一句话:将经典不动点算法推广到符号化逻辑 LTL 博弈,高效合成控制器与获胜策略。
两人博弈可用于表示控制器合成、程序修复和多线程同步合成等任务,其中解对应于某玩家的获胜策略。面向大规模或无限状态系统时,逻辑规约博弈是一种有力模型,但已有求解技术多依赖抽象精化或模板。本文把此前主要用于显式有限状态场景的经典不动点算法推广到符号化逻辑设置,并实现工具 GENSys-LTL。实验表明,该方法能在多个困难基准上有效合成合法控制器,且常能计算最大获胜区域与最大许可控制器;相比当前最优方法取得 46.38 倍加速,并可扩展到非平凡的 LTL 规约。
Two-player games are a fruitful way to represent and reason about several important synthesis tasks. These tasks include controller synthesis (where one asks for a controller for a given plant such that the controlled plant satisfies a given temporal specification), program repair (setting values of variables to avoid exceptions), and synchronization synthesis (adding lock/unlock statements in multi-threaded programs to satisfy safety assertions). In all these applications, a solution directly corresponds to a winning strategy for one of the players in the induced game. In turn, logically-specified games offer a powerful way to model these tasks for large or infinite-state systems. Much of the techniques proposed for solving such games typically rely on abstraction-refinement or template-based solutions. In this paper, we show how to apply classical fixpoint algorithms, that have hitherto been used in explicit, finite-state, settings, to a symbolic logical setting. We implement our techniques in a tool called GENSys-LTL and show that they are not only effective in synthesizing valid controllers for a variety of challenging benchmarks from the literature, but often compute maximal winning regions and maximally-permissive controllers. We achieve 46.38X speed-up over the state of the art and also scale well for non-trivial LTL specifications.