2007
DOI: 10.1007/978-3-540-73368-3_14
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UPPAAL-Tiga: Time for Playing Games!

Abstract: 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 wa… Show more

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Cited by 213 publications
(181 citation statements)
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“…Based on a prototype that combines binary decision diagrams [7,9] and difference bound matrices [5], we experimentally evaluate the technique on standard benchmarks from timed controller synthesis. The results clearly demonstrate the potential of the new approach concerning running time and memory consumption compared to the classical on-the-fly algorithm implemented in Uppaal-Tiga [10,4]. …”
mentioning
confidence: 72%
“…Based on a prototype that combines binary decision diagrams [7,9] and difference bound matrices [5], we experimentally evaluate the technique on standard benchmarks from timed controller synthesis. The results clearly demonstrate the potential of the new approach concerning running time and memory consumption compared to the classical on-the-fly algorithm implemented in Uppaal-Tiga [10,4]. …”
mentioning
confidence: 72%
“…For example, in the generated chart, it can be seen that Cmd P is blocked more than 5 times during the first cycle, while blocking times for PrimaryF and StsMon P are significantly long only starting from the second cycle. Listing 1.5 shows a chart declaration accepted by Uppaal TIGA [3] which assigns colours for each line (T for task lines, R for resource lines) based on the state (ready, running, blocked or suspended; locked and used, locked and preempted or locked and suspended respectively). Verification and CPU Load Estimates.…”
Section: Resultsmentioning
confidence: 99%
“…2, consider the action σ1 := m ← InputRead(v) [0,40) in A 1 of a PISEM. Algorithm 1 returns mapLB(σ) and mapU B(σ) with two arrays [1,1] and [2,2], indicated in Figure 2a. Based on the definition of IM, σ 1 should be executed with the temporal precondition that no action in A 2 is executed, satisfying the semantics originally specified in PISEM.…”
Section: Step A1: From Pisem To Immentioning
confidence: 99%
“…Recently there has been an increasing interest in applying games for synthesis, including work by Bloem and Jobstmann et al (the program repair framework [7]), Henzinger and Chatterjee et al (Alpaga and the interface synthesis [3,5]), and David and Larson et al (Uppaal TIGA [2]); these approaches are usually based on non-distributed settings. Our starting model of distributed and timed straight-line programs is based on commonly used paradigms from the real-time community [8].…”
Section: Related Workmentioning
confidence: 99%