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On Promptness in Parity Games

机译:平价游戏中的即时性

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摘要

Parity games are a powerful formalism for the automatic synthesis and verification of reactive systems. They are closely related to alternating ω-automata and emerge as a natural method for the solution of the μ-calculus model checking problem. Due to these strict connections, parity games are a well-established environment to describe liveness properties such as "every request that occurs infinitely often is eventually responded". Unfortunately, the classical form of such a condition suffers from the strong drawback that there is no bound on the effective time that separates a request from its response, i.e., responses are not promptly provided. Recently, to overcome this limitation, several parity game variants have been proposed, in which quantitative requirements are added to the classic qualitative ones. In this paper, we make a general study of the concept of promptness in parity games that allows to put under a unique theoretical framework several of the cited variants along with new ones. Also, we describe simple polynomial reductions from all these conditions to either Buechi or parity games, which simplify all previous known procedures. In particular, they improve the complexity results of cost and bounded-cost parity games. Indeed, we provide solution algorithms showing that determining the winner of these games lies in UPTime ∩ CoUPTime.
机译:奇偶校验游戏是反应系统自动综合和验证的强大形式主义。它们与交替的ω-自动机密切相关,并且是解决微积分模型检查问题的自然方法。由于这些严格的联系,奇偶校验游戏是描述活动属性的成熟环境,例如“无限次出现的每个请求最终都会得到响应”。不幸的是,这种情况的经典形式具有很大的缺点,即将请求与响应分开的有效时间不受限制,即,不能迅速提供响应。近来,为了克服该限制,已经提出了几种奇偶游戏变体,其中将定量要求添加到经典的定性要求中。在本文中,我们对平价游戏中即时性的概念进行了一般性研究,该概念允许将独特的理论框架置于多个引用的变体以及新的变体中。同样,我们描述了从所有这些条件到Buechi或奇偶游戏的简单多项式约简,这简化了所有以前的已知过程。尤其是,它们改善了成本和边界成本平价游戏的复杂性结果。实际上,我们提供的解决方案算法表明,确定这些游戏的赢家在于UPTime∩CoUPTime。

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