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Optimal strategies in weighted timed games: undecidability and - - PowerPoint PPT Presentation

Optimal strategies in weighted timed games: undecidability and approximation Nicolas Markey LSV, CNRS & ENS Cachan, France (joint work with Patricia Bouyer and Samy Jaziri) 68 NQRT seminar Rennes, France October 1, 2015 Model checking


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SLIDE 1

Optimal strategies in weighted timed games: undecidability and approximation

Nicolas Markey

LSV, CNRS & ENS Cachan, France

(joint work with Patricia Bouyer and Samy Jaziri)

68 NQRT seminar – Rennes, France October 1, 2015

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SLIDE 2

Model checking and synthesis

system

[http://www.embedded.com]

property

a! b? a? b!

always 3 ≤ h ≤ 12 model-checking algorithm

  • ui/non
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SLIDE 3

Model checking and synthesis

system

[http://www.embedded.com]

property

a! b? a? b! ?

always 3 ≤ h ≤ 12 synthesis algorithm

a? b!

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SLIDE 4

Reasoning about real-time systems

Example (A computer mouse)

idle left right

left button? right button? left click! left button? left double click! right click! right button? right double click!

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SLIDE 5

Reasoning about real-time systems

Definition ([AD90])

A timed automaton is made of a transition system,

Example (A computer mouse)

idle left right

left button? right button? left click! left button? left double click! right click! right button? right double click!

[AD90] Alur, Dill. Automata For Modeling Real-Time Systems. ICALP, 1990.

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SLIDE 6

Reasoning about real-time systems

Definition ([AD90])

A timed automaton is made of a transition system, a set of clocks,

Example (A computer mouse)

idle left right

left button? right button? left click! left button? left double click! right click! right button? right double click! x

[AD90] Alur, Dill. Automata For Modeling Real-Time Systems. ICALP, 1990.

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SLIDE 7

Reasoning about real-time systems

Definition ([AD90])

A timed automaton is made of a transition system, a set of clocks, timing constraints on states and transitions.

Example (A computer mouse)

idle left

x≤300

right

x≤300

left button? x := 0 right button? x := 0 x = 300 left click! x ≤ 300 left button? left double click! x = 300 right click! x ≤ 300 right button? right double click! x

[AD90] Alur, Dill. Automata For Modeling Real-Time Systems. ICALP, 1990.

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SLIDE 8

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 9

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 10

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 11

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 12

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 13

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 14

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 15

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 16

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 17

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 18

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

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SLIDE 19

Continuous-time semantics

Example

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2 y x 1 1 2 2

Theorem ([AD90,ACD93, ...])

Reachability in timed automata is decidable (as well as many other important properties).

[AD90] Alur, Dill. Automata For Modeling Real-Time Systems. ICALP, 1990. [ACD93] Alur, Courcoubetis, Dill. Model-Checking in Dense Real-Time. Inf. & Comp., 1993.

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SLIDE 20

Region automaton

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2

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SLIDE 21

Region automaton

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2

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SLIDE 22

Region automaton

x=1 y:=0 x≤2, x:=0 y≥2, y:=0 x=0 ∧ y≥2

Theorem

Reachability checking in timed automata is PSPACE-complete.

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SLIDE 23

Timed games

Definition

A timed game is made of a timed automaton;

Example

ℓ0 (x≤2) ℓ1 ℓ2 ℓ3

  • x≤1

x<1 x<1 x:=0 x≤1 x≥2 x≥1

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SLIDE 24

Timed games

Definition

A timed game is made of a timed automaton; a partition between controllable and uncontrollable transitions.

Example

ℓ0 (x≤2) ℓ1 ℓ2 ℓ3

  • x≤1

x<1 x<1 x:=0 x≤1 x≥2 x≥1

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SLIDE 25

Timed games

Definition

A timed game is made of a timed automaton; a partition between controllable and uncontrollable transitions.

Example

ℓ0 (x≤2) ℓ1 ℓ2 ℓ3

  • x≤1

x<1 x<1 x:=0 x≤1 x≥2 x≥1

a memoryless strategy

in (ℓ0, x = 0): wait 0.5 goto ℓ1 in (ℓ1, x): wait until x = 2 goto in (ℓ2, x ≤ 1): wait until x = 1 goto ℓ3 in (ℓ3, x ≤ 1): wait until x = 1 goto ℓ1

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SLIDE 26

Timed games

Theorem ([AMPS98])

Deciding the winner in a timed game (e.g. for reachability

  • bjectives) is EXPTIME-complete.

