2014
DOI: 10.1007/978-3-319-11439-2_8
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Synthesising Succinct Strategies in Safety and Reachability Games

Abstract: Finite turn-based safety games have been used for very different problems such as the synthesis of linear temporal logic (LTL) [8], the synthesis of schedulers for computer systems running on multiprocessor platforms [4], and also for the determinisation of timed automata [3]. In these contexts, games are implicitly defined, and their size is at least exponential in the size of the input. Nevertheless, there are natural relations between states of arenas of such games. We first formalise the properties that we… Show more

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Cited by 4 publications
(4 citation statements)
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“…Otherwise, another optimisation of the algorithm occurs: v is discarded from ToSearch, as well as all the nodes that are smaller than v (line 10). This is correct by properties of the tba-simulation (see [GGS14]), and allows the algorithm to eliminate candidates from ToSearch much quicker.…”
Section: Computation Of Upre # (A)mentioning
confidence: 83%
“…Otherwise, another optimisation of the algorithm occurs: v is discarded from ToSearch, as well as all the nodes that are smaller than v (line 10). This is correct by properties of the tba-simulation (see [GGS14]), and allows the algorithm to eliminate candidates from ToSearch much quicker.…”
Section: Computation Of Upre # (A)mentioning
confidence: 83%
“…In this step, one can provide a heuristic that removes certain states that do not contribute to the computation. We provide an optional step that detects surely losing states, as presented in [14].…”
Section: Preprocessing Of the Automaton (Line 1)mentioning
confidence: 99%
“…In this step, one can provide a heuristic that removes certain states that do not contribute to the computation. We provide an optional step that detects surely losing states, as presented in [12].…”
Section: Preprocessing Of the Automaton (Line 1)mentioning
confidence: 99%