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Controller Synthesis with UPPAAL-TIGA Alexandre David Kim G. Larsen, Didier Lime, Franck Cassez, Jean-François Raskin…

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Page 1: Controller Synthesis with UPPAAL-TIGAafsec.asr.cnrs.fr/wp-content/uploads/2010/11/TIGA.pdfController Synthesis with UPPAAL-TIGA ... Built-in new algorithm that bypasses a manual encoding

Controller Synthesis with UPPAAL-TIGA

Alexandre DavidKim G. Larsen, Didier Lime,

Franck Cassez, Jean-François Raskin…

Page 2: Controller Synthesis with UPPAAL-TIGAafsec.asr.cnrs.fr/wp-content/uploads/2010/11/TIGA.pdfController Synthesis with UPPAAL-TIGA ... Built-in new algorithm that bypasses a manual encoding

18-11-2010 AFSEC 2

OverviewTimed Games.

Algorithm (CONCUR’05).Strategies.Code generation.Architecture of UPPAAL-TIGA.

Timed Games with Partial Observability.Algorithm (ATVA’07).

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18-11-2010 AFSEC 3

Controller Synthesis/TGAGiven

System moves S,Controller moves C,and a property φ,

finda strategy Sc s.t. Sc||S φ,or prove there is no such strategy.

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18-11-2010 AFSEC 4

Timed Game AutomataIntroduced by Maler, Pnueli, Sifakis[Maler & al. ’95].The controller continuously observes the system (all delays & moves are observable).The controller can

wait (delay action),take a controllable move, orprevent delay by taking a controllable move.

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18-11-2010 AFSEC 5

Timed Game AutomataTimed automata with controllable and uncontrollable transitions.Reachability & safety games.

control: A<> TGA.goalcontrol: A[] not TGA.L4

Memoryless strategy:state → action.

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18-11-2010 AFSEC 6

TGA – Let’s Play!control: A<> TGA.goal

x<1 : λx==1 : c

x<2 : λx≥2 : c

Strategy x≤1 : c

x<1 : λx==1 : c

Note: This is one strategy.There are other solutions.

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18-11-2010 AFSEC 7

Results[Maler & al. ’95, De Alfaro & al. ’01]There is a symbolic iterative algorithm to compute the set W* of winning states for timed games.[Henziger & Kopke ’99]Safety and reachability control are EXPTIME-complete.[Cassez & al. ’05]Efficient on-the-fly algorithm for safety & reachability games.

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18-11-2010 AFSEC 8

AlgorithmOn-the-fly forward algorithm with a backwardfix-point computation of the winning/losing sets.

Use all the features of UPPAAL in forward.Possible to mix forward & backward exploration.

Solved by Liu & Smolka 1998 for untimed games.Extended symbolic version at CONCUR’05.

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18-11-2010 AFSEC 9

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18-11-2010 AFSEC 10

Backward Propagation

0 1 2

L0

L1

L2

L3

Back-propagatewhengoal isreached.

Note: This is not a strategy,it’s only the set of winningstates.

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18-11-2010 AFSEC 11

Backward Propagation

G

B

B

Predecessors of G avoiding B?

pred t

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18-11-2010 AFSEC 12

predt – From Federation to Zone

U I

U U UI↓↓↓↓=

=

)\)(()\(),(

),(),(

BBGBGBGpred

BGpredBGpred

t

i j i jjitjit

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18-11-2010 AFSEC 13

Query Language (1)Reachability properties:

control: A[ p U q ]control: A<> q ⇔ control: A[ true U q ]

Safety properties:control: A[ p W q ]control: A[] p ⇔ control: A[ p W false ]

Tuning:change search ordering,add back-propagation of winning+losing states.

Back-propagate winningstates & BFS+DFS.

Back-propagate losingstates & BFS-BFS.

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18-11-2010 AFSEC 14

Query Language (2)Time-optimality

control_t*(u,g): A[ p U q ]u is an upper-bound to prune the search, act like an invariant but on the path = expression on the current state.g is the time to the goal from the current state (a lower-bound in fact), also used to prune the search. States with t+g > u are pruned.

Cooperative strategies.E<> control: φProperty satisfied iff φ is reachable but the obtained strategy is maximal.

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18-11-2010 AFSEC 15

Cooperative StrategiesState-space is partitioned between states from which there is a strategy and those from which there is no strategy.Cooperative strategy suggests moves from the opponent that would “help” the controller.Being used in testing.

Maximalpartition with

winningstrategies.

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18-11-2010 AFSEC 16

Strategies?The algorithm computes sets of winning and losing states, not strategies.Strategies are computed on top:

Take actions that lead to winning states (reachability).Take actions to avoid losing states (safety).Partition states with actions to guarantee progress.This is done on-the-fly and the obtained strategy depends on the exploration order.

