Related papers: One-clock synthesis problems
In this paper we present a unifying approach for deciding various bisimulations, simulation equivalences and preorders between two timed automata states. We propose a zone based method for deciding these relations in which we eliminate an…
In this paper, we investigate the problem of synthesizing controllers for temporal logic specifications under security constraint. We assume that there exists a passive intruder (eavesdropper) that can partially observe the behavior of the…
We solve some decision problems for timed automata which were recently raised by S. Tripakis in [ Folk Theorems on the Determinization and Minimization of Timed Automata, in the Proceedings of the International Workshop FORMATS'2003, LNCS,…
We introduce a formalism modelling communication of distributed agents strictly in continuous-time. Within this framework, we study the problem of synthesising local strategies for individual agents such that a specified set of goal states…
Finite turn-based safety games have been used for very different problems such as the synthesis of linear temporal logic (LTL), the synthesis of schedulers for computer systems running on multiprocessor platforms, and also for the…
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…
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…
We study the problem of synthesizing a controller for a robot with a surveillance objective, that is, the robot is required to maintain knowledge of the location of a moving, possibly adversarial target. We formulate this problem as a…
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…
We consider the distributed control synthesis problem for systems with locks. The goal is to find local controllers so that the global system does not deadlock. With no restriction this problem is undecidable even for three processes each…
Mean-payoff games on timed automata are played on the infinite weighted graph of configurations of priced timed automata between two players, Player Min and Player Max, by moving a token along the states of the graph to form an infinite…
We study two-player zero-sum games over infinite-state graphs with boundedness conditions. Our first contribution is about the strategy complexity, i.e the memory required for winning strategies: we prove that over general infinite-state…
This paper introduces a sampling-based strategy synthesis algorithm for nondeterministic hybrid systems with complex continuous dynamics under temporal and reachability constraints. We model the evolution of the hybrid system as a…
We prove that the determinacy of Gale-Stewart games whose winning sets are accepted by real-time 1-counter B\"uchi automata is equivalent to the determinacy of (effective) analytic Gale-Stewart games which is known to be a large cardinal…
We prove that the determinacy of Gale-Stewart games whose winning sets are accepted by real-time 1-counter B\"uchi automata is equivalent to the determinacy of (effective) analytic Gale-Stewart games which is known to be a large cardinal…
Reactive synthesis automatically derives a strategy that satisfies a given specification. However, requiring a strategy to meet the specification in every situation is, in many cases, too hard of a requirement. Particularly in compositional…
We extend the quantitative synthesis framework by going beyond the worst-case. On the one hand, classical analysis of two-player games involves an adversary (modeling the environment of the system) which is purely antagonistic and asks for…
The deterministic membership problem for timed automata asks whether the timed language recognised by a nondeterministic timed automaton can be recognised by a deterministic timed automaton. We show that the problem is decidable when the…
We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the…
We consider two-player partial-observation stochastic games on finite-state graphs where player 1 has partial observation and player 2 has perfect observation. The winning condition we study are \omega-regular conditions specified as parity…