Abstract

The manual implementation of local controllers for autonomous agents in a distributed and concurrent setting is an ambitious and error-prune task. Synthesis algorithms, however, allow for the automatic generation of such controllers given a formal specification of the system’s goal. Recently, high-level Petri games were introduced to allow for a concise modeling technique of distributed systems with a safety objective. One way of solving these games is by a translation to low-level Petri games and applying an existing solving algorithm. In this paper we present a new solving technique for a subclass of high-level Petri games with a single uncontrollable player, a bounded number of controllable players, and a local safety objective. The technique exploits symmetries in the high-level Petri game. We report on encouraging experimental results of a prototype implementation generating the reduced state space. The results for four existing and one new benchmark family show a state space reduction by up to three orders of magnitude.

Highlights

  • Due to the constant availability of networks and the minimization of powerful devices, modern systems are increasingly composed of a huge number of networked computers

  • To have a proper comparison of the different sizes of the generated state spaces (GH versus GL ) we extended Adam with a fixed point algorithm which calculates a Binary Decision Diagrams (BDDs) for the reachable states of the two-player game GL and ask for the number of solutions to obtain the number of states of GL as reference value

  • Symmetry-exploiting solving algorithm for the subclass of set-based high-level Petri games with a single recurrently interfering source of external information

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Summary

Introduction

Due to the constant availability of networks and the minimization of powerful devices, modern systems are increasingly composed of a huge number of networked computers. Rather than depending on P/T Petri nets, high-level Petri games are based on schemata of Colored Petri Nets (CPNs) [29,36] This facilitates to have several individual and distinguishable tokens residing on a single place. In this paper we present a solving algorithm for a subclass of high-level Petri games with a single environment player, a bounded number of system players, and a safety objective. This new algorithm exploits the symmetries of the system. 4 the new solving technique for high-level Petri games is introduced and proven to be correct, before Sect.

Motivating example
Petri games
Low-level Petri games
High-level Petri games
Solving low-level Petri games
Symbolic decision sets
Symbolic firing and symbolic resolution
Symbolic two-player game
Experimental results
Related work
Conclusion
A Further formal definitions for Petri games
B Equivalence via symmetries
C Proofs for the construction of the reduced two-player game
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