Robust reachability in timed automata and games: A game-based approach


Reachability checking is one of the most basic problems in verification. By solving this problem in a game, one can synthesize a strategy that dictates the actions to be performed for ensuring that the target location is reached. In this work, we are interested in synthesizing “robust” strategies for ensuring reachability of a location in timed automata. By robust, we mean that it must still ensure reachability even when the delays are perturbed by the environment. We model this perturbed semantics as a game between the controller and its environment, and solve the parameterized robust reachability problem: we show that the existence of an upper bound on the perturbations under which there is a strategy reaching a target location is EXPTIME-complete. We also extend our algorithm, with the same complexity, to turn-based timed games, where the successor state is entirely determined by the environment in some locations.

DOI: 10.1016/j.tcs.2014.08.014

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@article{Bouyer2015RobustRI, title={Robust reachability in timed automata and games: A game-based approach}, author={Patricia Bouyer and Nicolas Markey and Ocan Sankur}, journal={Theor. Comput. Sci.}, year={2015}, volume={563}, pages={43-74} }