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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


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Synthesis of Optimal Strategies for Priced Timed Games

Patricia Bouyer1, Franck Cassez2, Emmanuel Fleury3 & Kim Guldstrand Larsen3

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

Optimal Strategies for Priced Timed Game Automata page 1/24

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Contents

  • 1. Context & Related Work
  • 2. Priced Timed Game Automata
  • 3. Computing The Optimal Cost
  • 4. Computing Optimal Strategies
  • 5. Implementation using HYTECH

Optimal Strategies for Priced Timed Game Automata page 2/24

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Context

Timed Automata

ℓ0 ℓ1 [y = 0] ℓ2 ℓ3 Goal a2 a3 x ≥ 2; a4 x ≤ 2 ; a1 y := 0 x ≥ 2 ; a5 Timed Automata + Reachability [AD94]

Optimal Strategies for Priced Timed Game Automata page 3-a/24

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Context

Timed Game Automata

ℓ0 ℓ1 [y = 0] ℓ2 ℓ3 Goal u u x ≥ 2; c2 x ≤ 2 ; c1 y := 0 x ≥ 2 ; c2 Timed Automata + Reachability [AD94] Timed Game Automata: Control [MPS95, AMPS98]

Optimal Strategies for Priced Timed Game Automata page 3-b/24

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Context

As soon As Possible in Timed Automata

ℓ0 ℓ1 [y = 0] ℓ2 ℓ3 Goal a2 a3 x ≥ 2; a4 1 ≤ x ≤ 2 ; a1 y := 0 x ≥ 2 ; a5 Timed Automata + Reachability [AD94] Timed Game Automata: Control [MPS95, AMPS98] Time Optimal Reachability [AM99]

Optimal Strategies for Priced Timed Game Automata page 3-c/24

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Context

Reachability in Priced Timed Automata

ℓ0 ℓ1 [y = 0] ℓ2 ℓ3 Goal a2 a3 x ≥ 2; a4

cost = 1

x ≤ 2 ; a1 y := 0 x ≥ 2 ; a5

cost = 7 cost(ℓ2) = 10 cost(ℓ0) = 5 cost(ℓ3) = 1

Timed Automata + Reachability [AD94] Timed Game Automata: Control [MPS95, AMPS98] Time Optimal Reachability [AM99] Priced (or Weighted) Timed Automata [LBB+01, ALTP01]

Optimal Strategies for Priced Timed Game Automata page 3-d/24

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Context

Priced Timed Game Automata

ℓ0 ℓ1 [y = 0] ℓ2 ℓ3 Goal u u x ≥ 2; c2

cost = 1

x ≤ 2 ; c1 y := 0 x ≥ 2 ; c2

cost = 7 cost(ℓ2) = 10 cost(ℓ0) = 5 cost(ℓ3) = 1

Timed Automata + Reachability [AD94] Timed Game Automata: Control [MPS95, AMPS98] Time Optimal Reachability [AM99] Priced (or Weighted) Timed Automata [LBB+01, ALTP01]

Optimal Strategies for Priced Timed Game Automata page 3-e/24

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An Example

ℓ0

cost(ℓ0) = 5

ℓ1 [y = 0] ℓ2

cost(ℓ2) = 10

ℓ3

cost(ℓ3) = 1

Goal x ≤ 2; c1 y := 0 u u x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

Model = Game = Controller vs. Environment What is the best cost whatever the environment does ?

