Related papers: Translating Asynchronous Games for Distributed Syn…
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 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…
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…
Petri games are a multi-player game model for the synthesis problem in distributed systems, i.e., the automatic generation of local controllers. The model represents causal memory of the players, which are tokens on a Petri net and divided…
Petri games are a multi-player game model for the automatic synthesis of distributed systems, where the players are represented as tokens on a Petri net and are grouped into environment players and system players. As long as the players…
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…
Petri games have been introduced as a multi-player game model representing causal memory to address the synthesis of distributed systems. For Petri games with one environment player and an arbitrary bounded number of system players,…
Petri games are a multiplayer game model for the automatic synthesis of distributed systems. We compare two fundamentally different approaches for solving Petri games. The symbolic approach decides the existence of a winning strategy via a…
Petri games are a multi-player game model for the synthesis of distributed systems with multiple concurrent processes based on Petri nets. The processes are the players in the game represented by the token of the net. The players are…
We show the undecidability of the distributed control problem when the plant is an asynchronous automaton, the controllers use causal memory and the goal of the controllers is to put each process in a local accepting state.
We define a game on distributed Petri nets, where several players interact with each other, and with an environment. The players, or users, have perfect knowledge of the current state, and pursue a common goal. Such goal is expressed by…
The decidability of the distributed version of the Ramadge and Wonham controller synthesis problem,where both the plant and the controllers are modeled as asynchronous automataand the controllers have causal memoryis a challenging open…
We consider the task of controlling in a distributed way a Zielonka asynchronous automaton. Every process of a controller has access to its causal past to determine the next set of actions it proposes to play. An action can be played only…
Hybrid games are games played on a finite graph endowed with real variables which may model behaviors of discrete controllers of continuous systems. The synthesis problem for hybrid games is decidable for classical objectives (like LTL…
We propose a new model of a distributed game, called an ATS game, which is played on a non-deterministic asynchronous transition system -- a natural distributed finite-state device working on Mazurkiewicz traces. This new…
The distributed synthesis problem is about constructing cor- rect distributed systems, i.e., systems that satisfy a given specification. We consider a slightly more general problem of distributed control, where the goal is to restrict the…
When considering distributed systems, it is a central issue how to deal with interactions between components. In this paper, we investigate the paradigms of synchronous and asynchronous interaction in the context of distributed systems. We…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. Our main result, the interreducibility of the existence of sure winning strategies for the protagonist,…
We revisit constructions for distribution and synthesis of Zielonka's asynchronous automata in restricted settings. We show first a simple, quadratic, distribution construction for asynchronous automata, where the process architecture is…
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…