1,019 research outputs found

    Polynomial Synthesis of Asynchronous Automata

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    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

    Petri Games: Synthesis of Distributed Systems with Causal Memory

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    We present a new multiplayer game model for the interaction and the flow of information in a distributed system. The players are tokens on a Petri net. As long as the players move in independent parts of the net, they do not know of each other; when they synchronize at a joint transition, each player gets informed of the causal history of the other player. We show that for Petri games with a single environment player and an arbitrary bounded number of system players, deciding the existence of a safety strategy for the system players is EXPTIME-complete.Comment: In Proceedings GandALF 2014, arXiv:1408.556

    Connectors meet Choreographies

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    We present Cho-Reo-graphies (CR), a new language model that unites two powerful programming paradigms for concurrent software based on communicating processes: Choreographic Programming and Exogenous Coordination. In CR, programmers specify the desired communications among processes using a choreography, and define how communications should be concretely animated by connectors given as constraint automata (e.g., synchronous barriers and asynchronous multi-casts). CR is the first choreography calculus where different communication semantics (determined by connectors) can be freely mixed; since connectors are user-defined, CR also supports many communication semantics that were previously unavailable for choreographies. We develop a static analysis that guarantees that a choreography in CR and its user-defined connectors are compatible, define a compiler from choreographies to a process calculus based on connectors, and prove that compatibility guarantees deadlock-freedom of the compiled process implementations

    The Paths to Choreography Extraction

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    Choreographies are global descriptions of interactions among concurrent components, most notably used in the settings of verification (e.g., Multiparty Session Types) and synthesis of correct-by-construction software (Choreographic Programming). They require a top-down approach: programmers first write choreographies, and then use them to verify or synthesize their programs. However, most existing software does not come with choreographies yet, which prevents their application. To attack this problem, we propose a novel methodology (called choreography extraction) that, given a set of programs or protocol specifications, automatically constructs a choreography that describes their behavior. The key to our extraction is identifying a set of paths in a graph that represents the symbolic execution of the programs of interest. Our method improves on previous work in several directions: we can now deal with programs that are equipped with a state and internal computation capabilities; time complexity is dramatically better; we capture programs that are correct but not necessarily synchronizable, i.e., they work because they exploit asynchronous communication

    Efficient Trace Encodings of Bounded Synthesis for Asynchronous Distributed Systems

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    The manual implementation of distributed systems is an error-prone task because of the asynchronous interplay of components and the environment. Bounded synthesis automatically generates an implementation for the specification of the distributed system if one exists. So far, bounded synthesis for distributed systems does not utilize their asynchronous nature. Instead, concurrent behavior of components is encoded by all interleavings and only then checked against the specification. We close this gap by identifying true concurrency in synthesis of asynchronous distributed systems represented as Petri games. This defines when several interleavings can be subsumed by one true concurrent trace. Thereby, fewer and shorter verification problems have to be solved in each iteration of the bounded synthesis algorithm. For Petri games, experimental results show that our implementation using true concurrency outperforms the implementation based on checking all interleavings

    Timed Multiparty Session Types

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    We propose a typing theory, based on multiparty session types, for modular verification of real-time choreographic interactions. To model real-time implementations, we introduce a simple calculus with delays and a decidable static proof system. The proof system ensures type safety and time-error freedom, namely processes respect the prescribed timing and causalities between interactions. A decidable condition on timed global types guarantees time-progress for validated processes with delays, and gives a sound and complete characterisation of a new class of CTAs with general topologies that enjoys progress and liveness

    Synthesis of asynchronous distributed systems from global specifications

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    The synthesis problem asks whether there exists an implementation for a given formal specification and derives such an implementation if it exists. This approach enables engineers to think on a more abstract level about what a system should achieve instead of how it should accomplish its goal. The synthesis problem is often represented by a game between system players and environment players. Petri games define the synthesis problem for asynchronous distributed systems with causal memory. So far, decidability results for Petri games are mainly obtained for local winning conditions, which is limiting as global properties like mutual exclusion cannot be expressed. In this thesis, we make two contributions. First, we present decidability and undecidability results for Petri games with global winning conditions. The global safety winning condition of bad markings defines markings that the players have to avoid. We prove that the existence of a winning strategy for the system players in Petri games with a bounded number of system players, at most one environment player, and bad markings is decidable. The global liveness winning condition of good markings defines markings that the players have to reach. We prove that the existence of a winning strategy for the system players in Petri games with at least two system players, at least three environment players, and good markings is undecidable. Second, we present semi-decision procedures to find winning strategies for the system players in Petri games with global winning conditions and without restrictions on the distribution of players. The distributed nature of Petri games is employed by proposing encodings with true concurrency. We implement the semi-decision procedures in a corresponding tool.Das Syntheseproblem stellt die Frage, ob eine Implementierung f ¨ur eine Spezifikation existiert, und generiert eine solche Implementierung, falls sie existiert. Diese Vorgehensweise erlaubt es Programmierenden sich mehr darauf zu konzentrieren, was ein System erreichen soll, und weniger darauf, wie die Spezifikation erf ¨ ullt werden soll. Das Syntheseproblem wird oft als Spiel zwischen einem System- und einem Umgebungsspieler dargestellt. Petri-Spiele definieren das Syntheseproblem f ¨ur asynchrone verteilte Systeme mit kausalem Speicher. Bisher wurden Resultate bez¨uglich der Entscheidbarkeit von Petri-Spiele meist f ¨ur lokale Gewinnbedingungen gefunden. In dieser Arbeit pr¨asentieren wir zuerst Resultate bez¨uglich der Entscheidbarkeit und Unentscheidbarkeit von Petri-Spielen mit globalen Gewinnbedingungen. Wir beweisen, dass die Existenz einer gewinnenden Strategie f ¨ur die Systemspieler in Petri- Spielen mit einer beschr¨ankten Anzahl an Systemspielern, h¨ochstens einem Umgebungsspieler und schlechten Markierungen entscheidbar ist. Wir beweisen ebenfalls, dass die Existenz einer gewinnenden Strategie f ¨ur die Systemspieler in Petri-Spielen mit mindestens zwei Systemspielern, mindestens drei Umgebungsspielern und guten Markierungen unentscheidbar ist. Danach pr¨asentieren wir Semi-Entscheidungsprozeduren, um gewinnende Strategien f ¨ur die Systemspieler in Petri-Spielen mit globalen Gewinnbedingungen und ohne Restriktionen f ¨ur die Verteilung von Spielern zu finden. Wir benutzen die verteilte Natur von Petri-Spielen, indem wir Enkodierungen einf ¨uhren, die Nebenl¨aufigkeit ausnutzen. Die Semi-Entscheidungsprozeduren sind in einem entsprechenden Tool implementiert

    Improving Runtime Overheads for detectEr

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    We design monitor optimisations for detectEr, a runtime-verification tool synthesising systems of concurrent monitors from correctness properties for Erlang programs. We implement these optimisations as part of the existing tool and show that they yield considerably lower runtime overheads when compared to the unoptimised monitor synthesis.Comment: In Proceedings FESCA 2015, arXiv:1503.0437
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