Optimal Strategies for Priced Timed Game Automata page 4-a/24

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An Example

ℓ0

cost(ℓ0) = 5

ℓ1 [y = 0] ℓ2

cost(ℓ2) = 10

ℓ3

cost(ℓ3) = 1

Goal x ≤ 2; c1 y := 0 u u x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

What is the best cost whatever the environment does ? inf

0≤t≤2 max{5t + 10(2 − t) + 1, 5t + (2 − t) + 7}

Optimal Strategies for Priced Timed Game Automata page 4-b/24

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An Example

ℓ0

cost(ℓ0) = 5

ℓ1 [y = 0] ℓ2

cost(ℓ2) = 10

ℓ3

cost(ℓ3) = 1

Goal x ≤ 2; c1 y := 0 u u x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

What is the best cost whatever the environment does ? inf

0≤t≤2 max{5t+10(2−t)+1, 5t+(2−t)+7} at t = 4

3 inf = 141 3

Optimal Strategies for Priced Timed Game Automata page 4-c/24

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An Example

ℓ0

cost(ℓ0) = 5

ℓ1 [y = 0] ℓ2

cost(ℓ2) = 10

ℓ3

cost(ℓ3) = 1

Goal x ≤ 2; c1 y := 0 u u x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

What is the best cost whatever the environment does ? = ⇒ 141

3

Optimal Strategies for Priced Timed Game Automata page 4-d/24

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An Example

ℓ0

cost(ℓ0) = 5

ℓ1 [y = 0] ℓ2

cost(ℓ2) = 10

ℓ3

cost(ℓ3) = 1

Goal x ≤ 2; c1 y := 0 u u x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

What is the best cost whatever the environment does ? = ⇒ 141

3

Is there a strategy to achieve this optimal cost ?

Yes because see later

Optimal Strategies for Priced Timed Game Automata page 4-e/24

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An Example

ℓ0

cost(ℓ0) = 5

ℓ1 [y = 0] ℓ2

cost(ℓ2) = 10

ℓ3

cost(ℓ3) = 1

Goal x ≤ 2; c1 y := 0 u u x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

What is the best cost whatever the environment does ? = ⇒ 141

3

Is there a strategy to achieve this optimal cost ?

Yes because see later

Can we compute such a strategy ?

Yes: in ℓ0, x < 4

3 wait then do c1; in ℓ2,3 do c2 when x ≥ 2

Optimal Strategies for Priced Timed Game Automata page 4-f/24

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The Problems

ℓ0

cost(ℓ0) = 5

ℓ1 [y = 0] ℓ2

cost(ℓ2) = 10

ℓ3

cost(ℓ3) = 1

Goal x ≤ 2; c1 y := 0 u u x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

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 ∃)?

Optimal Strategies for Priced Timed Game Automata page 4-g/24

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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

Optimal Strategies for Priced Timed Game Automata page 5-a/24

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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 ∃)

Optimal Strategies for Priced Timed Game Automata page 5-b/24

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Priced Timed Game Automata

A Timed Game Automaton (PTGA) G is a tuple (L, ℓ0, Act, X,

E, inv, cost) where: L is a finite set of locations; ℓ0 ∈ L is the initial location; Act = Actc ∪ Actu 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 × 2X × L is a finite set of transitions; inv : L − → B(X) associates to each location its invariant;

Optimal Strategies for Priced Timed Game Automata page 6-a/24

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Priced Timed Game Automata

A Priced Timed Game Automaton (PTGA) G is a tuple

(L, ℓ0, Act, X, E, inv, cost) where: L is a finite set of locations; E ⊆ L × B(X) × Act × 2X × 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]

Optimal Strategies for Priced Timed Game Automata page 6-b/24

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Priced Timed Game Automata

A Priced Timed Game Automaton (PTGA) G is a tuple

(L, ℓ0, Act, X, E, inv, cost) where: L is a finite set of locations; E ⊆ L × B(X) × Act × 2X × 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.

Optimal Strategies for Priced Timed Game Automata page 6-c/24

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Configurations, Runs, Costs

configuration: (ℓ, v) in L × RX

≥0

step: ti = (ℓi, vi) αi − → (ℓi+1, vi+1)

  • αi ∈ R>0 =

⇒ ℓi+1 = ℓi ∧ vi+1 = vi + αi αi ∈ Act = ⇒ ∃(ℓi, g, αi, Y, ℓi+1) ∈ E ∧ vi | = g ∧ vi+1 = vi[Y ] run ρ = t0t2 · · · tn−1 · · · finite of infinite sequence of ti cost of a transition:

  • Cost(ti) = αi.cost(ℓi) if αi ∈ R>0

Cost(ti) = cost((ℓi, g, αi, Y, ℓi+1)) if αi ∈ Act if ρ finite Cost(ρ) =

0≤i≤n−1 Cost(ti)

winning run if States(ρ) ∩ Goal = ∅

Optimal Strategies for Priced Timed Game Automata page 7/24

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Strategies

strategy f over G = partial function from Runs(G) to Actc ∪ {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]

