相关论文: (Un)Decidability Bounds of the Synthesis Problem f…
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…
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…
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 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…
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…
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…
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…
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…
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…
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…
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 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…
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 present a novel method to compute \emph{permissive winning strategies} in two-player games over finite graphs with $ \omega $-regular winning conditions. Given a game graph $G$ and a parity winning condition $\Phi$, we compute a…
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 introduce games with probabilistic uncertainty, a natural model for controller synthesis in which the controller observes the state of the system through imprecise sensors that provide correct information about the current state with 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, and one of the players can elapse time. We perform a systematic study of synthesis…
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…
In Petri net synthesis we ask whether a given transition system $A$ can be implemented by a Petri net $N$. Depending on the level of accuracy, there are three ways how $N$ can implement $A$: an embedding, the least accurate implementation,…