论文标题

教堂合成在寄存器上的自动机,线性订购的数据域

Church Synthesis on Register Automata over Linearly Ordered Data Domains

论文作者

Exibard, Léo, Filiot, Emmanuel, Khalimov, Ayrat

论文摘要

在教堂的综合游戏中,两个玩家亚当和夏娃或夏娃在有限的字母中交替选择一些元素,以进行无限的回合。如果这种无限互动形成的欧米茄字属于给定的语言S,则该游戏将由夏娃赢得。众所周知,对于欧米茄规范的规格,无论亚当做什么,夏娃是否有执行规范的策略是可以决定的。我们研究教堂合成游戏的扩展到线性有序的数据域(q,<)和(n,<)。在这种情况下,亚当和夏娃之间的无限相互作用会导致欧米茄词,即域中的元素的无限序列。 当将规格作为寄存器自动机提供时,我们会研究此问题。那些自动机由配备有限的寄存器集的有限自动机组成,它们可以存储数据值,然后可以将与线性顺序相对于传入的数据值进行比较。但是,即使对于确定性的注册自动机,(n,<)的教堂游戏是不可决定的。因此,我们介绍了单方面的教堂游戏,而夏娃则通过有限的字母进行操作,而亚当仍然操纵数据。我们证明他们是确定的,并且决定赢得策略的存在是在Q和N中。这取决于对约束序列的研究,该序列抽象了寄存器自动机的行为,并允许我们将教堂游戏减少到欧米茄台上的游戏。我们介绍了单方面教堂游戏的应用到传感器合成问题。在此应用程序中,换能器对一个反应性系统(EVE)进行建模,该系统输出存储在其寄存器中的数据,具体取决于其与环境(ADAM)的相互作用(ADAM),该环境将数据输入到系统中。

In a Church synthesis game, two players, Adam and Eve, alternately pick some element in a finite alphabet, for an infinite number of rounds. The game is won by Eve if the omega-word formed by this infinite interaction belongs to a given language S, called the specification. It is well-known that for omega-regular specifications, it is decidable whether Eve has a strategy to enforce the specification no matter what Adam does. We study the extension of Church synthesis games to the linearly ordered data domains (Q, <) and (N, <). In this setting, the infinite interaction between Adam and Eve results in an omega-data word, i.e., an infinite sequence of elements in the domain. We study this problem when specifications are given as register automata. Those automata consist in finite automata equipped with a finite set of registers in which they can store data values, that they can then compare with incoming data values with respect to the linear order. Church games over (N, <) are however undecidable, even for deterministic register automata. Thus, we introduce one-sided Church games, where Eve instead operates over a finite alphabet, while Adam still manipulates data. We show that they are determined, and that deciding the existence of a winning strategy is in ExpTime, both for Q and N. This follows from a study of constraint sequences, which abstract the behaviour of register automata, and allow us to reduce Church games to omega-regular games. We present an application of one-sided Church games to a transducer synthesis problem. In this application, a transducer models a reactive system (Eve) which outputs data stored in its registers, depending on its interaction with an environment (Adam) which inputs data to the system.

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