Optimal Strategies for Priced Timed Game Automata page 8-a/24

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Strategies

ℓ0

cost(ℓ0) = 5

ℓ1 [y = 0] ℓ2

cost(ℓ2) = 10

ℓ3

cost(ℓ3) = 1

Goal x ≤ 2; c1 y := 0 u u x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

Example:

         f(ℓ0, x < 4

3) = λ

f(ℓ0, 4

3 ≤ x ≤ 2) = c1

f(ℓ1, −) undefined f(ℓ2, x < 2) = λ f(ℓ2, x ≥ 2) = c2 f(ℓ3, x < 2) = λ f(ℓ3, x ≥ 2) = c2

Optimal Strategies for Priced Timed Game Automata page 8-b/24

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Strategies

strategy f over G = partial function from Runs(G) to Actc ∪ {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]

a strategy f is winning from (ℓ, v) if Outcome((ℓ, v), f) ⊆ WinRuns((ℓ, v), G) The cost of f from (ℓ, v) is Cost((ℓ, v), f) = sup{Cost(ρ) | ρ ∈ Outcome((ℓ, v), f)}

Optimal Strategies for Priced Timed Game Automata page 8-c/24

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Optimal Control Problems

Optimal Cost Computation Problem: compute the optimal cost

  • ne can expect from s0 = (ℓ0,

0) OptCost(s0, G) = inf{Cost(s0, f) | f ∈ WinStrat(s0, G)}

Optimal Strategy Existence Problem: determine whether the

  • ptimal cost can actually be reached

∃?f ∈ WinStrat(s0, G) s.t. Cost(s0, f) = OptCost(s0, G)

Optimal Strategy Synthesis Problem: in case an optimal strategy

exists we want to compute a witness. Relation to La Torre et al work [LTMM02] (acyclic game): Theorem 1: OptCost(s0, G) = O(s0)

[= ⇒ Definition of O(q)]

Optimal Strategies for Priced Timed Game Automata page 9-a/24

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Optimal Control Problems (Cont’d-[1])

ℓ0

cost(ℓ0) = 1

ℓ1

cost(ℓ1) = 2

Goal x < 1; c x = 1; c x < 1 x ≤ 1 define fε with 0 < ε < 1 by:

in ℓ0: f(ℓ0, x < 1 − ε) = λ, f(ℓ0, 1 − ε ≤ x < 1) = c in ℓ1: f(ℓ1, x ≤ 1) = c

Cost(fε) = 1 + ε. there are RPTGA for which no optimal strategy exists In this case there is a family of strategies fε such that |Cost((ℓ0, 0), fε) − OptCost((ℓ0, 0), G)| < ε new problem: given ε, compute such an fε strategy.

Optimal Strategies for Priced Timed Game Automata page 9-b/24

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Optimal Control Problems (Cont’d-[2])

ℓ0

cost(ℓ0) = 1

x ≤ 1 ℓ1

cost(ℓ1) = 2

x ≤ 1 Goal y > 0; u ; y := 0 y > 0; c ; y := 0 x = 1; c

Optimal Strategies for Priced Timed Game Automata page 9-c/24

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Optimal Control Problems (Cont’d-[2])

ℓ0

cost(ℓ0) = 1

x ≤ 1 ℓ1

cost(ℓ1) = 2

x ≤ 1 Goal y > 0; u ; y := 0 y > 0; c ; y := 0 x = 1; c what is the optimal cost? Is there an optimal strategy?

Optimal Strategies for Priced Timed Game Automata page 9-d/24

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Optimal Control Problems (Cont’d-[2])

ℓ0

cost(ℓ0) = 1

x ≤ 1 ℓ1

cost(ℓ1) = 2

x ≤ 1 Goal y > 0; u ; y := 0 y > 0; c ; y := 0 x = 1; c what is the optimal cost? 2 Is there an optimal strategy? Yes . . . now start with 2 . . . start with less than 2 (2 − ǫ)

Optimal Strategies for Priced Timed Game Automata page 9-e/24

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From Optimal Control to Control

