One-Clock Synthesis Problems
Abstract
We study a generalisation of Büchi-Landweber games to the timed setting. The winning condition is specified by a non-deterministic timed automaton, and one of the players can elapse time. We perform a systematic study of synthesis problems in all variants of timed games, depending on which player’s winning condition is specified, and which player’s strategy (or controller, a finite-memory strategy) is sought.
As our main result we prove ubiquitous undecidability in all the variants, both for strategy and controller synthesis, already for winning conditions specified by one-clock automata. This strengthens and generalises previously known undecidability results. We also fully characterise those cases where finite memory is sufficient to win, namely existence of a strategy implies existence of a controller.
All our results are stated in the timed setting, while analogous results hold in the data setting where one-clock automata are replaced by one-register ones.
Keywords and phrases:
timed automata, register automata, Büchi-Landweber games, Church synthesis problem, reactive synthesis problemFunding:
Sławomir Lasota: Partially supported by ERC grant INFSYS, agreement no. 950398 and by the NCN grant 2024/55/B/ST6/01674.Copyright and License:
2012 ACM Subject Classification:
Theory of computation Timed and hybrid models ; Theory of computation Automata over infinite objects ; Theory of computation Quantitative automata ; Theory of computation Logic and verificationEditors:
Meena Mahajan, Florin Manea, Annabelle McIver, and Nguyễn Kim ThắngSeries and Publisher:
Leibniz International Proceedings in Informatics, Schloss Dagstuhl – Leibniz-Zentrum für Informatik
1 Introduction
Nondeterministic timed automata (NTA) are one of the most widespread models of real-time reactive systems with a huge literature. They consist of finite automata extended with real-valued clocks which can be reset and compared by inequality constraints. Since the seminal paper showing PSpace-completeness of the reachability problem [2], NTA found their way to the automatic verification of timed systems, eventually leading to mature tools such as UPPAAL [5], UPPAAL Tiga (timed games) [11], and PRISM (probabilistic timed automata) [24]. One of the restrictions of this model is the lack of determinisation and closure under complementation of NTA languages, as well as undecidability of universality/inclusion problems [2]. One recovers decidability for a restricted subclass of NTA with one clock () [31], and even for alternating timed automata with one clock [25].
Deterministic timed automata (DTA) form a strict subclass of NTA where the next configuration is uniquely determined by the current one and the timed input symbol. This class enjoys stronger properties, such as decidable inclusion problems and complementability [2], and it is used in several applications, such as test generation [30], fault diagnosis [8], learning [37, 36]; timed games [3, 22, 9], and recognisability of timed languages [27].
Timed games and synthesis problems.
There are many variants of timed games in the literature, depending on whether the players must enforce a non-Zeno play, who controls the elapse of time, concurrent actions, winning conditions, etc. [3, 22, 9, 38, 28, 4, 16, 14, 33, 21]. Following prior works [13, 32], we consider asymmetric (only one player can elapse time), infinite-duration turn-based games that can be considered as timed generalisation of Büchi-Landweber games [10]. There are two players, called and , who play taking turns in a strictly alternating fashion. In the th round, chooses a letter from a finite alphabet along with a nonnegative rational time delay , and responds with a letter from a finite alphabet. Together, the players generate an infinite play . The winning set of either or is specified by a nondeterministic timed automaton. For comparison, the easier special case where the winning set is given by a deterministic or history deterministic timed automaton has been previously studied (e.g., [16, 7]). Given our undecidability results, we do not consider a more general symmetric variant in which both players may elapse time.
We investigate the timed reactive synthesis problem, which asks if a given player has a strategy ensuring that every play that conforms to the strategy is winning for that player. We distinguish four variants of this problem, depending on which player’s winning set is specified (note the lack of complement closure of NTA languages) and for which player the winning strategy is sought. We also study the timed Church synthesis problem, which asks if a given player has a winning finite-memory strategy (controller). For , a controller is a DTA whose transitions output letters from ’s alphabet; for , it is a DFA whose transitions output letters from ’s alphabet along with time delays.
