Weighted timed games are zero-sum games played by two players on a timed automaton equipped with weights, where one player wants to minimise the cumulative weight while reaching a target. Used in a reactive synthesis perspective, this quantitative extension of timed games allows one to measure the quality of controllers in real-time systems. Weighted timed games are notoriously difficult and quickly undecidable, even when restricted to non-negative weights. For non-negative weights, the largest class that can be analysed has been introduced by Bouyer, Jaziri and Markey in 2015. Though the value problem is undecidable, the authors show how to approximate the value by considering regions with a refined granularity. In this work, we extend this class to incorporate negative weights, allowing one to model energy for instance, and prove that the value can still be approximated, with the same complexity. A small restriction also allows us to obtain a class of decidable weighted timed games with negative weights and an arbitrary number of clocks. In addition, we show that a symbolic algorithm, relying on the paradigm of value iteration, can be used as an approximation/computation schema over these classes. We also consider the special case of untimed weighted games, where the same fragments are solvable in polynomial time: this contrasts with the pseudo-polynomial complexity, known so far, for weighted games without restrictions.
翻译:加权计时游戏是两个玩家在配有重量的定时自动游戏上玩的零和游戏, 其中一个玩家希望在达到目标时要最小化累积重量。 以反应合成角度使用, 这种计时游戏的定量扩展允许一个人测量实时系统中控制器的质量。 加权计时游戏非常困难, 并且很快是不可变的, 即使仅限于非负负加权。 对于非负加权来说, 2015年可以分析的最大类游戏是由Bouyer、 Jaziri和Markey 引入的。 尽管数值问题不可确定, 作者们展示了如何通过考虑有精细颗粒度的区域来接近价值。 在这项工作中, 我们扩展了这个类以负加权重量来衡量实时系统的质量, 允许一个人模拟能量, 并证明价值仍然可以近似, 并且同样的复杂性。 一个小的限制也让我们获得一个具有负重的可变现的加权时间游戏类别, 以及一个任意的时钟数。 此外, 我们展示了一种没有符号的算法, 依靠这个模型, 我们的平面游戏的模型, 也用来研究这些变速/ 。</s>