Proof

  • 1≤x≤2 ∧ y≥1

x=1 ∧ 1≤y≤2

[AMPS98] Asarin, Maler, Pnueli, Sifakis. Controller synthesis for timed automata. SSC, 1998.

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SLIDE 27

Timed games

Theorem ([AMPS98])

Deciding the winner in a timed game (e.g. for reachability

  • bjectives) is EXPTIME-complete.

Proof

  • 1≤x≤2 ∧ y≥1

x=1 ∧ 1≤y≤2

[AMPS98] Asarin, Maler, Pnueli, Sifakis. Controller synthesis for timed automata. SSC, 1998.

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SLIDE 28

Timed games

Theorem ([AMPS98])

Deciding the winner in a timed game (e.g. for reachability

  • bjectives) is EXPTIME-complete.

Proof

  • 1≤x≤2 ∧ y≥1

x=1 ∧ 1≤y≤2

[AMPS98] Asarin, Maler, Pnueli, Sifakis. Controller synthesis for timed automata. SSC, 1998.

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SLIDE 29

Timed games

Theorem ([AMPS98])

Deciding the winner in a timed game (e.g. for reachability

  • bjectives) is EXPTIME-complete.

Proof

  • 1≤x≤2 ∧ y≥1

x=1 ∧ 1≤y≤2

[AMPS98] Asarin, Maler, Pnueli, Sifakis. Controller synthesis for timed automata. SSC, 1998.

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SLIDE 30

Timed games

Theorem ([AMPS98])

Deciding the winner in a timed game (e.g. for reachability

  • bjectives) is EXPTIME-complete.

Proof

  • 1≤x≤2 ∧ y≥1

x=1 ∧ 1≤y≤2

regions are sufficient; the computation terminates.

[AMPS98] Asarin, Maler, Pnueli, Sifakis. Controller synthesis for timed automata. SSC, 1998.

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SLIDE 31

Outline of the talk

1

Introduction: timed automata and timed games

2

Measuring extra quantities in timed automata Example: task graph scheduling Timed automata with observer variables

3

Cost-optimal strategies Optimal reachability in priced timed automata Optimal reachability in priced timed games

4

Conclusions and future works

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SLIDE 32

Outline of the talk

1

Introduction: timed automata and timed games

2

Measuring extra quantities in timed automata Example: task graph scheduling Timed automata with observer variables

3

Cost-optimal strategies Optimal reachability in priced timed automata Optimal reachability in priced timed games

4

Conclusions and future works

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SLIDE 33

Example: task graph scheduling

Compute D×(C×(A+B))+(A+B)+(C×D) using two processors:

P1 (fast): time + 2 picoseconds × 3 picoseconds energy idle 10 Watt in use 90 Watts P2 (slow): time + 5 picoseconds × 7 picoseconds energy idle 20 Watts in use 30 Watts + T1 × T2 × T3 + T4 × T5 + T6

B A D C C D

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SLIDE 34

Example: task graph scheduling

Compute D×(C×(A+B))+(A+B)+(C×D) using two processors:

P1 (fast): time + 2 picoseconds × 3 picoseconds energy idle 10 Watt in use 90 Watts P2 (slow): time + 5 picoseconds × 7 picoseconds energy idle 20 Watts in use 30 Watts + T1 × T2 × T3 + T4 × T5 + T6

B A D C C D

5 10 15 20 25 P2 P1 Sch1 T2 T3 T5 T6 T1 T4 13 picoseconds 1.37 nanojoules

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SLIDE 35

Example: task graph scheduling

Compute D×(C×(A+B))+(A+B)+(C×D) using two processors:

P1 (fast): time + 2 picoseconds × 3 picoseconds energy idle 10 Watt in use 90 Watts P2 (slow): time + 5 picoseconds × 7 picoseconds energy idle 20 Watts in use 30 Watts + T1 × T2 × T3 + T4 × T5 + T6

B A D C C D

5 10 15 20 25 P2 P1 Sch1 T2 T3 T5 T6 T1 T4 13 picoseconds 1.37 nanojoules P2 P1 Sch2 T1 T2 T3 T4 T5 T6 12 picoseconds 1.39 nanojoules

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SLIDE 36

Example: task graph scheduling

Compute D×(C×(A+B))+(A+B)+(C×D) using two processors:

P1 (fast): time + 2 picoseconds × 3 picoseconds energy idle 10 Watt in use 90 Watts P2 (slow): time + 5 picoseconds × 7 picoseconds energy idle 20 Watts in use 30 Watts + T1 × T2 × T3 + T4 × T5 + T6

