This paper revisits timed games by building upon the semantics introduced in "The Element of Surprise in Timed Games". We introduce some modifications to this semantics for two primary reasons: firstly, we recognize instances where the original semantics appears counterintuitive in the context of controller synthesis; secondly, we present methods to develop efficient zone-based algorithms. Our algorithm successfully addresses timed parity games, and we have implemented it using UppAal's zone library. This prototype effectively demonstrates the feasibility of a zone-based algorithm for parity objectives and a rich semantics for timed interactions between the players.
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