synthesis of optimal strategies for priced timed games
play

Synthesis of Optimal Strategies for Priced Timed Games Patricia - PowerPoint PPT Presentation

Synthesis of Optimal Strategies for Priced Timed Games Patricia Bouyer 1 , Franck Cassez 2 , Emmanuel Fleury 3 & Kim Guldstrand Larsen 3 1 LSV, ENS-Cachan, F 2 IRCCyN, Nantes, F . . 3 Comp. Science. Dept., Aalborg University, DK Universit


  1. Synthesis of Optimal Strategies for Priced Timed Games Patricia Bouyer 1 , Franck Cassez 2 , Emmanuel Fleury 3 & Kim Guldstrand Larsen 3 1 LSV, ENS-Cachan, F 2 IRCCyN, Nantes, F . . 3 Comp. Science. Dept., Aalborg University, DK Université Libre de Bruxelles May 28, 2004 http://www.lsv.ens-cachan.fr/aci-cortos/ptga � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 1/24

  2. Contents 1. Context & Related Work 2. Priced Timed Game Automata 3. Computing The Optimal Cost 4. Computing Optimal Strategies 5. Implementation using H Y T ECH � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 2/24

  3. Context Timed Automata x ≤ 2 ; a 1 ℓ 2 x ≥ 2 ; a 4 a 2 y := 0 ℓ 0 ℓ 1 Goal a 3 [ y = 0] x ≥ 2 ; a 5 ℓ 3 � Timed Automata + Reachability [AD94] � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 3-a/24

  4. Context Timed Game Automata x ≤ 2 ; c 1 ℓ 2 x ≥ 2 ; c 2 u y := 0 ℓ 0 ℓ 1 Goal u [ y = 0] x ≥ 2 ; c 2 ℓ 3 � Timed Automata + Reachability [AD94] � Timed Game Automata: Control [MPS95, AMPS98] � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 3-b/24

  5. Context As soon As Possible in Timed Automata 1 ≤ x ≤ 2 ; a 1 ℓ 2 x ≥ 2 ; a 4 a 2 y := 0 ℓ 0 ℓ 1 Goal a 3 [ y = 0] x ≥ 2 ; a 5 ℓ 3 � Timed Automata + Reachability [AD94] � Timed Game Automata: Control [MPS95, AMPS98] � Time Optimal Reachability [AM99] � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 3-c/24

  6. Context Reachability in Priced Timed Automata x ≥ 2 ; a 4 cost = 1 x ≤ 2 ; a 1 ℓ 2 a 2 y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal a 3 cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; a 5 cost = 7 cost ( ℓ 3 ) = 1 � Timed Automata + Reachability [AD94] � Timed Game Automata: Control [MPS95, AMPS98] � Time Optimal Reachability [AM99] � Priced (or Weighted) Timed Automata [LBB + 01, ALTP01] � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 3-d/24

  7. Context Priced Timed Game Automata x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 � Timed Automata + Reachability [AD94] � Timed Game Automata: Control [MPS95, AMPS98] � Time Optimal Reachability [AM99] � Priced (or Weighted) Timed Automata [LBB + 01, ALTP01] � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 3-e/24

  8. An Example x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 � Model = Game = Controller vs. Environment � What is the best cost whatever the environment does ? � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 4-a/24

  9. An Example x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 � What is the best cost whatever the environment does ? 0 ≤ t ≤ 2 max { 5 t + 10(2 − t ) + 1 , 5 t + (2 − t ) + 7 } inf � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 4-b/24

  10. An Example x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 � What is the best cost whatever the environment does ? 0 ≤ t ≤ 2 max { 5 t +10(2 − t )+1 , 5 t +(2 − t )+7 } at t = 4 3 inf = 141 inf 3 � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 4-c/24

  11. An Example x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 � What is the best cost whatever the environment does ? ⇒ 14 1 = 3 � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 4-d/24

  12. An Example x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 � What is the best cost whatever the environment does ? ⇒ 14 1 = 3 � Is there a strategy to achieve this optimal cost ? Yes because see later � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 4-e/24

  13. An Example x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 � What is the best cost whatever the environment does ? ⇒ 14 1 = 3 � Is there a strategy to achieve this optimal cost ? Yes because see later � Can we compute such a strategy ? Yes: in ℓ 0 , x < 4 3 wait then do c 1 ; in ℓ 2 , 3 do c 2 when x ≥ 2 � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 4-f/24

  14. The Problems x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 � Can we find an algorithm to solve these problems: 1. What is the best cost whatever the environment does? 2. Is there an optimal strategy? 3. Can we compute an optimal strategy (if ∃ )? � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 4-g/24

  15. Related Work � La Torre et al. [LTMM02] • Acyclic Priced Timed Game Automata • Recursive definition of optimal cost [ = ⇒ La Torre et al. Def.] • Computation of the infimum of the optimal cost OptCost = 2 could be 2 or 2 + ε • No strategy synthesis � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 5-a/24

