2011
DOI: 10.4204/eptcs.57.3
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Two-Player Reachability-Price Games on Single-Clock Timed Automata

Abstract: We study two player reachability-price games on single-clock timed automata. The problem is as follows: given a state of the automaton, determine whether the first player can guarantee reaching one of the designated goal locations. If a goal location can be reached then we also want to compute the optimum price of doing so. Our contribution is twofold. First, we develop a theory of cost functions, which provide a comprehensive methodology for the analysis of this problem. This theory allows us to establish our… Show more

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Cited by 10 publications
(22 citation statements)
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References 17 publications
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“…Priced timed automata and priced timed games are classes of one-player and two-player zero-sum real-time games played on finite graphs that were defined and thoroughly studied in previous works [2,4,3,17,1,7,9,6,8,12,15]. Synthesizing (near-)optimal strategies for priced timed games has many practical applications in embedded systems design; we refer to the cited papers for references.…”
Section: Introductionmentioning
confidence: 99%
“…Priced timed automata and priced timed games are classes of one-player and two-player zero-sum real-time games played on finite graphs that were defined and thoroughly studied in previous works [2,4,3,17,1,7,9,6,8,12,15]. Synthesizing (near-)optimal strategies for priced timed games has many practical applications in embedded systems design; we refer to the cited papers for references.…”
Section: Introductionmentioning
confidence: 99%
“…Finally, studies on quantitative game theory and related algorithms for determining the optimal strategies [26,118,122,25,14,37,99], conducted for various formalisms, like, e.g., automata, are particularly relevant, as such games can be used as models to define the interaction between a system and its environment on the base of quantitative objectives and behaviours inducing costs, rewards, and resource consumption. The relation with model checking is strict, as also demonstrated by the most recent advances in tools like, e.g., PRISM and MCMAS, implementing model checking algorithms for MDPs founded on game semantics.…”
Section: Analysis Techniques and Tools: Program Analysis Model Checkmentioning
confidence: 99%
“…A state is urgent if the player is not allowed to wait at the state. Urgent states are relevant because the results of [11,20] are based on the technique of converting more and more states into urgent states, since it is easy to solve a game in which all states are urgent.…”
Section: Our Contributionmentioning
confidence: 99%
“…As shown in [15], improving on [11,20], the number of event points is less than 12 n for SPTGs and it is less than m • 12 n • poly(n) for OCPTGs. The optimal strategies for SPTGs constructed by [15] have the set of change points being equal to the set of event points.…”
Section: Definitionsmentioning
confidence: 99%
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