This study of timed generalisations of Büchi–Landweber games was initiated in [13] in the setting where ’s winning set is specified by an NTA, and the goal is to synthesise a controller for . The main result of that work is the decidability of the resource-bounded timed Church synthesis problem, in which one seeks a controller using at most clocks, for a fixed . Subsequently, [32] established the undecidability of the unrestricted (resource-unbounded) version, even when ’s winning set is given by a two-clock NTA and ’s controller is sought. The decidability of this problem for (one-clock NTA) winning sets remained open, as did the status of other variants and of timed reactive synthesis. The present paper resolves all of these open questions in the negative.
Contribution.
Given as many as eight different decision problems, one could expect a complex decidability/complexity landscape. As our main technical contribution, we show that this is not the case: all eight decision problems are undecidable already in the simplest case where the winning sets are specified by . These undecidability results significantly strengthen and generalise previously known lower bounds. They also demonstrate that restricting to does not lead to recovery of decidability of synthesis (game solving) problems, similarly as restricting to does not yield decidability of language universality and related problems over infinite words (as opposed to universality and related problems for languages of finite timed words [31]).
Proving undecidability for eight problems required four reductions. The cases where ’s winning set is specified by an are easily shown undecidable by reductions from the universality and sampled universality problems [1, 25]. Undecidability proofs in the other case, where ’s winning set is specified, constitute the technical core of the paper, and proceed by reductions from two undecidable problems for lossy counter machines: boundedness and repeated reachability [29, 34].
Finally, we also address the question of when finite memory is sufficient to win, that is when existence of a strategy implies existence of a controller. On one hand, we prove this finite-memory property for the player whose winning set is specified: for all specifications if this player is , and only for the restricted case of reachability specifications if this player is . On the other hand, we demonstrate that the finite-memory property fails in all other cases: it is not satisfied in general by when his winning set is specified; and the property fails for both and when the opponent’s winning set is specified, even in case of reachability specifications.
It is well known that NTA exhibit close similarity to nondeterministic register automata (NRA), known also as finite-memory automata [23] (see e.g. [20] for a formal connection between the models). Register automata input data values (in place of timestamps) and use registers (in place of clocks) to store data values ([35] is an excellent survey of automata models for data setting). For many language-related problems, like emptiness (reachability), universality or inclusion, register automata admit exactly the same (un)decidability results [15] that are known for timed automata [31, 25]. Language closure properties are also analogous in both settings. Confirming these deep similarities further, [32] proves undecidability of the timed Church synthesis problem for winning sets specified by NTA with two clocks, as well as undecidability of the data Church synthesis for winning sets specified by NRA with two registers. Similar studies of data generalisation of Büchi-Landweber games were also conducted independently in [17] and works cited therein [19, 18]. All our undecidability results transfer from the timed to the data setting: undecidability holds for all the eight variants of data reactive/Church synthesis problems, already when winning sets are specified by (NRA with one register). (These further results exceed the scope of the present paper and are planned to be included in the forthcoming full version of the paper.)
Outline.
We start by defining the setting of timed games and the synthesis problems (Section 2). We also discuss the finite-memory property there. Section 3 is a warm-up where we deal with the easy cases of synthesis problems (’s winning set is specified). Then in Section 4 we define the undecidable problems for lossy counter machines, to be used in the main technical part of the paper, Sections 5 and 6. In the two latter sections we provide the undecidability proofs in the hard case where ’s winning set is specified. The last section contains final remarks. All omitted proofs can be found in the long version of this paper [26].
2 Timed synthesis problems
Let and be nonnegative rational numbers, and positive integers, respectively. We let be a finite set of variables called clocks. A valuation is a mapping (we prefer to use rational values instead of real ones). For a valuation , a delay and a subset of clocks, we define the valuation as , for all , and the valuation as if , and otherwise. A guard on clocks is a conjunction of atomic constraints of the form , where , and . An empty guard is denoted by . A valuation satisfies an atomic constraint if . The satisfaction relation is extended to all guards naturally, and denoted by . We let denote the set of guards over .
Let be a finite alphabet. By a timed word over we mean a finite or infinite sequence where the timestamps are monotone: . Pairs are sometimes called timed letters. Unless stated otherwise, we work with infinite timed words. The sequence of timestamps is determined uniquely by the sequence of delays , where (assuming ). The untiming of , denoted by , is the word obtained by removing timestamps. A timed language is any set of timed words over a fixed alphabet .
