Related papers: Synthesis of Infinite State Systems
Reactive synthesis is a class of methods to construct a provably-correct control system, referred to as a robot, with respect to a temporal logic specification in the presence of a dynamic and uncontrollable environment. This is achieved by…
The synthesis problem asks to construct a reactive finite-state system from an $\omega$-regular specification. Initial specifications are often unrealizable, which means that there is no system that implements the specification. A common…
Two-player games are a fruitful way to represent and reason about several important synthesis tasks. These tasks include controller synthesis (where one asks for a controller for a given plant such that the controlled plant satisfies a…
Whereas quantum complexity theory has traditionally been concerned with problems arising from classical complexity theory (such as computing boolean functions), it also makes sense to study the complexity of inherently quantum operations…
In the timeline-based approach to planning, the evolution over time of a set of state variables (the timelines) is governed by a set of temporal constraints. Traditional timeline-based planning systems excel at the integration of planning…
Parity games play an important role for LTL synthesis as evidenced by recent breakthroughs on LTL synthesis, which rely in part on parity game solving. Yet state space explosion remains a major issue if we want to scale to larger systems or…
We identify a decidable synthesis problem for a class of programs of unbounded size with conditionals and iteration that work over infinite data domains. The programs in our class use uninterpreted functions and relations, and abide by a…
Given a Markov decision process (MDP) $M$ and a formula $\Phi$, the strategy synthesis problem asks if there exists a strategy $\sigma$ s.t. the resulting Markov chain $M[\sigma]$ satisfies $\Phi$. This problem is known to be undecidable…
This paper studies the rational synthesis problem for multi-player games played on graphs when rational players are following subgame perfect equilibria. In these games, one player, the system, declares his strategy upfront, and the other…
We present an algorithmic method for the quantitative, performance-aware synthesis of concurrent programs. The input consists of a nondeterministic partial program and of a parametric performance model. The nondeterminism allows the…
We consider imperative programs that involve both randomization and pure nondeterminism. The central question is how to find a strategy resolving the pure nondeterminism such that the so-obtained determinized program satisfies a given…
Diversity in the exhibited behavior of a given system is a desirable characteristic in a variety of application contexts. Synthesis of conformant implementations often proceeds by discovering witnessing Skolem functions, which are…
We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed…
The goal of logical controller synthesis is to automatically compute a control strategy that regulates the discrete, event-driven behavior of a given plant s.t. a temporal logic specification holds over all remaining traces. Standard…
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…
We study the problem of determining whether a given temporal specification can be implemented by a symmetric system, i.e., a system composed from identical components. Symmetry is an important goal in the design of distributed systems,…
Two-player games on graphs provide the mathematical foundation for the study of reactive systems. In the quantitative framework, an objective assigns a value to every play, and the goal of player 1 is to minimize the value of the objective.…
We lay out a model of games with imperfect information that features explicit communication actions, by which the entire observation history of a player is revealed to another player. Such full-information protocols are common in…
In this paper, we study the problem of determining a minimum state probabilistic finite state machine capable of generating statistically identical symbol sequences to samples provided. This problem is qualitatively similar to the classical…
We give an algorithm for solving stochastic parity games with almost-sure winning conditions on {\it lossy channel systems}, under the constraint that both players are restricted to finite-memory strategies. First, we describe a general…