B A D C C D

5 10 15 20 25 P2 P1 Sch1 T2 T3 T5 T6 T1 T4 13 picoseconds 1.37 nanojoules P2 P1 Sch2 T1 T2 T3 T4 T5 T6 12 picoseconds 1.39 nanojoules P2 P1 Sch3 T1 T2 T3 T4 T5 T6 19 picoseconds 1.32 nanojoules

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SLIDE 37

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton;

Example

x=1 x:=0

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

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SLIDE 38

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

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SLIDE 39

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0 −3 1 2 3 4 1

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

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SLIDE 40

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0 −3 −3

1 6

1 2 3 4 1

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

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SLIDE 41

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0 −3 −3 +6

1 6

1 2 3 4 1

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

slide-42
SLIDE 42

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0 −3 −3 +6 +6

1 6 1 2

1 2 3 4 1

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

slide-43
SLIDE 43

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0 −3 −3 +6 +6 −6

1 6 1 2

−1 1 2 3 4 1

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

slide-44
SLIDE 44

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0 −3 −3 +6 +6 −6 −6

1 6 1 2

−1

1 3

1 2 3 4 1

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

slide-45
SLIDE 45

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0 −3 −3 +6 +6 −6 −6 +2

1 6 1 2

−1

1 3

1 2 3 4 1

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

slide-46
SLIDE 46

Priced timed automata

Definition ([KPSY99,ALP01,BFH+01])

A priced timed automaton is made of a timed automaton; the price of each transition and location.

Example

−3 +6 −6 +2 −1 x=1 x:=0 −3 −3 +6 +6 −6 −6 +2

1 6 1 2

−1

1 3

1 2 3 4 1

[KPSY99] Kesten, Pnueli, Sifakis, Yovine. Decidable Integration Graphs. Inf. & Comp., 1999. [ALP01] Alur, La Torre, Pappas. Optimal paths in weighted timed automata. HSCC, 2001. [BFH+01] Behrmann et al. Minimum-cost reachability in priced timed automata. HSCC, 2001.

slide-47
SLIDE 47

Example: task graph scheduling

Compute D×(C×(A+B))+(A+B)+(C×D) using two processors:

P1 (fast): time + 2 picoseconds × 3 picoseconds energy idle 10 Watt in use 90 Watts P2 (slow): time + 5 picoseconds × 7 picoseconds energy idle 20 Watts in use 30 Watts + T1 × T2 × T3 + T4 × T5 + T6

B A D C C D

5 10 15 20 25 P2 P1 Sch1 T2 T3 T5 T6 T1 T4 13 picoseconds 1.37 nanojoules P2 P1 Sch2 T1 T2 T3 T4 T5 T6 12 picoseconds 1.39 nanojoules P2 P1 Sch3 T1 T2 T3 T4 T5 T6 19 picoseconds 1.32 nanojoules

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SLIDE 48

Modelling the task graph scheduling problem

Processors: + + +

˙ c=90 x≤2

idle

˙ c=10

× × ×

˙ c=90 x≤3

add1

x:=0

mul1

x:=0

done1

x=2

done1

x=3

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SLIDE 49

Modelling the task graph scheduling problem

Processors: + + +

˙ c=90 x≤2

idle

˙ c=10

× × ×

˙ c=90 x≤3

add1

x:=0

mul1

x:=0

done1

x=2

done1

x=3

+ + +

˙ c=30 x≤5

idle

˙ c=20

× × ×

˙ c=30 x≤7

add2

x:=0

mul2

x:=0

done2

x=5

done2

x=7

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SLIDE 50

Modelling the task graph scheduling problem

Processors: + + +

˙ c=90 x≤2

idle

˙ c=10

× × ×

˙ c=90 x≤3

add1

x:=0

mul1

x:=0

done1

x=2

done1

x=3

+ + +

˙ c=30 x≤5

idle

˙ c=20

× × ×

˙ c=30 x≤7

add2

x:=0

mul2

x:=0

done2

x=5

done2

x=7

Tasks: T4 F4

t1 ∧ t2

add1 done1

t4:=1 t1 ∧ t2

add2 done2

t4:=1

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SLIDE 51

Outline of the talk

1

Introduction: timed automata and timed games

2

Measuring extra quantities in timed automata Example: task graph scheduling Timed automata with observer variables

3

Cost-optimal strategies Optimal reachability in priced timed automata Optimal reachability in priced timed games