Timed automata.
A non-deterministic timed automaton (NTA) consists of , a finite set of locations with denoting the sets of initial and accepting locations, respectively; , a finite set of clocks; , a finite alphabet; and , a finite set of transitions. A transition is written as , omitting and whenever they are or , respectively. A set in place of specifies a set of transitions. The semantics of is a timed transition system such that: is the set of configurations (i.e., location-valuation pairs), is the set of initial configurations, and is the set of edges. We have if and only if is a transition of such that , and . A run in is a sequence of edges of such that . A timed word over labels a run of when, for all , and . We adopt Büchi acceptance: a run is accepting if is visits an accepting location infinitely often, in which case we say that the word that labels that run is accepted by . The language of , denoted , is the set of timed words accepted by .
We also use reachability acceptance, where a run is accepting once it visits an accepting location at least once (like in the setting of finite words). With this acceptance, the language of infinite timed words accepted by an NTA is determined uniquely by the language of finite timed words having a run ending in an accepting location. We write . So defined reachability NTA can be seen as a (strict) subclass of NTA, denoted as reach-NTA.
Apart from reach-NTA, we consider also other subclasses of NTA. For instance consists of nondeterministic timed automata with a fixed number of clocks. DTA is the class of deterministic timed automata, where and for all locations and letters , the guards appearing in transitions of the form form a partition of . We also consider a superclass of 1-resetting timed automata (defined in Section 6), an extension by a limited form of -transitions that reset a clock every time it equals 1. The class of NTA with -transition is strictly more expressive than NTA [6]; we discuss this choice at the end of this section, and in Sections 6 and 7.
We combine the notation for sub- and superclasses and write , , for the one-clock automata from reach-NTA, and for the 1-resetting extension thereof.
Given a timed language, we denote by its complement. The universality problem asks, given , if . This problem is known to be undecidable for [25].
Timed games.
In this paper we consider turn-based games between two players called here and , where a winning condition is given by an (resp. ).
Definition 1.
A timed game consists of finite alphabets of and , respectively, (resp. ) a timed automaton over the product alphabet whose language defines the winning condition, and .
Intuitively, specifies the player who wins a play if it belongs to . As NTA are not stable by complement [2], the choice of the owner of the winning condition is not innocuous, and the winning condition of the opponent may no longer be an NTA language. We investigate decision problems asking about existence of a winning strategy of . Again, the choice of is not innocuous, as we do not know if the games studied by us are determined. In view of our undecidability results, we do not consider a symmetric variant of timed games where both players would submit time delays, as this variant would generalise the above one.
A timed game proceeds in rounds. Each th round () starts by ’s choice of and a delay , followed by a response of . This results in a play which is a timed word over the alphabet , where . wins the play if it belongs to , otherwise its opponent wins.
A strategy for a player is a function that gives its next move as a function of the moves of its opponent up to now. Formally, a strategy for is a function whereas a strategy for is a function . We say that a play conforms to ’s strategy (resp. ’s strategy ) if all (timed) letters in it conform to the strategy’s output: for all (resp., for all ). A strategy is winning for a player if and only if every play that conforms to it is winning for that player (i.e., if and only if this player is the owner).
A controller is a finite-memory strategy represented by a DTA with outputs. Specifically, a ’s controller is a DTA with outputs from , whose transitions are of the form , where is the output. The controller induces the strategy that maps to the last output of the run over . For , the notion of controller is more tricky since it needs to produce timestamps. We let ’s controllers output pairs , where is interpreted as the next delay. Formally, it is defined as a DFA (DTA with no clocks) with outputs from , whose transitions are of the form , where is the output, additionally equipped with an initial move . Note the apparent restriction of ’s controllers, compared to general strategies, namely the set of delays used by a controller is finite. A controller induces the strategy that maps the empty word to , and a nonempty word to the last output of the run over .
Timed synthesis problems.
