Solving two-player games under progress assumptions
International Conference on Verification, Model Checking, and Abstract …, 2023•Springer
This paper considers the problem of solving infinite two-player games over finite graphs
under various classes of progress assumptions motivated by applications in cyber-physical
system (CPS) design. Formally, we consider a game graph G, a temporal specification Φ
and a temporal assumption ψ, where both Φ and ψ are given as linear temporal logic (LTL)
formulas over the vertex set of G. We call the tuple (G, Φ, ψ) an augmented game and
interpret it in the classical way, ie, winning the augmented game (G, Φ, ψ) is equivalent to …
under various classes of progress assumptions motivated by applications in cyber-physical
system (CPS) design. Formally, we consider a game graph G, a temporal specification Φ
and a temporal assumption ψ, where both Φ and ψ are given as linear temporal logic (LTL)
formulas over the vertex set of G. We call the tuple (G, Φ, ψ) an augmented game and
interpret it in the classical way, ie, winning the augmented game (G, Φ, ψ) is equivalent to …
Abstract
This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph , a temporal specification and a temporal assumption , where both and are given as linear temporal logic (LTL) formulas over the vertex set of . We call the tuple an augmented game and interpret it in the classical way, i.e., winning the augmented game is equivalent to winning the (standard) game . Given a reachability or parity game and some progress assumption , this paper establishes whether solving the augmented game lies in the same complexity class as solving . While the answer to this question is negative for arbitrary combinations of and , a positive answer results in more efficient algorithms, in particular for large game graphs.
We therefore restrict our attention to particular classes of CPS-motivated progress assumptions and establish the worst-case time complexity of the resulting augmented games. Thereby, we pave the way towards a better understanding of assumption classes that can enable the development of efficient solution algorithms in augmented two-player games.
Springer
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