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Controller Synthesis for Mode-Target Games

机译:模式-目标游戏的控制器合成

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Cyber-Physical Systems (CPS) are notoriously difficult to verify due to the intricate interactions between the cyber and the physical components. To address this difficulty, several researchers have argued that the synthesis paradigm is better suited to ensure the correct operation of CPS than the verification paradigm. The key insight of synthesis is that design should be constrained so that resulting systems are easily verified and, ideally, synthesis algorithms should directly provide a proof of correctness.In this paper we present a Linear Temporal Logic fragment inspired by specifications that frequently occur in control applications where we have a set of modes and corresponding targets to be reached for each mode. The synthesis problem for this fragment is formulated as a mode-target game and we show that these games can be solved in polynomial time by providing two embeddings of mode-target games into Generalized Reactivity(1) (GR(1)) games. While solving GR(1) games requires O(mnN2) symbolic steps when we have m assumptions, n guarantees, and a game graph with N states, mode-target games can be solved in O(nN2) symbolic steps when we have n modes and a game graph with N states. These embeddings, however, do not make full use of the specificity of mode-target games. For this reason we investigate in this paper a solution to mode-target games that does not rely on GR(1) embeddings. The resulting algorithm has the same worst case time complexity and we illustrate through experimental results the extent to which it improves upon the algorithms obtained via GR(1) embeddings. In doing so, we highlight the commonalities between mode-target games and GR(1) games while providing additional insight into the solution of GR(1) games.
机译:众所周知,由于网络和物理组件之间错综复杂的相互作用,信息物理系统 (CPS) 难以验证。为了解决这一困难,一些研究人员认为,综合范式比验证范式更适合确保CPS的正确操作。综合的关键见解是设计应该受到约束,以便最终的系统易于验证,理想情况下,综合算法应该直接提供正确性的证明。在本文中,我们提出了一个线性时态逻辑片段,其灵感来自控制应用中经常出现的规范,在这些规范中,我们有一组模式以及每种模式要达到的相应目标。该片段的合成问题被表述为一个模式-目标博弈,我们表明这些博弈可以通过在广义反应性(1)(GR(1))博弈中提供两个模式-目标博弈的嵌入来在多项式时间内求解。当我们有 m 个假设、n 个保证和一个具有 N 个状态的博弈图时,求解 GR(1) 博弈需要 O(mnN2) 符号步骤,而当我们有 n 个模式和一个具有 N 个状态的博弈图时,可以用 O(nN2) 符号步骤求解模式-目标博弈。然而,这些嵌入并没有充分利用模式目标游戏的特殊性。出于这个原因,我们在本文中研究了一种不依赖于 GR(1) 嵌入的模式目标博弈的解决方案。所得到的算法具有相同的最坏情况时间复杂度,我们通过实验结果说明了它在多大程度上改进了通过GR(1)嵌入获得的算法。在此过程中,我们强调了模式目标游戏和 GR(1) 游戏之间的共性,同时提供了对 GR(1) 游戏解决方案的更多见解。

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