Predicate abstraction for reactive synthesis

Adam Walker, L. Ryzhyk
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引用次数: 23

Abstract

We present a predicate-based abstraction refinement algorithm for solving reactive games. We develop solutions to the key problems involved in implementing efficient predicate abstraction, which previously have not been addressed in game settings: (1) keeping abstractions concise by identifying relevant predicates only, (2) solving abstract games efficiently, and (3) computing and solving abstractions symbolically. We implemented the algorithm as part of an automatic device driver synthesis toolkit and evaluated it by synthesising drivers for several real-world I/O devices. This involved solving game instances that could not be feasibly solved without using abstraction or using simpler forms of abstraction.
反应性合成的谓词抽象
提出了一种基于谓词的抽象优化算法。我们开发了实现高效谓词抽象所涉及的关键问题的解决方案,这些问题以前没有在游戏设置中得到解决:(1)仅通过识别相关谓词来保持抽象简洁,(2)有效地解决抽象游戏,以及(3)象征性地计算和解决抽象。我们将该算法作为自动设备驱动程序合成工具包的一部分实现,并通过合成几个实际I/O设备的驱动程序来评估它。这涉及解决不使用抽象或使用更简单的抽象形式就无法解决的游戏实例。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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