首页> 外文会议>Computer aided verification >Solving Games without Controllable Predecessor
【24h】

Solving Games without Controllable Predecessor

机译:在没有可控的前辈的情况下解决游戏

获取原文
获取原文并翻译 | 示例

摘要

Two-player games are a useful formalism for the synthesis of reactive systems. The traditional approach to solving such games iteratively computes the set of winning states for one of the players. This requires keeping track of all discovered winning states and can lead to space explosion even when using efficient symbolic representations. We propose a new method for solving reachability games. Our method works by exploring a subset of the possible concrete runs of the game and proving that these runs can be generalised into a winning strategy on behalf of one of the players. We use counterexample-guided backtracking search to identify a subset of runs that are sufficient to consider to solve the game. We evaluate our algorithm on several families of benchmarks derived from real-world device driver synthesis problems.
机译:两人游戏是反应系统综合的有用形式。解决此类游戏的传统方法会反复计算其中一个玩家的获胜状态集。这要求跟踪所有发现的获胜状态,即使使用有效的符号表示,也可能导致空间爆炸。我们提出了一种解决可达性游戏的新方法。我们的方法通过探索游戏可能的具体运行的子集并证明可以将这些运行概括为代表一名玩家的获胜策略而起作用。我们使用反例指导的回溯搜索来识别足以考虑解决游戏的部分跑步。我们根据源自现实设备驱动程序综合问题的几个基准系列评估我们的算法。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号