4

Conclusions and future works

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SLIDE 52

Cost-optimal reachability in priced timed automata

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

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SLIDE 53

Cost-optimal reachability in priced timed automata

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching :

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SLIDE 54

Cost-optimal reachability in priced timed automata

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : 5t + 6(3 − t) + 1

18 20 22 2

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SLIDE 55

Cost-optimal reachability in priced timed automata

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : 5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

18 20 22 2

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SLIDE 56

Cost-optimal reachability in priced timed automata

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : min 5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

  • 18

20 22 2

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SLIDE 57

Cost-optimal reachability in priced timed automata

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : inf

0≤t≤2 min

5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

  • 18

20 22 2

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SLIDE 58

Cost-optimal reachability in priced timed automata

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : inf

0≤t≤2 min

5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

  • = 17

18 20 22 2

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SLIDE 59

Cost-optimal reachability in priced timed automata

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : inf

0≤t≤2 min

5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

  • = 17

18 20 22 2

The optimal schedule consists in waiting 2 time units in ; going through .

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SLIDE 60

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

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SLIDE 61

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

Regions are not precise enough;

˙ p=3 ˙ p=3 ˙ p=3 ˙ p=5 x:=0 p+=2

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-62
SLIDE 62

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

Regions are not precise enough; Use regions with corner-points:

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-63
SLIDE 63

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

Regions are not precise enough; Use regions with corner-points:

˙ p=3 ˙ p=3 ˙ p=3 ˙ p=3 ˙ p=5 x:=0 p+=2

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-64
SLIDE 64

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

Regions are not precise enough; Use regions with corner-points:

˙ p=3 ˙ p=3 ˙ p=3 ˙ p=3 ˙ p=5 p+=0 p+=3 p+=0 x:=0 p+=2

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-65
SLIDE 65

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

Regions are not precise enough; Use regions with corner-points:

˙ p=3 ˙ p=3 ˙ p=3 ˙ p=3 ˙ p=5 p+=0 p+=3 p+=0 x:=0 p+=2 ˙ p=3 ˙ p=3 ˙ p=3 ˙ p=5 p+=0 p+=0 x:=0 p+=2

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-66
SLIDE 66

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

  • ptimal schedule as a linear programming problem:

t1 t2 t3 t4 t5

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-67
SLIDE 67

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

  • ptimal schedule as a linear programming problem:

t1 t2

x≤2

t3 t4 t5 t1 + t2 ≤ 2

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-68
SLIDE 68

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

  • ptimal schedule as a linear programming problem:

t1

y:=0

t2

x≤2

t3 t4

y≥3

t5 t1 + t2 ≤ 2 t2 + t3 + t4 ≥ 3

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-69
SLIDE 69

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

  • ptimal schedule as a linear programming problem:

t1

y:=0

t2

x≤2

t3 t4

y≥3

t5 Minimize

  • i ci · ti + Cdisc

t1 + t2 ≤ 2 t2 + t3 + t4 ≥ 3

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-70
SLIDE 70

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

  • ptimal schedule as a linear programming problem:

t1

y:=0

t2

x≤2

t3 t4

y≥3

t5 Minimize

  • i ci · ti + Cdisc

t1 + t2 ≤ 2 t2 + t3 + t4 ≥ 3 infimum over bounded zone reached at a point

  • n the frontier, with integer coordinates.

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-71
SLIDE 71

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

  • ptimal schedule as a linear programming problem:

∀π. ∃πcp. cost(πcp) ≤ cost(π).

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-72
SLIDE 72

Cost-optimal reachability in priced timed automata

Theorem ([BBBR07])

Optimal reachability in priced timed automata is PSPACE-complete.

Proof

  • ptimal schedule as a linear programming problem:

∀π. ∃πcp. cost(πcp) ≤ cost(π). approximate path in corner-point abstraction by a real run: ∀πcp. ∃π. cost(π) ≤ cost(πcp) + ǫ.