  16. Related Work � La Torre et al. [LTMM02] • Acyclic Priced Timed Game Automata • Recursive definition of optimal cost [ = ⇒ La Torre et al. Def.] • Computation of the infimum of the optimal cost OptCost = 2 could be 2 or 2 + ε • No strategy synthesis � Our work: • Applies to Linear Hybrid Game (Automata) • Run-based definition of optimal cost • We can decide whether OptCost is reachable • We can synthetize an optimal strategy (if ∃ ) � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 5-b/24

  17. Priced Timed Game Automata A Timed Game Automaton (PTGA) G is a tuple ( L, ℓ 0 , Act , X, E, inv , cost ) where: � L is a finite set of locations; � ℓ 0 ∈ L is the initial location; � Act = Act c ∪ Act u is the set of actions (partitioned into controllable and uncontrollable actions); � X is a finite set of real-valued clocks; � E ⊆ L × B ( X ) × Act × 2 X × L is a finite set of transitions; � inv : L − → B ( X ) associates to each location its invariant; � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 6-a/24

  18. Priced Timed Game Automata A Priced Timed Game Automaton (PTGA) G is a tuple ( L, ℓ 0 , Act , X, E, inv , cost ) where: � L is a finite set of locations; � E ⊆ L × B ( X ) × Act × 2 X × L is a finite set of transitions; � Priced Version: cost : L ∪ E − → N associates to each location a cost rate and to each discrete transition a cost value. [ = ⇒ Example] � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 6-b/24

  19. Priced Timed Game Automata A Priced Timed Game Automaton (PTGA) G is a tuple ( L, ℓ 0 , Act , X, E, inv , cost ) where: � L is a finite set of locations; � E ⊆ L × B ( X ) × Act × 2 X × L is a finite set of transitions; � Priced Version: cost : L ∪ E − → N associates to each location a cost rate and to each discrete transition a cost value. [ = ⇒ Example] � assume that PTGA are deterministic w.r.t. controllable actions � A reachability PTGA (RPTGA) = PTGA with distinguished Goal ⊆ L . � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 6-c/24

  20. Configurations, Runs, Costs � configuration: ( ℓ, v ) in L × R X ≥ 0 � step: t i = ( ℓ i , v i ) α i − → ( ℓ i +1 , v i +1 ) � α i ∈ R > 0 = ⇒ ℓ i +1 = ℓ i ∧ v i +1 = v i + α i α i ∈ Act = ⇒ ∃ ( ℓ i , g, α i , Y, ℓ i +1 ) ∈ E ∧ v i | = g ∧ v i +1 = v i [ Y ] � run ρ = t 0 t 2 · · · t n − 1 · · · finite of infinite sequence of t i � cost of a transition: � Cost ( t i ) = α i . cost ( ℓ i ) if α i ∈ R > 0 Cost ( t i ) = cost (( ℓ i , g, α i , Y, ℓ i +1 )) if α i ∈ Act � if ρ finite Cost ( ρ ) = � 0 ≤ i ≤ n − 1 Cost ( t i ) � winning run if States ( ρ ) ∩ Goal � = ∅ � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 7/24

  21. Strategies � strategy f over G = partial function from Runs ( G ) to Act c ∪ { λ } . � Outcome (( ℓ, v ) , f ) of f from configuration ( ℓ, v ) in G is a subset of Runs (( ℓ, v ) , G ) [ = ⇒ Formal Definition of Outcome] � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 8-a/24

  22. Strategies x ≥ 2 ; c 2 cost = 1 x ≤ 2 ; c 1 ℓ 2 u y := 0 cost ( ℓ 2 ) = 10 ℓ 0 ℓ 1 Goal u cost ( ℓ 0 ) = 5 [ y = 0] ℓ 3 x ≥ 2 ; c 2 cost = 7 cost ( ℓ 3 ) = 1 f ( ℓ 0 , x < 4 f ( ℓ 0 , 4  3 ) = λ 3 ≤ x ≤ 2) = c 1    f ( ℓ 1 , − ) undefined  Example: f ( ℓ 2 , x < 2) = λ f ( ℓ 2 , x ≥ 2) = c 2    f ( ℓ 3 , x ≥ 2) = c 2 f ( ℓ 3 , x < 2) = λ  � IRCCyN/CNRS c Optimal Strategies for Priced Timed Game Automata page 8-b/24

Download Presentation
Download Policy: The content available on the website is offered to you 'AS IS' for your personal information and use only. It cannot be commercialized, licensed, or distributed on other websites without prior consent from the author. To download a presentation, simply click this link. If you encounter any difficulties during the download process, it's possible that the publisher has removed the file from their server.

Recommend


More recommend