481 research outputs found
Optimal Reachability in Divergent Weighted Timed Games
Weighted timed games are played by two players on a timed automaton equipped
with weights: one player wants to minimise the accumulated weight while
reaching a target, while the other has an opposite objective. Used in a
reactive synthesis perspective, this quantitative extension of timed games
allows one to measure the quality of controllers. Weighted timed games are
notoriously difficult and quickly undecidable, even when restricted to
non-negative weights. Decidability results exist for subclasses of one-clock
games, and for a subclass with non-negative weights defined by a semantical
restriction on the weights of cycles. In this work, we introduce the class of
divergent weighted timed games as a generalisation of this semantical
restriction to arbitrary weights. We show how to compute their optimal value,
yielding the first decidable class of weighted timed games with negative
weights and an arbitrary number of clocks. In addition, we prove that
divergence can be decided in polynomial space. Last, we prove that for untimed
games, this restriction yields a class of games for which the value can be
computed in polynomial time
Verification for Timed Automata extended with Unbounded Discrete Data Structures
We study decidability of verification problems for timed automata extended
with unbounded discrete data structures. More detailed, we extend timed
automata with a pushdown stack. In this way, we obtain a strong model that may
for instance be used to model real-time programs with procedure calls. It is
long known that the reachability problem for this model is decidable. The goal
of this paper is to identify subclasses of timed pushdown automata for which
the language inclusion problem and related problems are decidable
Simple Priced Timed Games Are Not That Simple
Priced timed games are two-player zero-sum games played on priced timed
automata (whose locations and transitions are labeled by weights modeling the
costs of spending time in a state and executing an action, respectively). The
goals of the players are to minimise and maximise the cost to reach a target
location, respectively. We consider priced timed games with one clock and
arbitrary (positive and negative) weights and show that, for an important
subclass of theirs (the so-called simple priced timed games), one can compute,
in exponential time, the optimal values that the players can achieve, with
their associated optimal strategies. As side results, we also show that
one-clock priced timed games are determined and that we can use our result on
simple priced timed games to solve the more general class of so-called
reset-acyclic priced timed games (with arbitrary weights and one-clock)
Symbolic Approximation of Weighted Timed Games
Weighted timed games are zero-sum games played by two players on a timed automaton equipped with weights, where one player wants to minimise the accumulated weight while reaching a target. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. For non-negative weights, the largest class that can be analysed has been introduced by Bouyer, Jaziri and Markey in 2015. Though the value problem is undecidable, the authors show how to approximate the value by considering regions with a refined granularity. In this work, we extend this class to incorporate negative weights, allowing one to model energy for instance, and prove that the value can still be approximated, with the same complexity. In addition, we show that a symbolic algorithm, relying on the paradigm of value iteration, can be used as an approximation schema on this class
Stochastic Timed Automata
A stochastic timed automaton is a purely stochastic process defined on a
timed automaton, in which both delays and discrete choices are made randomly.
We study the almost-sure model-checking problem for this model, that is, given
a stochastic timed automaton A and a property , we want to decide whether
A satisfies with probability 1. In this paper, we identify several
classes of automata and of properties for which this can be decided. The proof
relies on the construction of a finite abstraction, called the thick graph,
that we interpret as a finite Markov chain, and for which we can decide the
almost-sure model-checking problem. Correctness of the abstraction holds when
automata are almost-surely fair, which we show, is the case for two large
classes of systems, single- clock automata and so-called weak-reactive
automata. Techniques employed in this article gather tools from real-time
verification and probabilistic verification, as well as topological games
played on timed automata.Comment: 40 pages + appendi
Symbolic Approximation of Weighted Timed Games
Weighted timed games are zero-sum games played by two players on a timed
automaton equipped with weights, where one player wants to minimise the
accumulated weight while reaching a target. Weighted timed games are
notoriously difficult and quickly undecidable, even when restricted to
non-negative weights. For non-negative weights, the largest class that can be
analysed has been introduced by Bouyer, Jaziri and Markey in 2015. Though the
value problem is undecidable, the authors show how to approximate the value by
considering regions with a refined granularity. In this work, we extend this
class to incorporate negative weights, allowing one to model energy for
instance, and prove that the value can still be approximated, with the same
complexity. In addition, we show that a symbolic algorithm, relying on the
paradigm of value iteration, can be used as an approximation schema on this
class
A Holistic Approach in Embedded System Development
We present pState, a tool for developing "complex" embedded systems by
integrating validation into the design process. The goal is to reduce
validation time. To this end, qualitative and quantitative properties are
specified in system models expressed as pCharts, an extended version of
hierarchical state machines. These properties are specified in an intuitive way
such that they can be written by engineers who are domain experts, without
needing to be familiar with temporal logic. From the system model, executable
code that preserves the verified properties is generated. The design is
documented on the model and the documentation is passed as comments into the
generated code. On the series of examples we illustrate how models and
properties are specified using pState.Comment: In Proceedings F-IDE 2015, arXiv:1508.0338
Playing Stochastically in Weighted Timed Games to Emulate Memory
Weighted timed games are two-player zero-sum games played in a timed automaton equipped with integer weights. We consider optimal reachability objectives, in which one of the players, that we call Min, wants to reach a target location while minimising the cumulated weight. While knowing if Min has a strategy to guarantee a value lower than a given threshold is known to be undecidable (with two or more clocks), several conditions, one of them being the divergence, have been given to recover decidability. In such weighted timed games (like in untimed weighted games in the presence of negative weights), Min may need finite memory to play (close to) optimally. This is thus tempting to try to emulate this finite memory with other strategic capabilities. In this work, we allow the players to use stochastic decisions, both in the choice of transitions and of timing delays. We give for the first time a definition of the expected value in weighted timed games, overcoming several theoretical challenges. We then show that, in divergent weighted timed games, the stochastic value is indeed equal to the classical (deterministic) value, thus proving that Min can guarantee the same value while only using stochastic choices, and no memory
- …