Results 1 - 10
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22
Alternating-time Temporal Logic
- Journal of the ACM
, 1997
"... Temporal logic comes in two varieties: linear-time temporal logic assumes implicit universal quantification over all paths that are generated by system moves; branching-time temporal logic allows explicit existential and universal quantification over all paths. We introduce a third, more general var ..."
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Cited by 348 (42 self)
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Temporal logic comes in two varieties: linear-time temporal logic assumes implicit universal quantification over all paths that are generated by system moves; branching-time temporal logic allows explicit existential and universal quantification over all paths. We introduce a third, more general variety of temporal logic: alternating-time 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 linear-time and branching-time logics are natural specification languages for closed systems, alternating-time 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 model-checking problems for alternating-time formulas.
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 non-zeno ..."
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Cited by 38 (17 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 non-zenoness 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 state-based winning optimal strategy. 1
On optimal timed strategies
- In FORMATS 05, LNCS 3829
, 2005
"... Abstract. In this paper, we study timed games played on weighted timed automata. In this context, the reachability problem asks if, given a set T of locations and a cost C, Player 1 has a strategy to force the game into T with a cost less than C no matter how Player 2 behaves. Recently, this problem ..."
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Cited by 17 (4 self)
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Abstract. In this paper, we study timed games played on weighted timed automata. In this context, the reachability problem asks if, given a set T of locations and a cost C, Player 1 has a strategy to force the game into T with a cost less than C no matter how Player 2 behaves. Recently, this problem has been studied independently by Alur et al and by Bouyer et al. In those two works, a semi-algorithm is proposed to solve the reachability problem, which is proved to terminate under a condition imposing the non-zenoness of cost. In this paper, we show that in the general case the existence of a strategy for Player 1 to win the game with a bounded cost is undecidable. Our undecidability result holds for weighted timed game automata with five clocks. On the positive side, we show that if we restrict the number of clocks to one and we limit the form of the cost on locations, then the semi-algorithm proposed by Bouyer et al always terminates. 1
K.G.: Optimal infinite scheduling for multipriced timed automata
- Formal Methods in System Design 32
, 2008
"... Abstract. This paper is concerned with the derivation of infinite schedules for timed automata that are in some sense optimal. To cover a wide class of optimality criteria we start out by introducing an extension of the (priced) timed automata model that includes both costs and rewards as separate m ..."
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Cited by 13 (3 self)
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Abstract. This paper is concerned with the derivation of infinite schedules for timed automata that are in some sense optimal. To cover a wide class of optimality criteria we start out by introducing an extension of the (priced) timed automata model that includes both costs and rewards as separate modelling features. A precise definition is then given of what constitutes optimal infinite behaviours for this class of models. We subsequently show that the derivation of optimal non-terminating schedules for such double-priced timed automata is computable. This is done by a reduction of the problem to the determination of optimal mean-cycles in finite graphs with weighted edges. This reduction is obtained by introducing the so-called corner-point abstraction, a powerful abstraction technique of which we show that it preserves optimal schedules. 1
Average reward timed games
- In FORMATS 05, LNCS 3829
, 2005
"... Abstract. We consider real-time games where the goal consists, for each player, in maximizing the average reward he or she receives per time unit. We consider zero-sum rewards, so that a reward of +r to one player corresponds to a reward of −r to the other player. The games are played on discrete-ti ..."
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Cited by 8 (1 self)
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Abstract. We consider real-time games where the goal consists, for each player, in maximizing the average reward he or she receives per time unit. We consider zero-sum rewards, so that a reward of +r to one player corresponds to a reward of −r to the other player. The games are played on discrete-time game structures which can be specified using a two-player version of timed automata whose locations are labeled by reward rates. Even though the rewards themselves are zerosum, the games are not, due to the requirement that time must progress along a play of the game. Since we focus on control applications, we define the value of the game to a player to be the maximal average reward per time unit that the player can ensure. We show that, in general, the values to players 1 and 2 do not sum to zero. We provide algorithms for computing the value of the game for either player; the algorithms are based on the relationship between the original, infinite-round game, and a derived game that is played for only finitely many rounds. As memoryless optimal strategies exist for both players in both games, we show that the problem of computing the value of the game is in NP∩coNP. 1
On the optimal reachability problem on weighted timed automata
, 2007
"... We study the cost-optimal reachability problem for weighted timed automata such that positive and negative costs are allowed on edges and locations. By optimality, we mean an infimum cost as well as a supremum cost. We show that this problem is PSPACE-COMPLETE. Our proof uses techniques of linear p ..."
