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Efficient On-the-Fly Algorithms for the Analysis of Timed Games

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CONCUR 2005 – Concurrency Theory (CONCUR 2005)

Part of the book series: Lecture Notes in Computer Science ((LNTCS,volume 3653))

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Abstract

In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed game automata with respect to reachability and safety properties

The algorithm we propose is a symbolic extension of the on-the-fly algorithm suggested by Liu & Smolka [15] for linear-time model-checking of finite-state systems. Being on-the-fly, the symbolic algorithm may terminate long before having explored the entire state-space. Also the individual steps of the algorithm are carried out efficiently by the use of so-called zones as the underlying data structure.

Various optimizations of the basic symbolic algorithm are proposed as well as methods for obtaining time-optimal winning strategies (for reachability games). Extensive evaluation of an experimental implementation of the algorithm yields very encouraging performance results.

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Cassez, F., David, A., Fleury, E., Larsen, K.G., Lime, D. (2005). Efficient On-the-Fly Algorithms for the Analysis of Timed Games. In: Abadi, M., de Alfaro, L. (eds) CONCUR 2005 – Concurrency Theory. CONCUR 2005. Lecture Notes in Computer Science, vol 3653. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11539452_9

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  • DOI: https://doi.org/10.1007/11539452_9

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-28309-6

  • Online ISBN: 978-3-540-31934-4

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