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18-11-2010 AFSEC 17

Winning States → Strategy

0 1 2

L0

L1

L2

L3

Winning states

Strategy

L1→goal pastwait

L3→L1

past

wait

L2→L3

L0→L1

past

wait

L0→L1

wait L0→L1Also possible

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18-11-2010 AFSEC 18

Strategies as PartitionsBuilt on-the-fly.Guarantee progress in the strategy.

No loop.

Deterministic strategy.Different problem than computing the set of winning states.Different ordering searches can give different strategies … with possibly the same set of winning states.

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18-11-2010 AFSEC 19

Code GenerationMapping state → action.

# entries = # states.

Decision graph state → action.# tests = # variables.More compact.Based on a hybrid BDD/CDD with multi-terminals.

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18-11-2010 AFSEC 20

Decision GraphBDD: boolean variables.CDD: constraints on clocks.Multi-terminals: actions.

It works because we have a partition.

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18-11-2010 AFSEC 21

Graph ReductionTesting consecutive bits:

Replace by one testing with a mask.Can span on several variables.

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18-11-2010 AFSEC 22

Decision Graph

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18-11-2010 AFSEC 23

Pipeline ArchitecturePipeline Components

Source

Sink

Filter

State

Successor

DataBuffer

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18-11-2010 AFSEC 24

Pipeline Architecture

State-graph

Waiting queue

Transition Successor Delay Extrapolation+

Sources,F

forward.

Destinations’,B

backward.Predecessor predt

winlose?

s’,F

update?s,Bupdate?

s*,B

Inclusioncheck+add

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18-11-2010 AFSEC 25

Query Language (4)Partial observable systems:

{ obs1, obs2 … } control: reachability | safetyGenerate a controller based on partial observations of the system (obs1, obs2…).

Games with Buchi accepting states.control: A[] ( p && A<> q )control: A[] A<> q

Franck CassezJF RaskinDidier Lime

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18-11-2010 AFSEC 26

Query Language(5)Simulation checking of TA & TGA.

{ A, B … } <= { C, D … }Built-in new algorithm that bypasses a manual encoding we had [LSV tech. report KGL, AD, TC].Strategies & simulation in the GUI available.FORMATS’09

Thomas ChatainPeter Bulychev

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18-11-2010 AFSEC 27

TGA with Buchi Accepting States

Use TIGA’s algorithm as an intermediate steps in a fixpoint, but modified:

winning states are states that can reach goalsgoal states defined by queries, not necessarily winningFixpoint:Win = SOTF(goal)while (Win ∩ goal) ≠ goal

goal = Win ∩ goalWin = SOTF(goal)

donereturn S0∈Win

Didier Lime

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18-11-2010 AFSEC 28

Application: Non-zeno Strategies

Add a monitor with the rest of the system.Askcontrol: A[] (p && A<> Monitor.Check)

u

x==1

x=0

Check

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18-11-2010 AFSEC 29

Timed Gameswith Partial Observability

Previous: Perfect information.Not always suitable for controllers.

Partial observation.States or events, here states.Distinguish states w.r.t. observations.Strategy keeps track of states w.r.t. observations.Observations = predicates over states.

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18-11-2010 AFSEC 30

ResultsDiscrete event systems

[Kupferman & Vardi ’99, Reif ’84, Arnold & al. ’03]. Game given as modal logic formula: Full-observation as hard as partial observation.[Chatterjee & al. ’06, De Wulf & al. ’06]. Game given as explicit graph: Full-observation PTIME, partial observation EXPTIME.

Timed systems, game given as a TA[Cassez & al. ’07] Efficient on-the-fly algorithm, EXPTIME.

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18-11-2010 AFSEC 31

State Based Full Observation

2-player reachability game, controllable + uncontrollable actions.Full observation: in l2 do c1, in l3 do c2.

Franck Cassez ATVA’07

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18-11-2010 AFSEC 32

State Based Partial Observation

Partition the state-space l2=l3.Can’t win here.

Franck Cassez ATVA’07

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18-11-2010 AFSEC 33

State Based Partial ObservationFranck Cassez ATVA’07

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18-11-2010 AFSEC 34

Observation For Timed SystemsFranck Cassez ATVA’07

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18-11-2010 AFSEC 35

Stuttering-Free Invariant ObservationsFranck Cassez ATVA’07

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18-11-2010 AFSEC 36

TGA with PO: RulesIf player 1 wants to take an action c, then

player 2 can choose to play any of his actions or c as long as the observation stays the same, orplayer 2 can delay as long as c is not enabledand the observation stays the same.⇒ c is urgent.

