Towards the Usage of Window Counting Constraints in the Synthesis of Reactive Systems to Reduce State Space Explosion
Linda Feeken, Martin Fränzle
TL;DR
The paper tackles state-space explosion in reactive-systems synthesis by introducing window counting constraints, which impose monotone, sliding-window requirements on how often actions are chosen in a game. It develops an incremental synthesis approach that starts from small counting windows and progressively enlarges them, reusing information from earlier increments to prune the growing automata via situation graphs. A monotonicity theorem underpins the method, enabling safe refinement and guiding when to abandon parts of the search space. The approach supports multiple winning conditions (safety, reachability, Büchi, co-Büchi, parity) and demonstrates significant memory/time savings in zero-sum experiments, with future work aimed at cooperative/environmental settings, new constraint types, symbolic representations, and symmetric systems.
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.
