This tutorial paper surveys the main features of Uppaal SMC, a model checking approach in Uppaal family that allows us to reason on networks of complex real-timed systems with a stochastic semantic. We demonstrate the modeling features of the tool, new verification algorithms and ways of applying them to potentially complex case studies.
In this paper, we propose a first efficient on-the-fly algorithm for solving games based on timed game automata with respect to reachability and safety properties 1. 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. 1 Though timed games for long have been known to be decidable there has until now been a lack of efficient and truly on-the-fly algorithms for their analysis.
Abstract.We study the problems of existence and construction of infinite schedules for finite weighted automata and one-clock weighted timed automata, subject to boundary constraints on the accumulated weight. More specifically, we consider automata equipped with positive and negative weights on transitions and locations, corresponding to the production and consumption of some resource (e.g. energy). We ask the question whether there exists an infinite path for which the accumulated weight for any finite prefix satisfies certain constraints (e.g. remains between 0 and some given upper-bound). We also consider a game version of the above, where certain transitions may be uncontrollable.
Abstract. This paper introduces the model of linearly priced timed automata as an extension of timed automata, with prices on both transitions and locations. For this model we consider the minimum-cost reachability problem: i.e. given a linearly priced timed automaton and a target state, determine the minimum cost of executions from the initial state to the target state. This problem generalizes the minimum-time reachability problem for ordinary timed automata. We prove decidability of this problem by offering an algorithmic solution, which is based on a combination of branch-and-bound techniques and a new notion of priced regions. The latter allows symbolic representation and manipulation of reachable states together with the cost of reaching them.
Abstract. In 2005 we proposed the first efficient on-the-fly algorithm for solving games based on timed game automata with respect to reachability and safety properties. The first prototype presented at that time has now matured to a fully integrated tool with dramatic improvements both in terms of performance and the availability of the extended input language of Uppaal-4.0. The new tool can output strategies or let the user play against them both from the command line and from the graphical simulator that was completely re-designed.
Priced timed (game) automata extend timed (game) automata with costs on both locations and transitions. In this paper we focus on reachability priced timed game automata and prove that the optimal cost for winning such a game is computable under conditions concerning the non-zenoness of cost. Under stronger conditions (strictness of constraints) we prove that in case an optimal strategy exists, we can compute a state-based winning optimal strategy.
This contribution reports on the considerable effort made recently towards extending and applying well-established timed automata technology to optimal scheduling and planning problems. The effort of the authors in this direction has to a large extent been carried out as part of the European projects VHS [20] and AMETIST [16] and are available in the recently released UPPAAL CORA [12], a variant of the real-time verification tool UPPAAL [18, 5] specialized for cost-optimal reachability for the extended model of so-called priced timed automata.
Priced timed (game) automata extends timed (game) automata with costs on both locations and transitions. In this paper we focus on reachability games for priced timed game automata and prove that the optimal cost for winning such a game is computable under conditions concerning the non-zenoness of cost. Under stronger conditions (strictness of constraints) we prove in addition that it is decidable whether there is an optimal strategy in which case an optimal strategy can be computed. Our results extend previous decidability result which requires the underlying game automata to be acyclic. Finally, our results are encoded in a first prototype in HyTech which is applied on a small case-study.
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