If player 1 wants to delay, thenplayer 2 can delay or take any of his actions as long as the observation stays the same.

The turn is back to player 1 as soon as the observation changes.

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18-11-2010 AFSEC 37

On-the-Fly Algorithm

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18-11-2010 AFSEC 38

AlgorithmPartition the state-space w.r.t. observations.Observations O1 O2 O3.Winning/losing is observable.

O1∧O2∧O3

¬O1∧¬O2∧¬O3

O1∧O2∧¬O3

¬O1∧¬O2∧O3

O1∧¬O2∧O3

O1∧¬O2∧¬O3

¬O1∧O2∧¬O3

¬O1∧O2∧O3change of observation

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18-11-2010 AFSEC 39

Algorithm with Reachability Objective

1

2

3

W’

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18-11-2010 AFSEC 40

Initialization

Passed list { sets of W }.Waiting list { tuples (W,α,W’) }.Win[W] maps to 1 (winning) or 0 (unknown).Similar Losing[W].Depend[W] records the graph.Sinkα: sink states by doing α.

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18-11-2010 AFSEC 41

Sets of Symbolic States &Successors

Set W of symbolicstates within oneobservation.

Nextα(W): sets of symbolic successors for some action α.

α

α

Nextα(W)∩O2O1

Nextα(W)∩O3

Nextα: do {α asap and wait for α}until change of observation.

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18-11-2010 AFSEC 42

Forward PhaseUpdate Win,Losing, graph.

Partition successors.

Detect deadlocks.

Back-propagate if necessary.

Continue forward.

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18-11-2010 AFSEC 43

Backward PhaseIf there is a c whose successors are all winning

then W is winning and back-propagate.

If every c has a losing successor

then W is losing and back-propagate.

Update graph in case of new paths to passed states.

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18-11-2010 AFSEC 44

AlgorithmInitial state in some partition.Compute successors { set of states } w.r.t. a controllable action.Successors distinguished by observations.

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18-11-2010 AFSEC 45

AlgorithmConstruct the graph of sets of symbolic states.Back-propagate winning/losing states.

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18-11-2010 AFSEC 46

NotesStuttering-free invariant observations

sinks possible in observations(deadlock/livelock/loop)

Actions are urgentdelay until actions are enabled(or observation changes)

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18-11-2010 AFSEC 47

AlgorithmForward exploration

constrained by action + observationsdelay special

Back-propagation.If all successorsa are winning,declare current state winning,strategy: take action a.If one successora is losing,avoid action a.If no action is winning the current state is losing.

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18-11-2010 AFSEC 48

Example

Observations: L, H, E, B, y in [0,1[

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18-11-2010 AFSEC 49

Example – Memoryful Strategy

24 26

166 164

30 34

172 176

38 42

180 184

46 50

188 192

54 58

196 200

62

135 27

165 169

31 35

173 177

39 43

181 185

47 51

189 193

55 59

197 201

63 67

205 209

71137 295

162

0

HL Ey EyLy Hy

Partition:delayy=0eject!

Actions:

Controllable with y∈[0,½[,not with y∈[0,1[.

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18-11-2010 AFSEC 50

Case-Studies[FORMATS’07] Guided Controller Synthesis Using UPPAAL-TIGA. Jan Jakob Jessen, Jacob Illum Rasmussen, Kim G. Larsen, AlexandreDavid.[HSCC’09] Automatic Synthesis of Robust and Optimal Controllers – An Industrial Case Study. Franck Cassez, J.J. Jessen, Kim G. Larsen, Jean-François Raskin, Pierre-Alain Reynier. (Hydac)

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18-11-2010 AFSEC 51

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18-11-2010 AFSEC 52

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18-11-2010 AFSEC 53

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18-11-2010 AFSEC 54

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18-11-2010 AFSEC 55

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18-11-2010 AFSEC 56

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18-11-2010 AFSEC 57

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18-11-2010 AFSEC 58

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18-11-2010 AFSEC 59

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18-11-2010 AFSEC 60

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18-11-2010 AFSEC 61

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18-11-2010 AFSEC 62

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18-11-2010 AFSEC 63

Generalizing this WorkThe case-study

ad-hoc translationad-hoc scriptad-hoc interface

What we did:Defined the interface (inputs & outputs in Simulink).Rewrote the Ruby translator

generic inputs/outputsgeneric strategiesdiscretizes time.

Integrated the workflow inside Simulink.

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18-11-2010 AFSEC 64

Workflow Between TIGA & Simulink

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18-11-2010 AFSEC 65

ResultsFrom a TIGA model and a Simulink model we can

generate the S-function that acts as the discrete controller inside Simulink,simulate the model and validate the controller.