ℓ0 ℓ1 [y = 0] ℓ2 Goal ℓ3 x ≤ 2; c1 y := 0 u u

cost(ℓ2) = 10 cost(ℓ0) = 5 cost(ℓ3) = 1 cost(ℓ2) = 10

x ≥ 2; c2

cost = 1

x ≥ 2; c2

cost = 7

A RPTGA A

Optimal Strategies for Priced Timed Game Automata page 10-a/24

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From Optimal Control to Control

ℓ0 ℓ1 [y = 0] ℓ2 Goal ℓ3 x ≤ 2; c1 y := 0 u u

dCost dt

= −5

dCost dt

= −10

dCost dt

= −1 x ≥ 2; c2 Cost′ = Cost − 1 x ≥ 2; c2 Cost′ = Cost − 7 A Linear Hybrid Game Automaton H Reachability Game for H with goal = Goal ∧ Cost ≥ 0 Optimal Cost for RPTGA ⇐ ⇒ Reachability Control on

LHA

Optimal Strategies for Priced Timed Game Automata page 10-b/24

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From Optimal Control to Control

ℓ0 ℓ1 [y = 0] ℓ2 Goal ℓ3 x ≤ 2; c1 y := 0 u u

dCost dt

= −5

dCost dt

= −10

dCost dt

= −1 x ≥ 2; c2 Cost′ = Cost − 1 x ≥ 2; c2 Cost′ = Cost − 7

Assume ∃ semi-algorithm CompWin s.t. WH = CompWin(H) and WH = largest set of winning states Theorem 2: If CompWin terminates for H then:

it terminates for A and WA

def

= CompWin(A) = ∃cost.WH (q, c) ∈ WH ⇐ ⇒ ∃f ∈ WinStrat(q, WA) with Cost(q, f) ≤ c

Optimal Strategies for Priced Timed Game Automata page 10-c/24

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Results for Reachability Games

Controllable Predecessors [MPS95, DAHM01] π(X) = Predt

  • X ∪ cPred(X), uPred(X)
  • [=

⇒ Formal Def. of π]

π preserves upwards-closed sets π(R ∧ Cost ≥ k) = R′ ∧ Cost ≥ k′ W (largest) set of winning states, goal = X0 W = µX.X0 ∪ π(X) semi-algorithm CompWin result of CompWin of the form ∪ℓ(ℓ, Rℓ ∧ Cost ≥ k)

Optimal Strategies for Priced Timed Game Automata page 11/24

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Computation of the Optimal Cost

Theorem 3 A a RPTGA and H its corresponding LHG. If CompWin terminates for H

the upward closure ↑Cost(ℓ0, 0) of (the set) Cost(ℓ0, 0) is

computable

it is either cost ≥ k (left-closed) or cost > k (left-open)

(k ∈ Q≥0) Corollary 1

OptCost(ℓ0, 0) = k

Corollary 2 If cost ≥ k then ∃ an optimal strategy If cost > k then ∃ a family of strategies fε with Cost(fε) ≤ k + ε

Optimal Strategies for Priced Timed Game Automata page 12/24

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Computing the Optimal Cost for PHGA

  • 1. ∃ semi-algorithm CompWin for LHG
  • 2. W = CompWin(H, Goal ∧ Cost ≥ 0)
  • 3. W0 = W ∩ (ℓ0,

0)

  • 4. projection on Cost: ∃(All \ {Cost}).W0

if Cost ≥ k, OptCost = k and ∃ an optimal strategy if Cost > k, OptCost = k and ∃ a family of sub-optimal

strategies

  • 5. semi-algorithm for Priced Timed Hybrid Automata
  • 6. Termination ???

Optimal Strategies for Priced Timed Game Automata page 13/24

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Termination for RPTGA

A a RPTGA s.t. non-zeno cost: ∃κ s.t. every cycle in the

region automaton has cost at least κ

A is bounded i.e. all clocks in A are bounded

Theorem 4 CompWin terminates for H, where H is the LHG associated with A

[= ⇒ Sketch of the Proof]

Optimal Strategies for Priced Timed Game Automata page 14-a/24

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Termination for RPTGA

A a RPTGA s.t. non-zeno cost: ∃κ s.t. every cycle in the

region automaton has cost at least κ

A is bounded i.e. all clocks in A are bounded

Theorem 4 CompWin terminates for H, where H is the LHG associated with A

[= ⇒ Sketch of the Proof]

Non zeno cost really needed ? Complexity ???

