2,082 research outputs found
Feasible reactivity in a synchronous pi-calculus
Reactivity is an essential property of a synchronous program. Informally, it
guarantees that at each instant the program fed with an input will `react'
producing an output. In the present work, we consider a refined property that
we call ` feasible reactivity'. Beyond reactivity, this property guarantees
that at each instant both the size of the program and its reaction time are
bounded by a polynomial in the size of the parameters at the beginning of the
computation and the size of the largest input. We propose a method to annotate
programs and we develop related static analysis techniques that guarantee
feasible reactivity for programs expressed in the S-pi-calculus. The latter is
a synchronous version of the pi-calculus based on the SL synchronous
programming model
A synchronous pi-calculus
The SL synchronous programming model is a relaxation of the Esterel
synchronous model where the reaction to the absence of a signal within an
instant can only happen at the next instant. In previous work, we have
revisited the SL synchronous programming model. In particular, we have
discussed an alternative design of the model including thread spawning and
recursive definitions, introduced a CPS translation to a tail recursive form,
and proposed a notion of bisimulation equivalence. In the present work, we
extend the tail recursive model with first-order data types obtaining a
non-deterministic synchronous model whose complexity is comparable to the one
of the pi-calculus. We show that our approach to bisimulation equivalence can
cope with this extension and in particular that labelled bisimulation can be
characterised as a contextual bisimulation
Strategy Logic with Imperfect Information
We introduce an extension of Strategy Logic for the imperfect-information
setting, called SLii, and study its model-checking problem. As this logic
naturally captures multi-player games with imperfect information, the problem
turns out to be undecidable. We introduce a syntactical class of "hierarchical
instances" for which, intuitively, as one goes down the syntactic tree of the
formula, strategy quantifications are concerned with finer observations of the
model. We prove that model-checking SLii restricted to hierarchical instances
is decidable. This result, because it allows for complex patterns of
existential and universal quantification on strategies, greatly generalises
previous ones, such as decidability of multi-player games with imperfect
information and hierarchical observations, and decidability of distributed
synthesis for hierarchical systems. To establish the decidability result, we
introduce and study QCTL*ii, an extension of QCTL* (itself an extension of CTL*
with second-order quantification over atomic propositions) by parameterising
its quantifiers with observations. The simple syntax of QCTL* ii allows us to
provide a conceptually neat reduction of SLii to QCTL*ii that separates
concerns, allowing one to forget about strategies and players and focus solely
on second-order quantification. While the model-checking problem of QCTL*ii is,
in general, undecidable, we identify a syntactic fragment of hierarchical
formulas and prove, using an automata-theoretic approach, that it is decidable.
The decidability result for SLii follows since the reduction maps hierarchical
instances of SLii to hierarchical formulas of QCTL*ii
Transition removal for compositional supervisor synthesis
This paper investigates under which conditions transitions can be removed from an automaton while preserving important synthesis properties. The work is part of a framework for compositional synthesis of least restrictive controllable and nonblocking supervisors for modular discrete event systems. The method for transition removal complements previous results, which are largely focused on state merging. Issues concerning transition removal in synthesis are discussed, and redirection maps are introduced to enable a supervisor to process an event, even though the corresponding transition is no longer present in the model. Based on the results, different techniques are proposed to remove controllable and uncontrollable transitions, and an example shows the potential of the method for practical problems
Resource Control for Synchronous Cooperative Threads
We develop new methods to statically bound the resources needed for the
execution of systems of concurrent, interactive threads. Our study is concerned
with a \emph{synchronous} model of interaction based on cooperative threads
whose execution proceeds in synchronous rounds called instants. Our
contribution is a system of compositional static analyses to guarantee that
each instant terminates and to bound the size of the values computed by the
system as a function of the size of its parameters at the beginning of the
instant. Our method generalises an approach designed for first-order functional
languages that relies on a combination of standard termination techniques for
term rewriting systems and an analysis of the size of the computed values based
on the notion of quasi-interpretation. We show that these two methods can be
combined to obtain an explicit polynomial bound on the resources needed for the
execution of the system during an instant. As a second contribution, we
introduce a virtual machine and a related bytecode thus producing a precise
description of the resources needed for the execution of a system. In this
context, we present a suitable control flow analysis that allows to formulte
the static analyses for resource control at byte code level
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