[BBBR07] Bouyer, Brihaye, Bruy` ere, Raskin. On the optimal reachability problem. FMSD, 2007.

slide-73
SLIDE 73

Outline of the talk

1

Introduction: timed automata and timed games

2

Measuring extra quantities in timed automata Example: task graph scheduling Timed automata with observer variables

3

Cost-optimal strategies Optimal reachability in priced timed automata Optimal reachability in priced timed games

4

Conclusions and future works

slide-74
SLIDE 74

Example: task graph scheduling

Compute D×(C×(A+B))+(A+B)+(C×D) using two processors:

P1 (fast): time + 2 picoseconds × 3 picoseconds energy idle 10 Watt in use 90 Watts P2 (slow): time + 5 picoseconds × 7 picoseconds energy idle 20 Watts in use 30 Watts + T1 × T2 × T3 + T4 × T5 + T6

B A D C C D

5 10 15 20 25 P2 P1 Sch1 T2 T3 T5 T6 T1 T4 13 picoseconds 1.37 nanojoules P2 P1 Sch2 T1 T2 T3 T4 T5 T6 12 picoseconds 1.39 nanojoules P2 P1 Sch3 T1 T2 T3 T4 T5 T6 19 picoseconds 1.32 nanojoules

slide-75
SLIDE 75

Cost-optimal reachability in priced timed games

Using games to model uncertainty over delays

Processors with exact delays: + + +

˙ c=90 x≤2

idle

˙ c=10

× × ×

˙ c=90 x≤3

add1

x:=0

mul1

x:=0

done1

x=2

done1

x=3

slide-76
SLIDE 76

Cost-optimal reachability in priced timed games

Using games to model uncertainty over delays

Processors with exact delays: + + +

˙ c=90 x≤2

idle

˙ c=10

× × ×

˙ c=90 x≤3

add1

x:=0

mul1

x:=0

done1

x=2

done1

x=3

Processors with approximate delays: + + +

˙ c=90 x≤3

idle

˙ c=10

× × ×

˙ c=90 x≤4

add1

x:=0

mul1

x:=0

done1

x≥2

done1

x≥3

slide-77
SLIDE 77

Cost-optimal reachability in priced timed games

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

slide-78
SLIDE 78

Cost-optimal reachability in priced timed games

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching :

slide-79
SLIDE 79

Cost-optimal reachability in priced timed games

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : 5t + 6(3 − t) + 1

18 20 22 2

slide-80
SLIDE 80

Cost-optimal reachability in priced timed games

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : 5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

18 20 22 2

slide-81
SLIDE 81

Cost-optimal reachability in priced timed games

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : max 5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

  • 18

20 22 2

slide-82
SLIDE 82

Cost-optimal reachability in priced timed games

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : inf

0≤t≤2 max

5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

  • 18

20 22 2

slide-83
SLIDE 83

Cost-optimal reachability in priced timed games

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : inf

0≤t≤2 max

5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

  • = 18.66

18 20 22 2

slide-84
SLIDE 84

Cost-optimal reachability in priced timed games

Example

˙ p=5 y=0 ˙ p=6 ˙ p=3

  • x≤2

y:=0 x≥3 p+=1 p+=9 x≥3

Minimal cost for reaching : inf

0≤t≤2 max

5t + 6(3 − t) + 1 5t + 3(3 − t) + 9

  • = 18.66

(with topt = 1 3 )

18 20 22 2

slide-85
SLIDE 85

Looking for optimal strategies...

Optimal strategies need not exist...

˙ p=2 ˙ p=1

  • x=1

x=0

slide-86
SLIDE 86

Looking for optimal strategies...

Optimal strategies need not exist...

˙ p=2 ˙ p=1

  • x=1

x=0

Optimal strategies may need memory...

˙ p=2 ˙ p=1

  • x<1, x:=0

x=1 x>0

slide-87
SLIDE 87

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

[BBR05] Brihaye, Bruy` ere, Raskin. On optimal timed strategies. FORMATS, 2005. [BBM06] Bouyer, Brihaye, Markey. Improved undecidability results on weighted timed automa. IPL, 2006.

slide-88
SLIDE 88

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game.

[BBR05] Brihaye, Bruy` ere, Raskin. On optimal timed strategies. FORMATS, 2005. [BBM06] Bouyer, Brihaye, Markey. Improved undecidability results on weighted timed automa. IPL, 2006.

slide-89
SLIDE 89

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game. add the value of clock x to the accumulated cost

Add+(x) ˙ p=0 ˙ p=1 z=0 x=1 x:=0 z=1 z:=0 y=1, y:=0 y=1, y:=0

[BBR05] Brihaye, Bruy` ere, Raskin. On optimal timed strategies. FORMATS, 2005. [BBM06] Bouyer, Brihaye, Markey. Improved undecidability results on weighted timed automa. IPL, 2006.

slide-90
SLIDE 90

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game. add the value of clock x to the accumulated cost add 1 − x to the accumulated cost

