Related papers: Environment Assumptions for Synthesis
In the synthesis problem, we are given a specification, and we automatically generate a system that satisfies the specification in all environments. We introduce and study {\em synthesis with guided environments} (SGE, for short), where the…
We present a novel method to compute \emph{permissive winning strategies} in two-player games over finite graphs with $ \omega $-regular winning conditions. Given a game graph $G$ and a parity winning condition $\Phi$, we compute a…
Reactive synthesis is a framework for modeling and automatically synthesizing strategies in robotics, typically through computing a \emph{winning} strategy in a 2-player game between the robot and the environment. Winning strategies,…
We study the synthesis problem for systems with a parameterized number of processes. As in the classical case due to Church, the system selects actions depending on the program run so far, with the aim of fulfilling a given specification.…
In Petri net synthesis we ask whether a given transition system $A$ can be implemented by a Petri net $N$. Depending on the level of accuracy, there are three ways how $N$ can implement $A$: an embedding, the least accurate implementation,…
Most approaches to the synthesis of reactive systems study the problem in terms of a two-player game with complete observation. In many applications, however, the system's environment consists of several distinct entities, and the system…
In this paper, we study LTLf synthesis under environment specifications for arbitrary reachability and safety properties. We consider both kinds of properties for both agent tasks and environment specifications, providing a complete…
Reactive synthesis is a paradigm for automatically building correct-by-construction systems that interact with an unknown or adversarial environment. We study how to do reactive synthesis when part of the specification of the system is that…
Many complex cyber-physical systems can be modeled as heterogeneous components interacting with each other in real-time. We assume that the correctness of each component can be specified as a requirement satisfied by the output signals…
Synthesis of program parts is very useful for concurrent systems. However, most synthesis approaches do not support common design tasks, like modifying a single process without having to re-synthesize or verify the whole system.…
We consider the problem of establishing that a program-synthesis problem is unrealizable (i.e., has no solution in a given search space of programs). Prior work on unrealizability has developed some automatic techniques to establish that a…
Obliging games have been introduced in the context of the game perspective on reactive synthesis in order to enforce a degree of cooperation between the to-be-synthesized system and the environment. Previous approaches to the analysis of…
Program synthesis from incomplete specifications (e.g. input-output examples) has gained popularity and found real-world applications, primarily due to its ease-of-use. Since this technology is often used in an interactive setting,…
In formal synthesis of reactive systems an implementation of a system is automatically constructed from its formal specification. The great advantage of synthesis is that the resulting implementation is correct by construction; therefore…
Reactive synthesis transforms a specification of a reactive system, given in a temporal logic, into an implementation. The main advantage of synthesis is that it is automatic. The main disadvantage is that the implementation is usually very…
In the classical synthesis problem, we are given an LTL formula \psi over sets of input and output signals, and we synthesize a system T that realizes \psi: with every input sequences x, the system associates an output sequence T(x) such…
In the synthesis of distributed systems, we automate the development of distributed programs and hardware by automatically deriving correct implementations from formal specifications. For synchronous distributed systems, the synthesis…
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…
In Boolean synthesis, we are given an LTL specification, and the goal is to construct a transducer that realizes it against an adversarial environment. Often, a specification contains both Boolean requirements that should be satisfied…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non…