A Petri net is distributed if its elements can be assigned to a set of locations so that each element belongs to exactly one location, and each transition belongs to the same location as its input places. We define an asynchronous game played on the unfolding of a distributed net with two locations, the 'User' and the 'Environment'. The user can control the transitions in its location. A play in the game is a run in the unfolding, together with a sequence of cuts in that run. The rules of the game require that the environment satisfies a progress constraint: no transition in its location can be indefinitely postponed. In the general case, the game can be defined so that the user can observe only some transitions. In this paper, we only consider the case in which all transitions are observable, and study a reachability problem, in which the user tries to fire a target transition. We propose an algorithm which decides if the user has a winning strategy and, if so, computes a winning strategy.
Adobbati, F., Bernardinello, L., Pomello, L. (2019). An asynchronous game on distributed petri nets. In Petri Nets and Software Engineering. 2019 International Workshop on Petri Nets and Software Engineering, PNSE 2019; Aachen; Germany; 23-28 June 2019 (pp.17-36). CEUR-WS.
An asynchronous game on distributed petri nets
Adobbati, F;Bernardinello, L;Pomello, L
2019
Abstract
A Petri net is distributed if its elements can be assigned to a set of locations so that each element belongs to exactly one location, and each transition belongs to the same location as its input places. We define an asynchronous game played on the unfolding of a distributed net with two locations, the 'User' and the 'Environment'. The user can control the transitions in its location. A play in the game is a run in the unfolding, together with a sequence of cuts in that run. The rules of the game require that the environment satisfies a progress constraint: no transition in its location can be indefinitely postponed. In the general case, the game can be defined so that the user can observe only some transitions. In this paper, we only consider the case in which all transitions are observable, and study a reachability problem, in which the user tries to fire a target transition. We propose an algorithm which decides if the user has a winning strategy and, if so, computes a winning strategy.File | Dimensione | Formato | |
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