Add+(x) ˙ p=1 ˙ p=0 z=0 x=1 x:=0 z=1 z:=0 y=1, y:=0 y=1, y:=0

[BBR05] Brihaye, Bruy` ere, Raskin. On optimal timed strategies. FORMATS, 2005. [BBM06] Bouyer, Brihaye, Markey. Improved undecidability results on weighted timed automa. IPL, 2006.

slide-91
SLIDE 91

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game. add the value of clock x to the accumulated cost add 1 − x to the accumulated cost check that y = 2x

Test(y=2x) ˙ p=0 Add+(x) Add+(x) Add−(y) ˙ p=0 Add−(x) Add−(x) Add+(y) z=0 z=0 p+=2 p+=1 z=0

slide-92
SLIDE 92

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game. add the value of clock x to the accumulated cost add 1 − x to the accumulated cost check that y = 2x

Test(y=2x) ˙ p=0 Add+(x) Add+(x) Add−(y) ˙ p=0 Add−(x) Add−(x) Add+(y) z=0 z=0 p+=2 p+=1 cost=3+(2x−y) cost=3+(y−2x) z=0

slide-93
SLIDE 93

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game. add the value of clock x to the accumulated cost add 1 − x to the accumulated cost check that y = 2x divide clock x by 2

Divide2(x) ˙ p=0 ˙ p=0 ˙ p=0 ˙ p=0 Test(x=2y) x=1 x:=0 y:=0 z=1 z:=0 z=0 z=0 z=0

slide-94
SLIDE 94

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game. add the value of clock x to the accumulated cost add 1 − x to the accumulated cost check that y = 2x divide clock x by 2 We can use the following encoding: x1 = 1 2c1 x2 = 1 2c2

slide-95
SLIDE 95

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game. qhalt

  • Instr.

Instr. Instr. Instr. Instr. Instr. Instr. Test Test Test Test Test Test Test

slide-96
SLIDE 96

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game.

Lemma

The halting state is reachable if, and only if, there is an optimal strategy in the priced timed game.

[BBR05] Brihaye, Bruy` ere, Raskin. On optimal timed strategies. FORMATS, 2005. [BBM06] Bouyer, Brihaye, Markey. Improved undecidability results on weighted timed automa. IPL, 2006.

slide-97
SLIDE 97

Cost-optimal reachability in priced timed games

Theorem ([BBR05,BBM06])

Optimal reachability in priced timed games is undecidable.

Proof

Encode a two-counter machine as a priced timed game.

Lemma

The halting state is reachable if, and only if, there is an optimal strategy in the priced timed game. reach terminal location with total weight at most 3

[BBR05] Brihaye, Bruy` ere, Raskin. On optimal timed strategies. FORMATS, 2005. [BBM06] Bouyer, Brihaye, Markey. Improved undecidability results on weighted timed automa. IPL, 2006.

slide-98
SLIDE 98

The value of a game

Definition

slide-99
SLIDE 99

The value of a game

Definition

Cost of a path: cost(π) = sum of costs of all transitions until target location

slide-100
SLIDE 100

The value of a game

Definition

Cost of a path: cost(π) = sum of costs of all transitions until target location Cost of a strategy: cost(σ) = sup{cost(π) | π outcome of σ}

slide-101
SLIDE 101

The value of a game

Definition

Cost of a path: cost(π) = sum of costs of all transitions until target location Cost of a strategy: cost(σ) = sup{cost(π) | π outcome of σ} Optimal cost in a priced timed game:

  • ptcostG = inf{cost(σ) | σ winning strategy in G}
slide-102
SLIDE 102

The value of a game

Definition

Cost of a path: cost(π) = sum of costs of all transitions until target location Cost of a strategy: cost(σ) = sup{cost(π) | π outcome of σ} Optimal cost in a priced timed game:

  • ptcostG = inf{cost(σ) | σ winning strategy in G}

The existence of a strategy with cost less than k is undecidable. What about deciding if optcostG ≤ k?

slide-103
SLIDE 103

Undecidability of the value problem

Trying to reuse the previous reduction...

q0 q1 q2 q3 q4 q5 q6 q7 q8 q9

  • c2==0

c1+=2 c1==0 c2+=2 c2 −− c2 −− c1+=2 c2>0 c2==0 c1 −− c1 −− c2+=2 c1>0 c1==0

slide-104
SLIDE 104

Undecidability of the value problem

Trying to reuse the previous reduction...

q0 q1 q2 q3 q4 q5 q6 q7 q8 q9

  • c2==0

c1+=2 c1==0 c2+=2 c2 −− c2 −− c1+=2 c2>0 c2==0 c1 −− c1 −− c2+=2 c1>0 c1==0 c2 c1 q0