Optimal Strategies for Priced Timed Game Automata page 14-b/24

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Optimal Strategy Synthesis

S algorithm for synthetizing strategies for reachability

timed games ? see [BCFG04] . . .

use S on the LHG H: strategies are cost-dependent

Theorem 5 If S terminates and ∃ an optimal strategy we can compute a witness (cost-dependent)

Optimal Strategies for Priced Timed Game Automata page 15-a/24

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Optimal Strategy Synthesis

S algorithm for synthetizing strategies for reachability

timed games ? see [BCFG04] . . .

use S on the LHG H: strategies are cost-dependent

Theorem 5 If S terminates and ∃ an optimal strategy we can compute a witness (cost-dependent)

assume a RPTGA A is bounded, non zeno cost W is the set of winning states in the LHG H W = ∪ℓ∈L((ℓ, Rℓ ∧ Cost ≥ kℓ))

Theorem 6 [State-based Strategies] WA = CompWin(A). Then:

∃f ∈ WinStrat(A) s.t. Cost((ℓ, v), f) = OptCost(ℓ, v) ∀(ℓ, v) ∈ WA

Optimal Strategies for Priced Timed Game Automata page 15-b/24

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Implementation

computation of optimal cost and optimal strategies (if ∃)

implemented in HYTECH (Demo ?)

an cyclic example:

[= ⇒ See the strategy]

lowx highx Goalx jamx?, x:=0 x≥5, y:=0 x:=0, jamx? x≥10 Costx=7

Costx(lowx)=1 Costx(lowy)=10

Antenna 1 lowy highy Goaly jamy?, y:=0 y≥2, x:=0 y:=0, jamy? y≥10 Costy=1

Costy(lowy)=2 Costy(lowy)=20

Antenna 2 X Y x>6, jamy! y>6, jamx! x>6, jamx! y>6, jamy! Jammer Controllable Uncontrollable

Optimal Strategies for Priced Timed Game Automata page 16/24

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Conclusion & Future Work

Current State of Our Work

Semi-algorithm for computing the optimal cost for LHG in case it terminates:

  • decide if ∃ optimal strategy
  • compute an optimal (cost-independent) strategy

Implementation in HYTECH

Open Problems

Time Optimal Control – Decidability issues maximal class for which CompWin terminates

Future Work

compute fε strategies safety games . . .

Optimal Strategies for Priced Timed Game Automata page 17/24

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References

[AD94]

  • R. Alur and D. Dill. A theory of timed automata. Theoretical Computer Science

(TCS), 126(2):183–235, 1994. 3 [ALTP01]

  • R. Alur, S. La Torre, and G. J. Pappas. Optimal paths in weighted timed automata. In
  • Proc. 4th Int. Work. Hybrid Systems: Computation and Control (HSCC’01), volume

2034 of LNCS, pages 49–62. Springer, 2001. 3 [AM99]

  • E. Asarin and O. Maler. As soon as possible: Time optimal control for timed
  • automata. In Proc. 2nd Int. Work. Hybrid Systems: Computation and Control

(HSCC’99), volume 1569 of LNCS, pages 19–30. Springer, 1999. 3 [AMPS98] E. Asarin, O. Maler, A. Pnueli, and J. Sifakis. Controller synthesis for timed

  • automata. In Proc. IFAC Symposium on System Structure and Control, pages

469–474. Elsevier Science, 1998. 3 [BCFG04] P . Bouyer, F. Cassez, E. Fleury, and Larsen K. G. Optimal strategies in priced timed game automata. BRICS Report Series, Basic Research In Computer Science, Denmark, February 2004. 15

Optimal Strategies for Priced Timed Game Automata page 18/24

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References

[DAHM01] L. De Alfaro, T. A. Henzinger, and R. Majumdar. Symbolic algorithms for infinite-state

  • games. In Proc. 12th International Conference on Concurrency Theory

(CONCUR’01), volume 2154 of LNCS, pages 536–550. Springer, 2001. 11 [LBB+01]

  • K. G. Larsen, G. Behrmann, E. Brinksma, A. Fehnker, T. Hune, P

. Pettersson, and

  • J. Romijn. As cheap as possible: Efficient cost-optimal reachability for priced timed
  • automata. In Proc. 13th International Conference on Computer Aided Verification