We investigate decision problems to determine whether wins, i.e., whether has a winning strategy. We distinguish four cases, depending on the choice of and . Furthermore, in each of the four cases we consider two distinct decision problems: given a timed game,
-
the timed reactive synthesis asks if has a winning strategy;
-
the timed Church synthesis asks if has a winning controller.
| coincide for , but not for all | do not coincide, even for | |
| do not coincide, even for | coincide for all |
The problems coincide in some cases (see Table 1 for a summary). Most importantly, if is both the owner of the winning condition, and also the agent of the synthesis problem, then whenever it has a winning strategy it also has a controller. Likewise for , but only in the restricted case of winning conditions:
Theorem 2.
The two synthesis problems coincide, meaning that if has a winning strategy then it has a winning controller, in the following cases:
-
1.
and .
-
2.
and .
In all the remaining cases the two synthesis problems do not coincide, namely existence of a winning strategy does not imply existence of a controller: first, when is both the owner of the winning condition, and also the agent of the synthesis problem, but the winning condition is an arbitrary language; second, when the owner is different from the agent, even in the case of reachability winning conditions:
Theorem 3.
The two synthesis problems may not coincide in the following cases:
-
1.
and .
-
2.
and .
Proof.
-
1.
We start with the case and . Let ’s alphabet be trivial (singleton), and hence omitted below; thus essentially chooses only timestamps. Let ’s alphabet , and let ’s winning condition contain timed words containing some letter ( or ) at distance 1, that is timed words that contain both and , or both and , for some . The condition is readily seen to be recognised by a reachability . has a winning strategy in this game: it wins by always playing the same letter (say ) unless timestamp appeared earlier in the play, in which case it plays the opposite of the letter that was played there. On the other hand, has no winning controller, as winning requires storing unboundedly many different timestamps (together with letters used at them).
For the case and , we choose both alphabets to be trivial (and hence omitted below). The play is thus just a monotonic sequence of timestamps, chosen by . Let ’s winning condition consist of those sequences which either exceed 1 at some point ( for some ), or repeat a timestamp ( for some ). Both conditions, and hence their union, are recognised by reachability . Furthermore, has a winning strategy by producing a Zeno word bounded by 1, but has no winning controller. Indeed, in order to win, should use strictly positive delays only, and therefore, since every controller uses only finitely many different delays, the bound 1 is inevitably exceeded.
-
2.
Consider the case . We use the same idea as in the previous case: can win only by producing a Zeno word. Let ’s alphabet be trivial (hence omitted below); thus essentially chooses only timestamps. Let ’s alphabet be , and let ’s winning condition be the union of two sets: the timed words that never exceed 1 labelled exclusively by , i.e., and for all ; and the timed words such that for some we have , and . has a winning strategy by producing a strictly monotonic Zeno word bounded by 1. On the other hand a violation of strict monotonicity, namely the equality , is punished by playing . Therefore, has no winning controller for the same reason as in the previous case.
Summary of results.
As our main contribution, we obtain undecidability in all cases of both the reactive and Church synthesis problems, even under the very restricted case where the timed winning condition is specified by an (or by a in one of the variants, see Table 2 for a summary). Our reductions in the case of the reactive synthesis problem work uniformly, regardless of which player is the . Therefore Table 2 has six rather than eight entries. These six cases require four different reductions, and hence each table entry indicates the problem we reduce from. When is the owner of the winning condition, some undecidable problems for lossy counter machines (LCM) turn out suitable for reductions, namely repeated reachability and boundedness [34] (these results are the core technical part); and when is the owner, we use two variants of universality of languages (these reductions are comparatively simpler).
| Reactive synthesis | Church synthesis | ||
| any | |||
| LCM repeated reach. (Theorem 7, Section 5) | LCM repeated reach. (Theorem 7, Section 5) | LCM boundedness (Theorem 11, Section 6) | |
| universality (Theorem 4, Section 3) | sampled universality (Theorem 6, Section 3) | universality (Theorem 4, Section 3) | |
The table specifies the class of winning conditions for which we prove undecidability: , except for one exception where we need 1-resetting reachability , a slight extension of reachability that uses a limited form of -transitions that reset the clock whenever it reaches value 1. We believe that resorting to does not weaken our results, for the following two reasons: first, while with -transitions correspond to nondeterministic one-register automata () with guessing (see [20]), still correspond to without guessing; second, all our undecidability results translate from the timed setting to the data setting, where the winning sets are specified by without guessing.
