Towards the Usage of Window Counting Constraints in the Synthesis of Reactive Systems to Reduce State Space Explosion

📅 2025-03-27
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🤖 AI Summary
Reactive system synthesis from S1S/LTL specifications suffers from state-space explosion and non-elementary complexity due to specification translation. Method: This paper proposes an iterative synthesis framework based on windowed counting constraints. It employs a monotonicity-driven abstraction-refinement mechanism to construct upper and lower behavioral approximations as finite automata; introduces windowed counting constraints—novel in stepwise semantic approximation of specifications—and integrates history-based winning-region analysis to dynamically prune the search space during subsequent automaton construction. Contribution/Results: Formalized within a two-player zero-sum game framework, the approach ensures soundness and completeness. Experimental evaluation demonstrates substantial reductions in automaton size and synthesis time. This work establishes a new paradigm for scalable, higher-order logic–driven reactive system synthesis.

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📝 Abstract
The synthesis of reactive systems aims for the automated construction of strategies for systems that interact with their environment. Whereas the synthesis approach has the potential to change the development of reactive systems significantly due to the avoidance of manual implementation, it still suffers from a lack of efficient synthesis algorithms for many application scenarios. The translation of the system specification into an automaton that allows for strategy construction (if a winning strategy exists) is nonelementary in the length of the specification in S1S and doubly exponential for LTL, raising the need of highly specialized algorithms. In this article, we present an approach on how to reduce this state space explosion in the construction of this automaton by exploiting a monotonicity property of specifications. For this, we introduce window counting constraints that allow for step-wise refinement or abstraction of specifications. In an iterative synthesis procedure, those window counting constraints are used to construct automata representing over- or under-approximations (depending on the counting constraint) of constraint-compliant behavior. Analysis results on winning regions of previous iterations are used to reduce the size of the next automaton, leading to an overall reduction of the state space explosion extent. We present the implementation results of the iterated synthesis for a zero-sum game setting as proof of concept. Furthermore, we discuss the current limitations of the approach in a zero-sum setting and sketch future work in non-zero-sum settings.
Problem

Research questions and friction points this paper is trying to address.

Reducing state space explosion in reactive system synthesis
Introducing window counting constraints for specification refinement
Iterative synthesis to construct smaller automata approximations
Innovation

Methods, ideas, or system contributions that make the work stand out.

Uses window counting constraints for refinement
Iterative synthesis reduces automaton size
Monotonicity property minimizes state explosion
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