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Cited by 8 (0 self)
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We study the cost-optimal reachability problem for weighted timed automata such that positive and negative costs are allowed on edges and locations. By optimality, we mean an infimum cost as well as a supremum cost. We show that this problem is PSPACE-COMPLETE. Our proof uses techniques of linear programming, and thus exploits an important property of optimal runs: their time-transitions use a time τ which is arbitrarily close to an integer. We then propose an extension of the region graph, the weighted discrete graph, whose structure gives light on the way to solve the cost-optimal reachability problem. We also give an application of the cost-optimal reachability problem in the context of timed games.
Reachability-time games on timed automata
- In ICALP 07, LNCS
, 2007
"... Abstract. In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly non-Zeno timed automata using a value iteration al ..."
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Cited by 7 (3 self)
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Abstract. In a reachability-time game, players Min and Max choose moves so that the time to reach a final state in a timed automaton is minimised or maximised, respectively. Asarin and Maler showed decidability of reachability-time games on strongly non-Zeno timed automata using a value iteration algorithm. This paper complements their work by providing a strategy improvement algorithm for the problem. It also generalizes their decidability result because the proposed strategy improvement algorithm solves reachability-time games on all timed automata. The exact computational complexity of solving reachability-time games is also established: the problem is EXPTIME-complete for timed automata with at least two clocks. 1
Minimum-time reachability in timed games
- In ICALP 2007, volume 4596 of LNCS
, 2007
"... Abstract. We consider the minimum-time reachability problem in concurrent two-player timed automaton game structures. We show how to compute the minimum time needed by a player to reach a location against all possible choices of the opponent We do not put any syntactic restriction on the game struct ..."
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Cited by 6 (0 self)
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Abstract. We consider the minimum-time reachability problem in concurrent two-player timed automaton game structures. We show how to compute the minimum time needed by a player to reach a location against all possible choices of the opponent We do not put any syntactic restriction on the game structure, nor do we require any player to guarantee time divergence. We only require players to use physically realizable strategies. The minimal time is computed in part using a fixpoint expression which we show can be used on equivalence classes of a non-trivial extension of the region equivalence relation. 1
Model-checking oneclock priced timed automata
- In FoSSaCS’07: Foundations of Software Science and Computation Structures
, 2007
"... Abstract. We consider the model of priced (a.k.a. weighted) timed automata, an extension of timed automata with cost information on both locations and transitions, and we study various model-checking problems for that model based on extensions of classical temporal logics with cost constraints on mo ..."
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Cited by 5 (3 self)
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Abstract. We consider the model of priced (a.k.a. weighted) timed automata, an extension of timed automata with cost information on both locations and transitions, and we study various model-checking problems for that model based on extensions of classical temporal logics with cost constraints on modalities. We prove that, under the assumption that the model has only one clock, model-checking this class of models against the logic WCTL, CTL with cost-constrained modalities, is PSPACE-complete (while it has been shown undecidable as soon as the model has three clocks). We also prove that model-checking WMTL, LTL with cost-constrained modalities, is decidable only if there is a single clock in the model and a single stopwatch cost variable (i.e., whose slopes lie in {0, 1}). An interesting direction of real-time model-checking that has recently received substantial attention is the extension and re-targeting of timed automata technology towards optimal scheduling and controller synthesis [AAM06, RLS04, BBL07]. In particular, scheduling problems can often be reformulated in terms of reachability questions with respect to behavioural models where tasks and resources relevant for the scheduling problem in question are modelled as interacting timed automata [BLR05a].
Weighted timed automata: model-checking and games
- Electr. Notes Theor. Comput. Sci
, 2006
"... In this paper, we present weighted/priced timed automata, an extension of timed automaton with costs, and solve several interesting problems on that model. Key words: Weighted/priced timed automata, model-checking, games. 1 ..."
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Cited by 4 (1 self)
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In this paper, we present weighted/priced timed automata, an extension of timed automaton with costs, and solve several interesting problems on that model. Key words: Weighted/priced timed automata, model-checking, games. 1