3 is the owner
As a warm-up, we prove undecidability of both synthesis problems in the case where owns the winning condition, by reduction from two variants of the universality problem for (shown undecidable in [25] and [1]).
Theorem 4.
When , the following problems are undecidable:
-
1.
the timed reactive synthesis, irrespectively of ;
-
2.
the timed Church synthesis, when .
Proof.
We reduce from the universality problem (does the language of a given contain all infinite timed words?) [25]. Given an over alphabet , we construct a timed game where ’s alphabet is the singleton , ’s alphabet is , and the winning condition of is (ignoring the letters “”). Therefore, wins if it produces a timed word over that is not in . Thus, has a winning strategy if does not contain all timed words, and has a winning controller otherwise (the trivial memoryless one that keeps emitting “”).
Remark 5.
The reduction does not guarantee the existence of a controller for , because ’s strategy may need to produce an infinite timed word. However, in the case of the strategy only needs to produce a finite prefix, and therefore we obtain HyperAckermann-hardness of both synthesis problems, regardless of and .
For undecidability of the timed Church synthesis problem when , we turn to the sampled universality problem, a variant that assumes the sampled semantics of timed automata. Given , we say that a timed word has granularity if all its timestamps are multiplicities of , and define as the language of all timed words of granularity in . Given an NTA , the sampled universality problem asks if for all , the language contains all timed words of granularity . The problem (called universal sampled universality in [1]) is known to be undecidable for [1, Thm. 3].
Theorem 6.
The timed Church synthesis problem is undecidable when and .
Proof.
We proceed similarly as in Theorem 4, but reduce from the sampled universality problem. Given an over alphabet , we construct the same timed game as in Theorem 4: , , and the winning condition of is (ignoring “”).
If has a winning controller in this game, we take an arbitrary rational such that all positive delays used by are multiplicities of , and deduce that any infinite timed word output by has granularity and is not in .
In the opposite direction, suppose a timed word of granularity is not accepted by . Assume, w.l.o.g., that has a run labeled by . We build a word whose run visits only finitely many different configurations. Let be the maximal constant appearing in the guards of . If the valuations in the run labeled by never exceed , i.e. if always resets the clock when it goes over , then we take and we are done because every valuation is always a multiplicity of and there are finitely many thereof between and . Otherwise, let be the first valuation in the run that exceeds . We obtain by modifying so that every time the valuation in the run is over , it is exactly (using repeating timestamps if necessary), but the run is unchanged when the valuation is at most . Since valuations over are indistinguishable by , is not accepted by . Therefore no accepting locations appear on the run from some point on, and hence the run necessarily forms some loop without accepting locations on it. We replace by the timed word obtained by letting repeat the loop infinitely. Like , the word has granularity and is not in , but is additionally ultimately periodic when seen as a sequence of letter-delay pairs . In consequence, has a winning controller that produces .
4 Lossy counter machines
We now introduce the model to be used in the forthcoming reductions. A lossy counter machine (LCM) is a tuple , where is a finite set of counters, is a finite set of control locations, is the initial control location, and is a finite set of instructions , where and is the operation of increment, decrement, or zero test on some counter . We let denote the sets of instructions incrementing, decrementing, and zero testing counter , respectively. We also let be the set of all instructions affecting .
A configuration of an LCM is a pair where is a control location, and is a counter valuation. Given counter valuations , we write whenever for every . We define two equivalent semantics: the lossy semantics, and the free-test one (corresponding, intuitively, to postponing the losses until zero tests). A run of an LCM under either semantics is a maximal (finite or infinite) sequence of configurations starting from the initial configuration , where , such that for every two consecutive configurations and there exists an instruction such that . Under the lossy semantics, holds if
-
1.
and , where is as except that is incremented by 1; or
-
2.
and , where is as except that is decremented by 1; or
-
3.
, , and .
Under the free-test semantics, holds if
-
1.
and ; or
-
2.
and ; or
-
3.
and is as except that is set to 0.
