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188
Alternatingtime Temporal Logic
 Journal of the ACM
, 1997
"... Temporal logic comes in two varieties: lineartime temporal logic assumes implicit universal quantification over all paths that are generated by system moves; branchingtime temporal logic allows explicit existential and universal quantification over all paths. We introduce a third, more general var ..."
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Cited by 619 (53 self)
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Temporal logic comes in two varieties: lineartime temporal logic assumes implicit universal quantification over all paths that are generated by system moves; branchingtime temporal logic allows explicit existential and universal quantification over all paths. We introduce a third, more general variety of temporal logic: alternatingtime temporal logic offers selective quantification over those paths that are possible outcomes of games, such as the game in which the system and the environment alternate moves. While lineartime and branchingtime logics are natural specification languages for closed systems, alternatingtime logics are natural specification languages for open systems. For example, by preceding the temporal operator "eventually" with a selective path quantifier, we can specify that in the game between the system and the environment, the system has a strategy to reach a certain state. Also the problems of receptiveness, realizability, and controllability can be formulated as modelchecking problems for alternatingtime formulas.
Pushdown Processes: Games and Model Checking
, 1996
"... Games given by transition graphs of pushdown processes are considered. It is shown that ..."
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Cited by 183 (8 self)
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Games given by transition graphs of pushdown processes are considered. It is shown that
Controllers for Reachability Specifications for Hybrid Systems
 Automatica
, 1999
"... The problem of systematically synthesizing hybrid controllers which satisfy multiple control objectives is considered. We present a technique, based on the principles of optimal control, for determining the class of least restrictive controllers that satisfies the most important objective (which we ..."
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Cited by 170 (42 self)
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The problem of systematically synthesizing hybrid controllers which satisfy multiple control objectives is considered. We present a technique, based on the principles of optimal control, for determining the class of least restrictive controllers that satisfies the most important objective (which we refer to as safety). The system performance with respect to lower priority objectives (which we refer to as efficiency) can then be optimized within this class. We motivate our approach by showing how the proposed synthesis technique simplifies to well known results from supervisory control and pursuit evasion games when restricted to purely discrete and purely continuous systems respectively. We then illustrate the application of this technique to two examples, one hybrid (the steam boiler benchmark problem), and one primarily continuous (a flight vehicle management system with discrete flight modes). 1 Introduction Hybrid systems, or systems that involve the interaction of discrete and co...
A game theoretic approach to controller design for hybrid systems
 Proceedings of the IEEE
, 2000
"... We present a method to design controllers for safety specifications in hybrid systems. The hybrid system combines discrete event dynamics with nonlinear continuous dynamics: the discrete event dynamics model linguistic and qualitative information and naturally accommodate mode switching logic, and t ..."
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Cited by 127 (33 self)
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We present a method to design controllers for safety specifications in hybrid systems. The hybrid system combines discrete event dynamics with nonlinear continuous dynamics: the discrete event dynamics model linguistic and qualitative information and naturally accommodate mode switching logic, and the continuous dynamics model the physical processes themselves, such as the continuous response of an aircraft to the forces of aileron and throttle. Input variables model both continuous and discrete control and disturbance parameters. We translate safety specifications into restrictions on the system’s reachable sets of states. Then, using analysis based on optimal control and game theory for automata and continuous dynamical systems, we derive Hamilton–Jacobi equations whose solutions describe the boundaries of reachable sets. These equations are the heart of our general controller synthesis technique for hybrid systems, in which we calculate feedback control laws for
Optimal Paths in Weighted Timed Automata
 HSCC
, 2001
"... We consider an optimalreachability problem for a timed automaton with respect to a linear cost function which results in a weighted timed automaton. Our solution to this optimization problem consists of reducing it to a (parametric) shortestpath problem for a finite directed graph. The directed gr ..."
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Cited by 124 (5 self)
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We consider an optimalreachability problem for a timed automaton with respect to a linear cost function which results in a weighted timed automaton. Our solution to this optimization problem consists of reducing it to a (parametric) shortestpath problem for a finite directed graph. The directed graph we construct is a refinement of the region automaton due to Alur and Dill. We present an exponential time algorithm to solve the shortestpath problem for weighted timed automata starting from a single state, and a doublyexponential time algorithm to solve this problem starting from a zone of the state space.
