithms using the classical alternating-bit
protocol.Comment: This is the working draft of a paper currently in submission.
(February 10, 2014
Negotiation Games
Negotiations, a model of concurrency with multi party negotiation as
primitive, have been recently introduced by J. Desel and J. Esparza. We
initiate the study of games for this model. We study coalition problems: can a
given coalition of agents force that a negotiation terminates (resp. block the
negotiation so that it goes on forever)?; can the coalition force a given
outcome of the negotiation? We show that for arbitrary negotiations the
problems are EXPTIME-complete. Then we show that for sound and deterministic or
even weakly deterministic negotiations the problems can be solved in PTIME.
Notice that the input of the problems is a negotiation, which can be
exponentially more compact than its state space.Comment: In Proceedings GandALF 2015, arXiv:1509.06858. arXiv admin note:
substantial text overlap with arXiv:1405.682
A guided tour of asynchronous cellular automata
Research on asynchronous cellular automata has received a great amount of
attention these last years and has turned to a thriving field. We survey the
recent research that has been carried out on this topic and present a wide
state of the art where computing and modelling issues are both represented.Comment: To appear in the Journal of Cellular Automat
Distributed Synthesis in Continuous Time
We introduce a formalism modelling communication of distributed agents
strictly in continuous-time. Within this framework, we study the problem of
synthesising local strategies for individual agents such that a specified set
of goal states is reached, or reached with at least a given probability. The
flow of time is modelled explicitly based on continuous-time randomness, with
two natural implications: First, the non-determinism stemming from interleaving
disappears. Second, when we restrict to a subclass of non-urgent models, the
quantitative value problem for two players can be solved in EXPTIME. Indeed,
the explicit continuous time enables players to communicate their states by
delaying synchronisation (which is unrestricted for non-urgent models). In
general, the problems are undecidable already for two players in the
quantitative case and three players in the qualitative case. The qualitative
undecidability is shown by a reduction to decentralized POMDPs for which we
provide the strongest (and rather surprising) undecidability result so far
- …