  • q7
  • q4
  • q4
  • q7
  • q7
  • q7
slide-105
SLIDE 105

Undecidability of the value problem

Trying to reuse the previous reduction...

q0 q1 q2 q3 q4 q5 q6 q7 q8 q9

  • c2==0

c1+=2 c1==0 c2+=2 c2 −− c2 −− c1+=2 c2>0 c2==0 c1 −− c1 −− c2+=2 c1>0 c1==0 c2 c1 q0

  • q7
  • q4
  • q4
  • q7
  • q7
  • q7
slide-106
SLIDE 106

Undecidability of the value problem

Trying to reuse the previous reduction...

q0 q1 q2 q3 q4 q5 q6 q7 q8 q9

  • c2==0

c1+=2 c1==0 c2+=2 c2 −− c2 −− c1+=2 c2>0 c2==0 c1 −− c1 −− c2+=2 c1>0 c1==0 c2 c1 q0

  • q7
  • q4
  • q4
  • q7
  • q7
  • q7
  • q7
  • q7
  • q7
slide-107
SLIDE 107

Undecidability of the value problem

Trying to reuse the previous reduction...

q0 q1 q2 q3 q4 q5 q6 q7 q8 q9

  • c2==0

c1+=2 c1==0 c2+=2 c2 −− c2 −− c1+=2 c2>0 c2==0 c1 −− c1 −− c2+=2 c1>0 c1==0 c2 c1 q0

  • q7
  • q4
  • q4
  • q7
  • q7
  • q7
  • q7
  • q7
  • q7

final cost: 3+

  • 2· 1

25 − 1 25

  • The value of the game is 3, but there is no optimal strategy...
slide-108
SLIDE 108

Undecidability of the value problem

Adapting the previous reduction...

qhalt

slide-109
SLIDE 109

Undecidability of the value problem

Adapting the previous reduction...

qhalt

  • Instr.

Instr. Instr. Instr. Instr. Instr. Instr. Test Test Test Test Test Test Test

slide-110
SLIDE 110

Undecidability of the value problem

Adapting the previous reduction...

qhalt

  • Instr.

Instr. Instr. Instr. Instr. Instr. Instr. Test Test Test Test Test Test Test Exit Exit Exit Exit Exit Exit

exit nodes: cost 3+ 1

2n

(n = length of path)

slide-111
SLIDE 111

Undecidability of the value problem

Adapting the previous reduction...

Instr. Instr. Instr. Instr. Instr. Instr. Instr. Test Test Test Test Test Test Test Exit Exit Exit Exit Exit Exit

exit nodes: cost 3+ 1

2n

(n = length of path)

slide-112
SLIDE 112

Undecidability of the value problem

Adapting the previous reduction...

Instr. Instr. Instr. Instr. Instr. Instr. Instr. Test Test Test Test Test Test Test Exit Exit Exit Exit Exit Exit

exit nodes: cost 3+ 1

2n

(n = length of path) if M does not halt: Player 1 simulates correctly until 2n > 1

ǫ.

cost(σ) ≤ 3 + ǫ

slide-113
SLIDE 113

Undecidability of the value problem

Adapting the previous reduction...

Instr. Instr. Instr. Instr. Instr. Instr. Instr. Test Test Test Test Test Test Test Exit Exit Exit Exit Exit Exit

exit nodes: cost 3+ 1

2n

(n = length of path) if M does not halt: Player 1 simulates correctly until 2n > 1

ǫ.

cost(σ) ≤ 3 + ǫ if M halts: correct simulation for finite duration. cost(σ) ≥ 3 + αM for all σ

slide-114
SLIDE 114

Undecidability of the value problem

Theorem ([BJM15])

The value problem is undecidable in priced timed games.

[BJM15] Bouyer, Jaziri, Markey. On the Value Problem in Weighted Timed Games. CONCUR, 2015.

slide-115
SLIDE 115

Undecidability of the value problem

Theorem ([BJM15])

The value problem is undecidable in priced timed games.

Remark

blue nodes and intermediary instruction modules have cost zero everywhere; positive weights only occur in acyclic parts.