Efficient onthefly algorithms for the analysis of timed games
 IN CONCUR 05, LNCS 3653
, 2005
"... In this paper, we propose a first efficient onthefly algorithm for solving games based on timed game automata with respect to reachability and safety properties. The algorithm we propose is a symbolic extension of the onthefly algorithm suggested by Liu & Smolka [15] for lineartime modelc ..."
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Cited by 91 (26 self)
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In this paper, we propose a first efficient onthefly algorithm for solving games based on timed game automata with respect to reachability and safety properties. The algorithm we propose is a symbolic extension of the onthefly algorithm suggested by Liu & Smolka [15] for lineartime modelchecking of finitestate systems. Being onthefly, the symbolic algorithm may terminate long before having explored the entire statespace. Also the individual steps of the algorithm are carried out efficiently by the use of socalled zones as the underlying data structure. Various optimizations of the basic symbolic algorithm are proposed as well as methods for obtaining timeoptimal winning strategies (for reachability games). Extensive evaluation of an experimental implementation of the algorithm yields very encouraging performance results.
DiscreteTime Control for Rectangular Hybrid Automata
"... Rectangular hybrid automata model digital control programs of analog plant environments. We study rectangular hybrid automata where the plant state evolves continuously in realnumbered time, and the controller samples the plant state and changes the control state discretely, only at the integer poi ..."
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Cited by 79 (9 self)
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Rectangular hybrid automata model digital control programs of analog plant environments. We study rectangular hybrid automata where the plant state evolves continuously in realnumbered time, and the controller samples the plant state and changes the control state discretely, only at the integer points in time. We prove that rectangular hybrid automata have nite bisimilarity quotients when all control transitions happen at integer times, even if the constraints on the derivatives of the variables vary between control states. This is in contrast with the conventional model where control transitions may happen at any real time, and already the reachability problem is undecidable. Based on the nite bisimilarity quotients, we give an exponential algorithm for the symbolic samplingcontroller synthesis of rectangular automata. We show our algorithm to be optimal by proving the problem to be EXPTIMEhard. We also show that rectangular automata form a maximal class of systems for which the samplingcontroller synthesis problem can be solved algorithmically.
Concurrent Reachability Games
, 2008
"... We consider concurrent twoplayer games with reachability objectives. In such games, at each round, player 1 and player 2 independently and simultaneously choose moves, and the two choices determine the next state of the game. The objective of player 1 is to reach a set of target states; the objecti ..."
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Cited by 67 (22 self)
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We consider concurrent twoplayer games with reachability objectives. In such games, at each round, player 1 and player 2 independently and simultaneously choose moves, and the two choices determine the next state of the game. The objective of player 1 is to reach a set of target states; the objective of player 2 is to prevent this. These are zerosum games, and the reachability objective is one of the most basic objectives: determining the set of states from which player 1 can win the game is a fundamental problem in control theory and system verification. There are three types of winning states, according to the degree of certainty with which player 1 can reach the target. From type1 states, player 1 has a deterministic strategy to always reach the target. From type2 states, player 1 has a randomized strategy to reach the target with probability 1. From type3 states, player 1 has for every real ε> 0 a randomized strategy to reach the target with probability greater than 1 − ε. We show that for finite state spaces, all three sets of winning states can be computed in polynomial time: type1 states in linear time, and type2 and type3 states in quadratic time. The algorithms to compute the three sets of winning states also enable the construction of the winning and spoiling strategies.
BRIDGING THE GAP BETWEEN BUSINESS MODELS AND WORKFLOW SPECIFICATIONS
 INTERNATIONAL JOURNAL OF COOPERATIVE INFORMATION SYSTEMS
"... ..."
Optimal strategies in priced timed game automata
 In FSTTCS 04, LNCS 3328
, 2004
"... Abstract. Priced timed (game) automata extend timed (game) automata with costs on both locations and transitions. In this paper we focus on reachability games for priced timed game automata and prove that the optimal cost for winning such a game is computable under conditions concerning the nonzeno ..."
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Cited by 63 (27 self)
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Abstract. Priced timed (game) automata extend timed (game) automata with costs on both locations and transitions. In this paper we focus on reachability games for priced timed game automata and prove that the optimal cost for winning such a game is computable under conditions concerning the nonzenoness of cost and we prove that it is decidable. Under stronger conditions (strictness of constraints) we prove that in case an optimal strategy exists, we can compute a statebased winning optimal strategy. 1