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

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

2 Overview Timed Games. Algorithm (CONCUR 05). Strategies. Code generation. Architecture of UPPAAL-TIGA. Timed Games with Partial Observability. Algorithm (ATVA 07) AFSEC 2

3 Controller Synthesis/TGA Given System moves S, Controller moves C, and a property φ, find a strategy S c s.t. S c S φ, or prove there is no such strategy AFSEC 3

4 Timed Game Automata Introduced 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, or prevent delay by taking a controllable move AFSEC 4

5 Timed Game Automata Timed automata with controllable and uncontrollable transitions. Reachability & safety games. control: A<> TGA.goal control: A[] not TGA.L4 Memoryless strategy: state action AFSEC 5

6 TGA Let s Play! control: A<> TGA.goal x<1 : λ x==1 : c x<2 : λ x 2 : c Strategy x 1 : c x<1 : λ x==1 : c Note: This is one strategy. There are other solutions AFSEC 6

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 EXPTIMEcomplete. [Cassez & al. 05] Efficient on-the-fly algorithm for safety & reachability games AFSEC 7

8 Algorithm On-the-fly forward algorithm with a backward fix-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 AFSEC 8

9 AFSEC 9

10 Backward Propagation L0 L1 L2 L Backpropagate when goal is reached. Note: This is not a strategy, it s only the set of winning states AFSEC 10

11 Backward Propagation B G pred t B Predecessors of G avoiding B? AFSEC 11

12 AFSEC 12 pred t From Federation to Zone U I U U UI = = ) \ ) (( ) \ ( ), ( ), ( ), ( B B G B G B G pred B G pred B G pred t i j i j j i t j i t

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, Back-propagate winning states & BFS+DFS. Back-propagate losing states & BFS-BFS. add back-propagation of winning+losing states AFSEC 13

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: φ Property satisfied iff φ is reachable but the obtained strategy is maximal AFSEC 14

15 Cooperative Strategies State-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. Maximal partition with winning strategies AFSEC 15

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 AFSEC 16

17 Winning States Strategy wait L0 L1 Also possible past L0 L1 L0 L1 L0 wait wait L1 goal past L1 L2 L3 L2 wait L3 L1 L Winning states Strategy past AFSEC 17

18 Strategies as Partitions Built 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 AFSEC 18

19 Code Generation Mapping state action. # entries = # states. Decision graph state action. # tests = # variables. More compact. Based on a hybrid BDD/CDD with multi-terminals AFSEC 19

20 Decision Graph BDD: boolean variables. CDD: constraints on clocks. Multi-terminals: actions. It works because we have a partition AFSEC 20

21 Graph Reduction Testing consecutive bits: Replace by one testing with a mask. Can span on several variables AFSEC 21

22 Decision Graph AFSEC 22

23 Pipeline Architecture Pipeline Components Source Sink Data Buffer State Filter Successor AFSEC 23

24 Pipeline Architecture Transition Successor Delay Extrapolation + Source s,f forward. State-graph Inclusion check+add Destination s,b backward. Predecessor Waiting queue s*,b pred t update? s,f s,b win lose? update? AFSEC 24

25 Query Language (4) Partial observable systems: { obs1, obs2 } control: reachability safety Generate 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 Cassez JF Raskin Didier Lime AFSEC 25

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 Chatain Peter Bulychev AFSEC 26

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 goals goal states defined by queries, not necessarily winning Fixpoint: Win = SOTF(goal) while (Win goal) goal goal = Win goal Win = SOTF(goal) done return S 0 Win Didier Lime AFSEC 27

28 Application: Non-zeno Strategies Add a monitor with the rest of the system. Ask control: A[] (p && A<> Monitor.Check) x==1 x=0 u Check AFSEC 28

29 Timed Games with 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 AFSEC 29

30 Results Discrete event systems [Kupferman & Vardi 99, Reif 84, Arnold & al. 03]. Game given as modal logic formula: Fullobservation 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 AFSEC 30

31 Franck Cassez ATVA 07 State Based Full Observation 2-player reachability game, controllable + uncontrollable actions. Full observation: in l 2 do c 1, in l 3 do c AFSEC 31

32 Franck Cassez ATVA 07 State Based Partial Observation Partition the state-space l 2 =l 3. Can t win here AFSEC 32

33 Franck Cassez ATVA 07 State Based Partial Observation AFSEC 33

34 Franck Cassez ATVA 07 Observation For Timed Systems AFSEC 34

35 Franck Cassez ATVA 07 Stuttering-Free Invariant Observations AFSEC 35

36 TGA with PO: Rules If 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, or player 2 can delay as long as c is not enabled and the observation stays the same. c is urgent. If player 1 wants to delay, then player 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 AFSEC 36

37 On-the-Fly Algorithm AFSEC 37

38 Algorithm Partition 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 change of observation O1 O2 O3 O1 O2 O AFSEC 38

39 Algorithm with Reachability Objective 1 W AFSEC 39

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. Sink α : sink states by doing α AFSEC 40

41 Sets of Symbolic States & Successors Next α (W): sets of symbolic successors for some action α. O 1 α Next α (W) O 2 α Next α (W) O 3 Set W of symbolic states within one observation. Next α : do {α asap and wait for α} until change of observation AFSEC 41

42 Forward Phase Update Win, Losing, graph. Continue forward. Back-propagate if necessary. Detect deadlocks. Partition successors AFSEC 42

43 Backward Phase If 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 AFSEC 43

44 Algorithm Initial state in some partition. Compute successors { set of states } w.r.t. a controllable action. Successors distinguished by observations AFSEC 44

45 Algorithm Construct the graph of sets of symbolic states. Back-propagate winning/losing states AFSEC 45

46 Notes Stuttering-free invariant observations sinks possible in observations (deadlock/livelock/loop) Actions are urgent delay until actions are enabled (or observation changes) AFSEC 46

47 Algorithm Forward exploration constrained by action + observations delay special Back-propagation. If all successors a are winning, declare current state winning, strategy: take action a. If one successor a is losing, avoid action a. If no action is winning the current state is losing AFSEC 47

48 Example Observations: L, H, E, B, y in [0,1[ AFSEC 48

49 Example Memoryful Strategy Partition: y Ly Hy L H Ey E Actions: delay y=0 eject! Controllable with y [0,½[, not with y [0,1[ AFSEC 49

50 Case-Studies [FORMATS 07] Guided Controller Synthesis Using UPPAAL-TIGA. Jan Jakob Jessen, Jacob Illum Rasmussen, Kim G. Larsen, Alexandre David. [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) AFSEC 50

51 AFSEC 51

52 AFSEC 52

53 AFSEC 53

54 AFSEC 54

55 AFSEC 55

56 AFSEC 56

57 AFSEC 57

58 AFSEC 58

59 AFSEC 59

60 AFSEC 60

61 AFSEC 61

62 AFSEC 62

63 Generalizing this Work The case-study ad-hoc translation ad-hoc script ad-hoc interface What we did: Defined the interface (inputs & outputs in Simulink). Rewrote the Ruby translator generic inputs/outputs generic strategies discretizes time. Integrated the workflow inside Simulink AFSEC 63

64 Workflow Between TIGA & Simulink AFSEC 64

65 Results From 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 AFSEC 65

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