2014
DOI: 10.1145/2578855.2535860
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A constraint-based approach to solving games on infinite graphs

Abstract: We present a constraint-based approach to computing winning strategies in two-player graph games over the state space of infinite-state programs. Such games have numerous applications in program verification and synthesis, including the synthesis of infinite-state reactive programs and branching-time verification of infinite-state programs. Our method handles games with winning conditions given by safety, reachability, and general Linear Temporal Logic (LTL) properties. For each property class, we give a deduc… Show more

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Cited by 32 publications
(75 citation statements)
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“…There has been a great deal of decidability results and algorithms for solving finite state games of infinite duration [Emerson and Jutla 1991;Kupferman and Vardi 1999;Pnueli and Rosner 1989; Strategy Synthesis for Linear Arithmetic Games 61:3 Thomas 1995]. Linear reachability games are infinite state and infinite duration, a class of games that have received relatively less attention [Beyene et al 2014;De Alfaro et al 2001]. There is no algorithm that can synthesize a winning strategy for the entire class, so it is important to have a variety of different techniques with different strengths.…”
Section: :2 Azadeh Farzan and Zachary Kincaidmentioning
confidence: 99%
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“…There has been a great deal of decidability results and algorithms for solving finite state games of infinite duration [Emerson and Jutla 1991;Kupferman and Vardi 1999;Pnueli and Rosner 1989; Strategy Synthesis for Linear Arithmetic Games 61:3 Thomas 1995]. Linear reachability games are infinite state and infinite duration, a class of games that have received relatively less attention [Beyene et al 2014;De Alfaro et al 2001]. There is no algorithm that can synthesize a winning strategy for the entire class, so it is important to have a variety of different techniques with different strengths.…”
Section: :2 Azadeh Farzan and Zachary Kincaidmentioning
confidence: 99%
“…This paper contributes fully automated procedures for synthesizing winning strategies for both satisfiability and reachability games. In contrast to many (but not all) approaches to synthesis, our technique does not require user-supplied hints (such as a program grammar as in syntax guided synthesis (SyGuS) [Alur et al 2013], or solution hints in the form of templates in the style of Beyene et al [2014]; Srivastava et al [2013]). While such hints are sometimes natural or even desirable, fully automated strategy synthesis remains a fundamental algorithmic challenge.…”
Section: :2 Azadeh Farzan and Zachary Kincaidmentioning
confidence: 99%
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“…Here, variable optind used at lines 16-17 is initialized by getopt to be the index of the next element to be processed in argv. Looking at lines 16-23, the programmer expects the user to pass some required arguments and accesses them at lines 16,19, and 20. However, since the user may have forgotten to pass the required arguments, the programmer must explicitly check whether the memory accesses at lines 16,19,20 are safe in order to prevent potentially disastrous buffer overflow or underflow errors.…”
Section: Motivating Example and Overviewmentioning
confidence: 99%
“…As the first abduction-based approach to synthesis, our work is algorithmically very different from prior methods in this area. A concrete benefit is that, unlike prior constraint-based approaches to synthesis [10,11,18,19], our method does not require a template for the expressions being synthesized. A second benefit is that we can show the synthesized expressions to be optimal relative to loop invariants.…”
Section: Related Workmentioning
confidence: 99%