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
Summary
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.
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