| M. Faella, S. La Torre, and A. Murano. Dense Real-time Games. In Proc. of the 17th Annual IEEE Symposium on Logic in Computer Science, LICS'02, IEEE Computer Society Press, 2002. |
.... In parallel, there has been a growing importance of verification for real time systems, and this leads to the natural question of whether techniques developed in the untimed setting for the controller synthesis problem can be generalized to timed systems (see for example the papers [AMPS98,WTH91,DM02,FLM02]) In this framework, the timed system is usually given by a timed transition system (i.e. a timed automaton as defined by Alur and Dill [AD94] but without acceptance conditions) As in the untimed case, various proposals have been made and studied for the specification. For instance, in ....
....As in the untimed case, various proposals have been made and studied for the specification. For instance, in [AMPS98,WTH91] the specification is given as an internal winning condition on the state space of the plant. External specifications given by timed automata [DM02] or by TCTL formulas [FLM02] have also been investigated. Note that since we deal here with classes of specifications which are not, in general, closed under complementation, a distinction has to be made between specifications that describe desired behaviours and those that define undesired behaviours. The decidability of ....
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M. Faella, S. La Torre, and A. Murano. Dense real-time games. In Proc. 17th Symp. Logic in Computer Science (LICS'02), pages 167--176. IEEE Comp. Soc. Press, 2002.
.... of the French Indian project CEFIPRA n 2102 1 In parallel, there has been a growing importance of veri cation for real time systems, and this leads us to the natural question of whether one can apply tools developed in computer science to automated synthesis of controllers for timed systems [AMPS98,WH91,DM02,FLM02]. In this setting, the timed system is usually given by a timed transition system (i.e. a timed automaton as de ned by Alur and Dill [AD94] but without acceptance conditions) As in the untimed case, various proposals have been made and studied for the speci cation. For instance, in [AMPS98,WH91] ....
....As in the untimed case, various proposals have been made and studied for the speci cation. For instance, in [AMPS98,WH91] the speci cation is given as an internal winning condition on the state space of the plant. External speci cations given by timed automata [DM02] or by TCTL formulas [FLM02] have also been investigated. Note that since we deal here with sets of speci cations which are not, in general, closed under complementation, a distinction has to be made between speci cations that describe desired behaviors as opposed to those that de ne undesired behaviors. It turns out that ....
[Article contains additional citation context not shown here]
M. Faella, S. La Torre, and A. Murano. Dense real-time games. In Proc. 14th IEEE Symposium on Logic in Computer Science (LICS'02). IEEE Computer Society Press, 2002.
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M. Faella, S. La Torre, and A. Murano. Dense Real-time Games. In Proc. of the 17th Annual IEEE Symposium on Logic in Computer Science, LICS'02, IEEE Computer Society Press, 2002.
No context found.
M. Faella, S. La Torre, and A. Murano. Dense real-time games. In Proc. Symp. Logic in Comp. Sci., pages 167--176. IEEE, 2002.
No context found.
M. Faella, S. La Torre, and A. Murano. Dense Real-time Games. In Proc. of the 17th Annual IEEE Symposium on Logic in Computer Science, LICS'02, IEEE Computer Society Press, 2002.
....is that the two conditions WC 1 ( and WC 2 ( are not disjoint (here : is the complementary language of ) This means that there are games in which both players can win: for instance, player 1 can ensure td , and player 2 can ensure Blameless 2 . Other works on timed games (e.g. [AMPS98,FLM02]) have avoided the issue of time divergence altogether by putting syntactic constraints on the game structures. We de ne timed games and their winning conditions in a completely symmetric fashion, and in a way that works for all goals (in particular for all regular goals) and ensures that ....
M. Faella, S. La Torre, and A. Murano. Dense real-time games. In Proc. Symp. Logic in Comp. Sci., pages 167-176. IEEE, 2002.
No context found.
Marco Faella, Salvatore La Torre, and Aniello Murano. Dense real-time games. In Proceedings of the 17th Annual IEEE Symposium on Logic in Computer Science, pages 167--176, Copenhagen, July 2002. IEEE Computer Society Press.
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