Dense Real-Time Games

M. Faella, S. L. Torre, A. Murano
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引用次数: 58

Abstract

The rapid development of complex and safety-critical systems requires the use of reliable verification methods and tools for system design (synthesis). Many systems of interest are reactive, in the sense that their behavior depends on the interaction with the environment. A natural framework to model them is a two-player game: the system versus the environment. In this context, the central problem is to determine the existence of a winning strategy according to a given winning condition. We focus on real-time systems, and choose to model the related game as a nondeterministic timed automaton. We express winning conditions by formulas of the branching-time temporal logic TCTL. While timed games have been studied in the literature, timed games with dense-time winning conditions constitute a new research topic. The main result of this paper is an exponential-time algorithm to check for the existence of a winning strategy for TCTL games where equality is not allowed in the timing constraints. Our approach consists on translating to timed tree automata both the game graph and the winning condition, thus reducing the considered decision problem to the emptiness problem for this class of automata. The proposed algorithm matches the known lower bound on timed games. Moreover, if we relax the limitation we have placed on the timing constraints, the problem becomes undecidable.
密集的实时游戏
复杂和安全关键系统的快速发展需要使用可靠的验证方法和工具进行系统设计(综合)。许多感兴趣的系统都是反应性的,也就是说它们的行为取决于与环境的相互作用。对它们进行建模的自然框架是一个双人游戏:系统对抗环境。在这种情况下,核心问题是根据给定的获胜条件确定获胜策略的存在性。我们专注于实时系统,并选择将相关游戏建模为不确定的时间自动机。我们用分支时间时间逻辑TCTL的公式来表示获胜条件。虽然已有文献对时间博弈进行了研究,但具有密集时间获胜条件的时间博弈是一个新的研究课题。本文的主要结果是一个指数时间算法,用于检查TCTL博弈是否存在获胜策略,其中在时间约束中不允许相等。我们的方法包括将游戏图和获胜条件转换为时间树自动机,从而将考虑的决策问题减少为这类自动机的空性问题。该算法匹配已知的定时博弈下界。此外,如果我们放松对时间约束的限制,问题就变得无法确定。
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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