Theoretical Computer Science
Languages, automata, and logic
Handbook of formal languages, vol. 3
Liveness in timed and untimed systems
Information and Computation
LICS '02 Proceedings of the 17th Annual IEEE Symposium on Logic in Computer Science
Small Progress Measures for Solving Parity Games
STACS '00 Proceedings of the 17th Annual Symposium on Theoretical Aspects of Computer Science
Automata-Theoretic Decision of Timed Games
VMCAI '02 Revised Papers from the Third International Workshop on Verification, Model Checking, and Abstract Interpretation
Timed Control Synthesis for External Specifications
STACS '02 Proceedings of the 19th Annual Symposium on Theoretical Aspects of Computer Science
Modularity for Timed and Hybrid Systems
CONCUR '97 Proceedings of the 8th International Conference on Concurrency Theory
Robust Undecidability of Timed and Hybrid Systems
HSCC '00 Proceedings of the Third International Workshop on Hybrid Systems: Computation and Control
HART '97 Proceedings of the International Workshop on Hybrid and Real-Time Systems
A Discrete Strategy Improvement Algorithm for Solving Parity Games
CAV '00 Proceedings of the 12th International Conference on Computer Aided Verification
Almost ASAP semantics: from timed models to timed implementations
Formal Aspects of Computing
Efficient on-the-fly algorithms for the analysis of timed games
CONCUR 2005 - Concurrency Theory
Trading Infinite Memory for Uniform Randomness in Timed Games
HSCC '08 Proceedings of the 11th international workshop on Hybrid Systems: Computation and Control
Timed Parity Games: Complexity and Robustness
FORMATS '08 Proceedings of the 6th international conference on Formal Modeling and Analysis of Timed Systems
Solving parity games in big steps
FSTTCS'07 Proceedings of the 27th international conference on Foundations of software technology and theoretical computer science
Robust analysis of timed automata via channel machines
FOSSACS'08/ETAPS'08 Proceedings of the Theory and practice of software, 11th international conference on Foundations of software science and computational structures
Timed alternating-time temporal logic
FORMATS'06 Proceedings of the 4th international conference on Formal Modeling and Analysis of Timed Systems
HSCC'05 Proceedings of the 8th international conference on Hybrid Systems: computation and control
Timed Parity Games: Complexity and Robustness
FORMATS '08 Proceedings of the 6th international conference on Formal Modeling and Analysis of Timed Systems
From boolean to quantitative synthesis
EMSOFT '11 Proceedings of the ninth ACM international conference on Embedded software
Robust specification of real time components
FORMATS'11 Proceedings of the 9th international conference on Formal modeling and analysis of timed systems
Nash equilibrium in weighted concurrent timed games with reachability objectives
ICDCIT'12 Proceedings of the 8th international conference on Distributed Computing and Internet Technology
Synthesis of memory-efficient, clock-memory free, and non-Zeno safety controllers for timed systems
Information and Computation
Robust synthesis for real-time systems
Theoretical Computer Science
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We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrentin that at each turn, both players independently propose a time delay and an action, and the action with the shorter delay is chosen. To prevent a player from winning by blocking time, we restrict each player to strategies that ensure that the player cannot be responsible for causing a zeno run. First, we present an efficient reduction of these games to turn-based(i.e., nonconcurrent) finite-state(i.e., untimed) parity games. The states of the resulting game are pairs of clock regions of the original game. Our reduction improves the best known complexity for solving timed parity games. Moreover, the rich class of algorithms for classical parity games can now be applied to timed parity games.Second, we consider two restricted classes of strategies for the player that represents the controller in a real-time synthesis problem, namely, limit-robustand bounded-robuststrategies. Using a limit-robust strategy, the controller cannot choose an exact real-valued time delay but must allow for some nonzero jitter in each of its actions. If there is a given lower bound on the jitter, then the strategy is bounded-robust. We show that exact strategies are more powerful than limit-robust strategies, which are more powerful than bounded-robust strategies for any bound. For both kinds of robust strategies, we present efficient reductions to standard timed automaton games. These reductions provide algorithms for the synthesis of robust real-time controllers.