713 research outputs found

    Two-Player Reachability-Price Games on Single-Clock Timed Automata

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    We study two player reachability-price games on single-clock timed automata. The problem is as follows: given a state of the automaton, determine whether the first player can guarantee reaching one of the designated goal locations. If a goal location can be reached then we also want to compute the optimum price of doing so. Our contribution is twofold. First, we develop a theory of cost functions, which provide a comprehensive methodology for the analysis of this problem. This theory allows us to establish our second contribution, an EXPTIME algorithm for computing the optimum reachability price, which improves the existing 3EXPTIME upper bound.Comment: In Proceedings QAPL 2011, arXiv:1107.074

    IRBIT a Master Regulator of Cell Physiology

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    (excerpt) Hormones and neurotransmitters regulate cell functions by binding to their receptors, which activate intracellular signaling and produce the physiological response [1]. There are several intracellular pathways, including but not limited to, leading to the activation of protein kinases, phosphatases and increase in intracellular calcium (Ca2+) [1]

    Optimal Reachability in Divergent Weighted Timed Games

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    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

    Average-energy games

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    Two-player quantitative zero-sum games provide a natural framework to synthesize controllers with performance guarantees for reactive systems within an uncontrollable environment. Classical settings include mean-payoff games, where the objective is to optimize the long-run average gain per action, and energy games, where the system has to avoid running out of energy. We study average-energy games, where the goal is to optimize the long-run average of the accumulated energy. We show that this objective arises naturally in several applications, and that it yields interesting connections with previous concepts in the literature. We prove that deciding the winner in such games is in NP inter coNP and at least as hard as solving mean-payoff games, and we establish that memoryless strategies suffice to win. We also consider the case where the system has to minimize the average-energy while maintaining the accumulated energy within predefined bounds at all times: this corresponds to operating with a finite-capacity storage for energy. We give results for one-player and two-player games, and establish complexity bounds and memory requirements.Comment: In Proceedings GandALF 2015, arXiv:1509.0685

    Understanding the production of dual BEC with sympathetic cooling

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    We show, both experimentally and theoretically, that sympathetic cooling of 87^{87}Rb atoms in the F=2,mF=2>|F=2,m_F=2> state by evaporatively cooled atoms in the F=1,mF=1>|F=1,m_F=-1> state can be precisely controlled to produce dual or single condensate in either state. We also study the thermalization rate between two species. Our model renders a quantitative account of the observed role of the overlap between the two clouds and points out that sympathetic cooling becomes inefficient when the masses are very different. Our calculation also yields an analytical expression of the thermalization rate for a single species.Comment: 3 figure

    Permissive Controller Synthesis for Probabilistic Systems

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    We propose novel controller synthesis techniques for probabilistic systems modelled using stochastic two-player games: one player acts as a controller, the second represents its environment, and probability is used to capture uncertainty arising due to, for example, unreliable sensors or faulty system components. Our aim is to generate robust controllers that are resilient to unexpected system changes at runtime, and flexible enough to be adapted if additional constraints need to be imposed. We develop a permissive controller synthesis framework, which generates multi-strategies for the controller, offering a choice of control actions to take at each time step. We formalise the notion of permissivity using penalties, which are incurred each time a possible control action is disallowed by a multi-strategy. Permissive controller synthesis aims to generate a multi-strategy that minimises these penalties, whilst guaranteeing the satisfaction of a specified system property. We establish several key results about the optimality of multi-strategies and the complexity of synthesising them. Then, we develop methods to perform permissive controller synthesis using mixed integer linear programming and illustrate their effectiveness on a selection of case studies

    Verification and Control of Partially Observable Probabilistic Real-Time Systems

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    We propose automated techniques for the verification and control of probabilistic real-time systems that are only partially observable. To formally model such systems, we define an extension of probabilistic timed automata in which local states are partially visible to an observer or controller. We give a probabilistic temporal logic that can express a range of quantitative properties of these models, relating to the probability of an event's occurrence or the expected value of a reward measure. We then propose techniques to either verify that such a property holds or to synthesise a controller for the model which makes it true. Our approach is based on an integer discretisation of the model's dense-time behaviour and a grid-based abstraction of the uncountable belief space induced by partial observability. The latter is necessarily approximate since the underlying problem is undecidable, however we show how both lower and upper bounds on numerical results can be generated. We illustrate the effectiveness of the approach by implementing it in the PRISM model checker and applying it to several case studies, from the domains of computer security and task scheduling
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