相关论文: Synthesis of Infinite State Systems
Recent years have seen a significant increase in the interest in reactive synthesis from specifications that relate to infinite state spaces. We present sweap, a tool for synthesis of infinite-state Linear Integer Arithmetic reactive…
In this article we consider finite Mean Field Games (MFGs), i.e. with finite time and finite states. We adopt the framework introduced in Gomes Mohr and Souza in 2010, and study two seemly unexplored subjects. In the first one, we analyze…
The safety of infinite state systems can be checked by a backward reachability procedure. For certain classes of systems, it is possible to prove the termination of the procedure and hence conclude the decidability of the safety problem.…
Parameterized synthesis offers a solution to the problem of constructing correct and verified controllers for parameterized systems. Such systems occur naturally in practice (e.g., in the form of distributed protocols where the amount of…
Markov decision processes (MDPs) are a canonical model to reason about decision making within a stochastic environment. We study a fundamental class of infinite MDPs: one-counter MDPs (OC-MDPs). They extend finite MDPs via an associated…
In this paper, we investigate the synthesis problem of terminating reactive systems from quantitative specifications. Such systems are modeled as finite transducers whose executions are represented as finite words in $(I\times O)^*$, where…
We present an approach for systematically anticipating the actions and policies employed by \emph{oblivious} environments in concurrent stochastic games, while maximizing a reward function. Our main contribution lies in the synthesis of a…
We propose a method to construct finite-state reactive controllers for systems whose interactions with their adversarial environment are modeled by infinite-duration two-player games over (possibly) infinite graphs. The proposed method…
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 consider two-player stochastic games played on a finite graph for infinitely many rounds. Stochastic games generalize both Markov decision processes (MDP) by adding an adversary player, and two-player deterministic games by adding…
In the timeline-based approach to planning, originally born in the space sector, 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…
Synthesis is the automated construction of a system from its specification. The system has to satisfy its specification in all possible environments. Modern systems often interact with other systems, or agents. Many times these agents have…
Graph games provide the foundation for modeling and synthesizing reactive processes. In the synthesis of stochastic reactive processes, the traditional model is perfect-information stochastic games, where some transitions of the game graph…
What is a finite-state strategy in a delay game? We answer this surprisingly non-trivial question and present a very general framework for computing such strategies: they exist for all winning conditions that are recognized by automata with…
We consider two-player games with imperfect information and the synthesis of a randomized strategy for one player that ensures the objective is satisfied almost-surely (i.e., with probability 1), regardless of the strategy of the other…
Recently, Dallal, Neider, and Tabuada studied a generalization of the classical game-theoretic model used in program synthesis, which additionally accounts for unmodeled intermittent disturbances. In this extended framework, one is…
We present a (semi)-algorithm to compute winning strategies for parametric timed games. Previous algorithms only synthesized constraints on the clock parameters for which the game is winning. A new definition of (winning) strategies is…
We present a novel method to compute $\textit{assume-guarantee contracts}$ in non-zerosum two-player games over finite graphs where each player has a different $ \omega $-regular winning condition. Given a game graph $G$ and two parity…
We consider the policy synthesis problem for continuous-state controlled Markov processes evolving in discrete time, when the specification is given as a B\"uchi condition (visit a set of states infinitely often). We decompose computation…
We give an algorithm for solving stochastic parity games with almost-sure winning conditions on lossy channel systems, for the case where the players are restricted to finite-memory strategies. First, we describe a general framework, where…