International audienceIn 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. The algorithm we propose is a symbolic extension of the on-the-fly algorithm suggested by Liu & Smolka 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). Exten...
Reachability checking is one of the most basic problems in verification. By solving this problem in ...
Probabilistic timed automata (PTAs) are used for formal modelling and verifi-cation of systems with ...
Reachability checking is one of the most basic problems in verification. By solving this problem in ...
In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed ...
Abstract. In this paper, we propose a first efficient on-the-fly algorithm for solving games based o...
Invited PaperInternational audienceIn this paper, we review some recent results on the efficient syn...
International audienceIn this paper, we review some recent results on the efficient synthesis of con...
In a reachability-time game, players Min and Max choose moves so that the time to reach a final stat...
version 1.1We propose a subclass of timed game automata (TGA), called Task TGA, representing network...
Timed automata are finite automata accompanied by a finite set of real-valued variables called clock...
International audienceIn 2005 we proposed the first efficient on-the-fly algorithm for solving games...
We propose a subclass of timed game automata (TGA), called Task TGA, representing networks of commun...
The rapid development of complex and safety-critical systems requires the use of reliable verificati...
Timed automata are finite automata accompanied by a finite set of real-valued variables called clock...
International audienceTimed game automata are used for solving control problems on real-time systems...
Reachability checking is one of the most basic problems in verification. By solving this problem in ...
Probabilistic timed automata (PTAs) are used for formal modelling and verifi-cation of systems with ...
Reachability checking is one of the most basic problems in verification. By solving this problem in ...
In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed ...
Abstract. In this paper, we propose a first efficient on-the-fly algorithm for solving games based o...
Invited PaperInternational audienceIn this paper, we review some recent results on the efficient syn...
International audienceIn this paper, we review some recent results on the efficient synthesis of con...
In a reachability-time game, players Min and Max choose moves so that the time to reach a final stat...
version 1.1We propose a subclass of timed game automata (TGA), called Task TGA, representing network...
Timed automata are finite automata accompanied by a finite set of real-valued variables called clock...
International audienceIn 2005 we proposed the first efficient on-the-fly algorithm for solving games...
We propose a subclass of timed game automata (TGA), called Task TGA, representing networks of commun...
The rapid development of complex and safety-critical systems requires the use of reliable verificati...
Timed automata are finite automata accompanied by a finite set of real-valued variables called clock...
International audienceTimed game automata are used for solving control problems on real-time systems...
Reachability checking is one of the most basic problems in verification. By solving this problem in ...
Probabilistic timed automata (PTAs) are used for formal modelling and verifi-cation of systems with ...
Reachability checking is one of the most basic problems in verification. By solving this problem in ...