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The article is devoted to the problem of applying the maximum principle for finding optimal control parameters in simulation tasks of interest for a variety of engineering and industrial systems and processes. Especially important is the…
We consider the reachability problem for timed automata. A standard solution to this problem involves computing a search tree whose nodes are abstractions of zones. For efficiency reasons, they are parametrized by the maximal lower and…
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,…
In this paper, we focus on formal synthesis of control policies for finite Markov decision processes with non-negative real-valued costs. We develop an algorithm to automatically generate a policy that guarantees the satisfaction of a…
Though switched dynamical systems have shown great utility in modeling a variety of physical phenomena, the construction of an optimal control of such systems has proven difficult since it demands some type of optimal mode scheduling. In…
We study time-bounded reachability in continuous-time Markov decision processes for time-abstract scheduler classes. Such reachability problems play a paramount role in dependability analysis and the modelling of manufacturing and queueing…
Automated driving in urban scenarios requires efficient planning algorithms able to handle complex situations in real-time. A popular approach is to use graph-based planning methods in order to obtain a rough trajectory which is…
A deterministic finite automaton in which every non-empty set of states occurs as the image of the whole state set under the action of a suitable input word is called completely reachable. We characterize such automata in terms of graphs…
We present a theory of automata with boundary for designing, modelling and analysing distributed systems. Notions of behaviour, design and simulation appropriate to the theory are defined. The problem of model checking for deadlock…
This paper proposes a preliminary work on a Conditional Task and Motion Planning algorithm able to find a plan that minimizes robot efforts while solving assigned tasks. Unlike most of the existing approaches that replan a path only when it…
Given a member A of the class of non-deterministic timed automata with silent transitions (eNTA), we effectively compute its timestamp: the set of all pairs (time value, action) of all observable timed traces of A, a generalization of the…
We consider the reachability problem for timed automata having diagonal constraints (like x - y < 5) as guards in transitions. The best algorithms for timed automata proceed by enumerating reachable sets of its configurations, stored in the…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
The reachability problem for timed automata asks if there exists a path from an initial state to a target state. The standard solution to this problem involves computing the zone graph of the automaton, which in principle could be infinite.…
This note is about a reasonable abstract machine, called Maximal MAM, implementing the maximal strategy of the lambda-calculus, that is, the strategy that always produces a longest evaluation sequence.
Timed Concurrent State Machines are an application of Alur's Timed Automata concept to coincidence-based (rather than interleaving) CSM modeling technique. TCSM support the idea of testing automata, allowing to specify time properties…
We consider the setting of component-based design for real-time systems with critical timing constraints. Based on our earlier work, we propose a compositional specification theory for timed automata with I/O distinction, which supports…
Autonomous systems can substantially enhance a human's efficiency and effectiveness in complex environments. Machines, however, are often unable to observe the preferences of the humans that they serve. Despite the fact that the human's and…
Weighted Timed Games (WTG for short) are the most widely used model to describe controller synthesis problems involving real-time issues. The synthesized strategies rely on a perfect measure of time elapse, which is not realistic in…
We formalise and study multi-agent timed models MAPTs (Multi-Agent with timed Periodic Tasks), where each agent is associated to a regular timed schema upon which all possibles actions of the agent rely. MAPTs allow for an accelerated…