Synthesis of Reactive(1) designs,☆☆

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Abstract

We address the problem of automatically synthesizing digital designs from linear-time specifications. We consider various classes of specifications that can be synthesized with effort quadratic in the number of states of the reactive system, where we measure effort in symbolic steps. The synthesis algorithm is based on a novel type of game called General Reactivity of rank 1 (gr(1)), with a winning condition of the form(□ ◊p1□ ◊pm)(□ ◊q1□ ◊qn), where each pi and qi is a Boolean combination of atomic propositions. We show symbolic algorithms to solve this game, to build a winning strategy and several ways to optimize the winning strategy and to extract a system from it. We also show how to use gr(1) games to solve the synthesis of ltl specifications in many interesting cases. As empirical evidence to the generality and efficiency of our approach we include a significant case study. We describe the formal specifications and the synthesis process applied to a bus arbiter, which is a realistic industrial hardware specification of modest size.

Highlights

► We automatically synthesize linear temporal logic specification to digital designs. ► Our approach is based on syntactically restricting the specification the user is allowed to write. ► This restriction leads to efficient symbolic algorithms for synthesis. ► We give empirical evidence to show the generality and efficiency of our approach. ► Using our approach we synthesize modest size realistic industrial hardware design.

Keywords

Property synthesis
Realizability
Game theory

Cited by (0)

This work was supported by the European Commission under contracts 507219 (PROSYD), 217069 (COCONUT), and 248613 (DIAMOND).

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This paper is based on the following papers: Piterman et al. (2006) [1] and Bloem et al. (2007) [2], [3].