(CAV’01), volume 2102 of LNCS, pages 493–505. Springer, 2001. 3 [LTMM02] S. La Torre, S. Mukhopadhyay, and A. Murano. Optimal-reachability and control for acyclic weighted timed automata. In Proc. 2nd IFIP International Conference on Theoretical Computer Science (TCS 2002), volume 223 of IFIP Conference Proceedings, pages 485–497. Kluwer, 2002. 5, 9 [MPS95]

  • O. Maler, A. Pnueli, and J. Sifakis. On the synthesis of discrete controllers for timed
  • systems. In Proc. 12th Annual Symposium on Theoretical Aspects of Computer

Science (STACS’95), volume 900, pages 229–242. Springer, 1995. 3, 11

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IRCCyN/CNRS

Recursive Definition of Optimal Cost

Let G be a RPTG. Let O be the function from Q to R≥0 ∪ {+∞} that is the least fixed point of the following functional: O(q)? q

t,p

− − → q′ max                           

Optimal Strategies for Priced Timed Game Automata page 20-a/24

slide-44
SLIDE 44

c

IRCCyN/CNRS

Recursive Definition of Optimal Cost

Let G be a RPTG. Let O be the function from Q to R≥0 ∪ {+∞} that is the least fixed point of the following functional: O(q)? q

t,p

− − → q′ max                            min               min

q′ c,p′

− − →q′′

c∈Actc

p + p′ + O(q′′)        , p + O(q′)        Controllable actions in q′

Optimal Strategies for Priced Timed Game Automata page 20-b/24

slide-45
SLIDE 45

c

IRCCyN/CNRS

Recursive Definition of Optimal Cost

Let G be a RPTG. Let O be the function from Q to R≥0 ∪ {+∞} that is the least fixed point of the following functional: O(q)? q

t,p

− − → q′ max                            min               min

q′ c,p′

− − →q′′

c∈Actc

p + p′ + O(q′′)        , p + O(q′)        sup

q

t′,p′

− − − →q′′

t′≤t

max

q′′ u,p′′

− − − →q′′′

u∈Actu

p′ + p′′ + O(q′′′) Controllable actions in q′ Uncontrollable actions before q′

Optimal Strategies for Priced Timed Game Automata page 20-c/24

slide-46
SLIDE 46

c

IRCCyN/CNRS

Recursive Definition of Optimal Cost

Let G be a RPTG. Let O be the function from Q to R≥0 ∪ {+∞} that is the least fixed point of the following functional: O(q) = inf

q

t,p

− − →q′

t∈R≥0

max                            min               min

q′ c,p′

− − →q′′

c∈Actc

p + p′ + O(q′′)        , p + O(q′)        sup

q

t′,p′

− − − →q′′

t′≤t

max

q′′ u,p′′

− − − →q′′′

u∈Actu

p′ + p′′ + O(q′′′) Controllable actions in q′ Uncontrollable actions before q′ Minimize over t

Optimal Strategies for Priced Timed Game Automata page 20-d/24

slide-47
SLIDE 47

c

IRCCyN/CNRS

Outcome

Let G = (L, ℓ0, Act, X, E, inv, cost) be a (R)PTGA and f a strategy over G. The outcome Outcome((ℓ, v), f) of f from configuration (ℓ, v) in G is the subset of Runs((ℓ, v), G) defined inductively by: (ℓ, v) ∈ Outcome((ℓ, v), f), if ρ ∈ Outcome((ℓ, v), f) then ρ′ = ρ

e

− − → (ℓ′, v′) ∈ Outcome((ℓ, v), f) if ρ′ ∈ Runs((ℓ, v), G) and one of the following three conditions hold:

  • 1. e ∈ Actu,
  • 2. e ∈ Actc and e = f(ρ),
  • 3. e ∈ R≥0 and ∀0 ≤ e′ < e, ∃(ℓ′′, v′′) ∈ (L × RX

≥0) s.t. last(ρ) e′

− − → (ℓ′′, v′′) ∧ f(ρ

e′

− − → (ℓ′′, v′′)) = λ. an infinite run ρ is in ∈ Outcome((ℓ, v), f) if all the finite prefixes of ρ are in Outcome((ℓ, v), f).

