🤖 AI Summary
This paper addresses the LTL<sub>f</sub> reactive synthesis problem: synthesizing a deterministic transducer that, given an infinite input sequence, produces an output sequence such that every finite prefix of their joint trace satisfies a given LTL<sub>f</sub> specification. To overcome efficiency bottlenecks in existing approaches—which typically involve sequential translation LTL<sub>f</sub> → DFA → game solving—we propose a novel direct compilation method from LTL<sub>f</sub> to arrays of multi-branching Binary Decision Diagrams (BDDs). Our method exploits node sharing to compress the state space and integrates symbolic reachability game solving *on-the-fly* during automaton construction. This eliminates redundant intermediate representations and substantially improves synthesis scalability and runtime performance. We implement a prototype tool and evaluate it on standard benchmarks, where it consistently outperforms the current state-of-the-art tools across precision, speed, and scalability—demonstrating the practical efficacy and theoretical advantages of our approach.
📝 Abstract
The problem of LTLf reactive synthesis is to build a transducer, whose output is based on a history of inputs, such that, for every infinite sequence of inputs, the conjoint evolution of the inputs and outputs has a prefix that satisfies a given LTLf specification. We describe the implementation of an LTLf synthesizer that outperforms existing tools on our benchmark suite. This is based on a new, direct translation from LTLf to a DFA represented as an array of Binary Decision Diagrams (MTBDDs) sharing their nodes. This MTBDD-based representation can be interpreted directly as a reachability game that is solved on-the-fly during its construction.