In this paper, we investigate the synthesis problem of terminating reactive systems from quantitative specifications. Such systems are modeled as finite transducers whose executions are represented as finite words in $(I\times O)^*$, where $I,O$ are finite sets of input and output symbols, respectively. A weighted specification $S$ assigns a rational value (or $-\infty$) to words in $(I\times O)^*$, and we consider three kinds of objectives for synthesis, namely threshold objectives where the system's executions are required to be above some given threshold, best-value and approximate objectives where the system is required to perform as best as it can by providing output symbols that yield the best value and $\varepsilon$-best value respectively w.r.t. $S$. We establish a landscape of decidability results for these three objectives and weighted specifications with partial domain over finite words given by deterministic weighted automata equipped with sum, discounted-sum and average measures. The resulting objectives are not regular in general and we develop an infinite game framework to solve the corresponding synthesis problems, namely the class of (weighted) critical prefix games.
翻译:在本文中,我们调查了用数量规格终止反应系统的综合问题。这些系统以有限转导器为模型,其处决以美元(I\times O) = $(美元) = $(美元) = $(美元) = 美元,其中美元是输入和输出符号的有限数组。加权规格将合理值(或美元-美元)定为$(I\times O) = $ = = 美元,我们考虑综合的三种目标,即要求系统处决超过某种特定阈值、最佳价值和近似目标的临界值,而该系统则需要尽可能以美元(美元) = $(美元) = $(美元) = 美元(美元) = 。我们为这三个目标设定了一种可分解结果的景观,而加权规格则部分范围超过限定值,由带有总和平均计量的确定性加权的加权的加权自动数据提供。由此形成的目标不是常规的,我们制定了一个无限的游戏框架,用以解决相应的合成问题,即关键游戏前的游戏(重量级) 。