Instr. Instr. Instr. Instr. Instr. Instr. Instr. Test Test Test Test Test Test Test Exit Exit Exit Exit Exit Exit [BJM15] Bouyer, Jaziri, Markey. On the Value Problem in Weighted Timed Games. CONCUR, 2015.

slide-116
SLIDE 116

Approximation of the optimal cost

Definition

A priced timed game G is almost-strongly non-Zeno if there exists κ > 0 for any run ρ that starts and ends in the same region: cost(ρ) ≥ κ

  • r

cost(ρ) = 0

slide-117
SLIDE 117

Approximation of the optimal cost

Definition

A priced timed game G is almost-strongly non-Zeno if there exists κ > 0 for any run ρ that starts and ends in the same region: cost(ρ) ≥ κ

  • r

cost(ρ) = 0

Theorem ([BJM15])

The optimal cost of almost-strongly non-Zeno priced timed automata can be approximated.

[BJM15] Bouyer, Jaziri, Markey. On the Value Problem in Weighted Timed Games. CONCUR, 2015.

slide-118
SLIDE 118

Approximation of the optimal cost

Definition

A priced timed game G is almost-strongly non-Zeno if there exists κ > 0 for any run ρ that starts and ends in the same region: cost(ρ) ≥ κ

  • r

cost(ρ) = 0

Theorem ([BJM15])

The optimal cost of almost-strongly non-Zeno priced timed automata can be approximated: for every ǫ > 0, we can compute values v+

ǫ and v− ǫ such that

|v+

ǫ − v− ǫ | < ǫ

v−

ǫ ≤ optcostG ≤ v+ ǫ

a strategy σǫ such that

  • ptcostG ≤ cost(σǫ) ≤ optcostG + ǫ.

[BJM15] Bouyer, Jaziri, Markey. On the Value Problem in Weighted Timed Games. CONCUR, 2015.

slide-119
SLIDE 119

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game)

Only cost 0 Kernel K Only cost 0 Kernel K

slide-120
SLIDE 120

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game)

(ℓ,r)

Only cost 0 Kernel K Only cost 0 Kernel K

(ℓ,r)

slide-121
SLIDE 121

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game)

(ℓ,r)

Only cost 0 Kernel K Only cost 0 Kernel K

(ℓ,r)

slide-122
SLIDE 122

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game)

(ℓ,r)

Only cost 0 Kernel K Only cost 0 Kernel K

(ℓ,r)

Hypothesis: cost > 0 ↓ cost ≥ κ

slide-123
SLIDE 123

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game)

(ℓ,r)

Only cost 0 Kernel K Only cost 0 Kernel K

(ℓ,r)

Hypothesis: cost > 0 ↓ cost ≥ κ bounded depth

slide-124
SLIDE 124

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts 1

slide-125
SLIDE 125

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts 1

slide-126
SLIDE 126

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts 1

slide-127
SLIDE 127

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts 1

slide-128
SLIDE 128

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts compute approximate optimal cost in kernels Output cost functions f

slide-129
SLIDE 129

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts compute approximate optimal cost in kernels Output cost functions f Under- and over-approximate by piecewise constant functions f −

ǫ

and f +

ǫ

slide-130
SLIDE 130

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts compute approximate optimal cost in kernels Output cost functions f Under- and over-approximate by piecewise constant functions f −

ǫ

and f +

ǫ

slide-131
SLIDE 131

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts compute approximate optimal cost in kernels Output cost functions f Under- and over-approximate by piecewise constant functions f −

ǫ

and f +

ǫ

reachability timed game in small regions

slide-132
SLIDE 132

Approximation of the optimal cost

Proof

semi-unfolding of region automaton (seen as a timed game) compute exact optimal cost in tree-like parts compute approximate optimal cost in kernels Output cost functions f Under- and over-approximate by piecewise constant functions f −

ǫ

and f +

ǫ

reachability timed game in small regions

slide-133
SLIDE 133

Outline of the talk

1

Introduction: timed automata and timed games

2

Measuring extra quantities in timed automata Example: task graph scheduling Timed automata with observer variables

3

Cost-optimal strategies Optimal reachability in priced timed automata Optimal reachability in priced timed games

4

Conclusions and future works

slide-134
SLIDE 134

Conclusions and future directions

Priced timed automata and games

convenient for modelling resources; 1-player setting remains tractable (sort of); 2-player setting undecidable, but approximable. approximation algorithms are a convenient trade-off.

slide-135
SLIDE 135

Conclusions and future directions

Priced timed automata and games

convenient for modelling resources; 1-player setting remains tractable (sort of); 2-player setting undecidable, but approximable. approximation algorithms are a convenient trade-off.

Future work

improve approximation technique (in terms of complexity); extend results to whole class of priced timed games; average energy and energy constraints; robust analysis of priced timed games; develop a tool.