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Synthesis from Component Libraries with Costs

机译:从组件库综合成本

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Synthesis is the automated construction of a system from its specification. In real life, hardware and software systems are rarely constructed from scratch. Rather, a system is typically constructed from a library of components. Lustig and Vardi formalized this intuition and studied LTL synthesis from component libraries. In real life, designers seek optimal systems. In this paper we add optimality considerations to the setting. We distinguish between quality considerations (for example, size - the smaller a system is, the better it is), and pricing (for example, the payment to the company who manufactured the component). We study the problem of designing systems with minimal quality-cost and price. A key point is that while the quality cost is individual - the choices of a designer are independent of choices made by other designers that use the same library, pricing gives rise to a resource-allocation game - designers that use the same component share its price, with the share being proportional to the number of uses (a component can be used several times in a design). We study both closed and open settings, and in both we solve the problem of finding an optimal design. In a setting with multiple designers, we also study the game-theoretic problems of the induced resource-allocation game.
机译:综合是根据其规范自动构建系统。在现实生活中,很少从头开始构建硬件和软件系统。而是,系统通常是由组件库构成的。 Lustig和Vardi正式化了这种直觉,并研究了来自组件库的LTL合成。在现实生活中,设计师寻求最佳系统。在本文中,我们将最佳化考虑因素添加到设置中。我们区分质量考虑因素(例如,尺寸-系统越小越好)和定价(例如,向制造组件的公司付款)。我们研究以最小的质量成本和价格设计系统的问题。关键是,虽然质量成本是单独的-设计师的选择独立于使用同一库的其他设计师的选择,但定价产生了资源分配游戏-使用相同组件的设计师共同承担其价格,份额与使用次数成正比(一个组件在设计中可以多次使用)。我们研究关闭和打开设置,并且都解决了寻找最佳设计的问题。在有多个设计师的环境中,我们还研究了诱导资源分配游戏的博弈论问题。

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