[= ⇒ Back to Strategies]

Optimal Strategies for Priced Timed Game Automata page 21/24

slide-48
SLIDE 48

c

IRCCyN/CNRS

π Operator

(Un)Controllable Predecessors Preda(X) = {q ∈ Q | q

a

− − → q′, q′ ∈ X} cPred(X) =

c∈Actc Predc(X)

uPred(X) =

u∈Actu Predu(X)

Safe Time Predecessors Predt(X, Y ) = {q ∈ Q | ∃δ ∈ R≥0 | q

δ

− → q′, q′ ∈ X ∧ Post[0,δ](q) ⊆ Y } Post[0,δ](q) = {q′ ∈ Q | ∃t ∈ [0, δ] | q

t

− → q′} π Operator (uncontrollable actions “cannot win”): π(X) = Predt

  • X ∪ cPred(X), uPred(X)
  • Optimal Strategies for Priced Timed Game Automata

page 22-a/24

slide-49
SLIDE 49

c

IRCCyN/CNRS

π Operator

(Un)Controllable Predecessors Preda(X) = {q ∈ Q | q

a

− − → q′, q′ ∈ X} cPred(X) =

c∈Actc Predc(X)

uPred(X) =

u∈Actu Predu(X)

Safe Time Predecessors Predt(X, Y ) = {q ∈ Q | ∃δ ∈ R≥0 | q

δ

− → q′, q′ ∈ X ∧ Post[0,δ](q) ⊆ Y } Post[0,δ](q) = {q′ ∈ Q | ∃t ∈ [0, δ] | q

t

− → q′} π′: uncontrollable actions sometimes can win: π′(X) = Predt

  • X ∪ cPred(X) ∪ (uPred(X) ∩ STOP), uPred(X)
  • Optimal Strategies for Priced Timed Game Automata

page 22-b/24

slide-50
SLIDE 50

c

IRCCyN/CNRS

Termination Criterion for RPTGA

R is a (bounded) region of the region automaton (RA) every cycle in the RA costs at least κ m1

ℓ,R

M1

ℓ,R

cost ≥ f1

ℓ,R =↑f1 ℓ,R

κ κ κ κ κ κ

cost

R

[= ⇒ Back to Termination]

Optimal Strategies for Priced Timed Game Automata page 23-a/24

slide-51
SLIDE 51

c

IRCCyN/CNRS

Termination Criterion for RPTGA

R is a (bounded) region of the region automaton (RA) every cycle in the RA costs at least κ m1

ℓ,R

M1

ℓ,R

cost ≥ f1

ℓ,R =↑f1 ℓ,R

κ f2

ℓ,R

m2

ℓ,R

κ κ κ κ κ

cost

R

[= ⇒ Back to Termination]

Optimal Strategies for Priced Timed Game Automata page 23-b/24

slide-52
SLIDE 52

c

IRCCyN/CNRS

Termination Criterion for RPTGA

R is a (bounded) region of the region automaton (RA) every cycle in the RA costs at least κ m1

ℓ,R

M1

ℓ,R

cost ≥ f1

ℓ,R =↑f1 ℓ,R

κ f2

ℓ,R

m2

ℓ,R

κ κ κ κ κ m7

ℓ,R

↑f7

ℓ,R

cost

R

[= ⇒ Back to Termination]

Optimal Strategies for Priced Timed Game Automata page 23-c/24

slide-53
SLIDE 53

c

IRCCyN/CNRS

Termination Criterion for RPTGA

R is a (bounded) region of the region automaton (RA) every cycle in the RA costs at least κ m1

ℓ,R

M1

ℓ,R

cost ≥ f1

ℓ,R =↑f1 ℓ,R

κ f2

ℓ,R

m2

ℓ,R

κ κ κ κ κ m7

ℓ,R

↑f7

ℓ,R

cost

R

[= ⇒ Back to Termination]

Optimal Strategies for Priced Timed Game Automata page 23-d/24

slide-54
SLIDE 54

c

IRCCyN/CNRS

Optimal Strategy for the Mobile Phone

Optimal cost is 109

Optimal Strategies for Priced Timed Game Automata page 24/24