相关论文: Global Winning Conditions in Synthesis of Distribu…
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…
In distributed synthesis, we generate a set of process implementations that, together, accomplish an objective against all possible behaviors of the environment. A lot of recent work has focussed on systems with causal memory, i.e., sets of…
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…
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…
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…
Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…
We study a generalisation of B\"uchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton, and one of the players can elapse time. We perform a systematic study of synthesis…
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,…
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.
Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning…
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…
We study a generalisation of B\"uchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton with epsilon transitions and only Player I can elapse time. We show that for fixed number…
Given a set of interacting components with non-deterministic variable update and given safety requirements, the goal of priority synthesis is to restrict, by means of priorities, the set of possible interactions in such a way as to…
Given a set of interacting components with non-deterministic variable update and given safety requirements, the goal of priority synthesis is to restrict, by means of priorities, the set of possible interactions in such a way as to…
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…
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…
Infinite games where several players seek to coordinate under imperfect information are known to be intractable, unless the information flow is severely restricted. Examples of undecidable cases typically feature a situation where players…
We solve the problem of automatically computing a new class of environment assumptions in two-player turn-based finite graph games which characterize an ``adequate cooperation'' needed from the environment to allow the system player to win.…
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 model of asynchronous programming arises in many contexts, from low-level systems software to high-level web programming. We take a language-theoretic perspective and show general decidability and undecidability results for asynchronous…