One can see the free-test semantics as delaying losses until the next zero test, at which point the counter loses its value entirely before proceeding to the next configuration.
We assume, w.l.o.g., that is deterministic, i.e. that for any configuration there exists at most one instruction leading to another configuration. Under the free-test semantics, this implies that a given configuration only has at most one successor. Under the lossy semantics, there may be a number of successor configurations differing only on the counter valuations (how much is lost for each counter after the instruction). Let denote the runs of . We assume, w.l.o.g., that they are all infinite.
The boundedness problem asks whether all runs of a given LCM visit only finitely many configurations, or equivalently whether all runs of are bounded in their valuations. The repeated reachability problem asks if has an infinite run visiting infinitely often a given control location . Both problems are known to be undecidable already for 4 counters [29, Thms. 10,12] (an excellent survey is [34]), and the choice of semantics is irrelevant.
5 is both the owner and the agent
In this section we prove undecidability of both synthesis problems when owns the winning condition, except when (investigated in the next section).
Theorem 7.
When , the following problems are undecidable:
-
the timed reactive synthesis, irrespectively of ;
-
the timed Church synthesis, when .
(Note the symmetry of Theorems 7 and 4 along the exchange of roles of and .)
In the rest of this section we prove Theorem 7 by providing a reduction from the repeated reachability problem for LCM. To this aim we fix a lossy counter machine with four counters and a location , and construct a timed game with the property that has a winning controller if repeatedly reaches , and has a winning strategy otherwise (see Lemma 10). In the proof we assume lossy semantics of . Our approach is inspired by the proof of [32, Thm. 8.4] (we note however substantial differences: timed Church synthesis was considered there with ’s winning condition specified by while we restrict ourselves to , and moreover, there ’s controller was sought, while we seek ’s one).
The idea of reduction.
In the course of the game, is tasked with producing an increasingly longer timed word supposed to be an encoding of a run of . However, may also cheat and produce a timed word which contains an error and therefore is not a correct run encoding. We distinguish four types of errors. In order to prevent from cheating, verifies if the encoding proposed by is correct, and if it is not, has to declare the detected type of error correctly, and immediately, that is in the same round the error occurs. Therefore one way of winning by is to see infinitely often while seeing no error declared by (using cheating or not); or to mislead about the correctness of encoding by cheating and either seeing no immediate error declaration, or seeing an error declaration of wrong type. On the other hand, when manages to declare immediately the correct type of error, the play is winning for it irrespectively of the continuation.
Encoding of runs of .
A central ingredient of our reduction is the encoding of runs of as timed words. Let . We first introduce the valuation encoding. For a valuation define , a finite untimed word consisting of four segments. The set of all such encodings is .
Next, we define the run encoding. The function maps a run to the infinite untimed word . Let be the set of valid untimed encodings.
Intuitively, we exploit the timed structure of a word to enforce the correctness of run encodings (see Lemma 8). To this end, we define a timed language . We specify it using an untimed -regular language which enforces the structural shape of runs of , and timed languages , and , which impose additional timed properties. Let consist of all (untimed) words that satisfy the following regular conditions:
- Block structure:
-
is an infinite interleaving of valuation encodings and instructions, i.e., is of the form with starting from .
- Instruction compatibility:
-
Each instruction’s target state is the source state of the next one, i.e., for every infix we have and for some .
- Consistency with zero tests:
-
every infix of with verifies , i.e., the symbol does not appear in .
Clearly . Let contain all timed words whose untiming is in . We define as the intersection of four timed languages:
where , and are languages of infinite timed words satisfying the conditions given below. For simplicity, we define the condition for (the most intricate), assuming that , as it is irrelevant how it treats words outside .
- Strict monotonicity ():
-
is strictly monotonic (no timestamp repeats).
- Blocks align to unit intervals ():
-
symbols from appear in with consecutive integer timestamps starting from .
- Well-alignment of valuations encodings ():
-
every maximal infix of of the form verifies the following conditions, for all counters :
-
1.
if then , and a timed letter appears in only if appears in ;
-
2.
if , then , and the encoding verifies the case 1 except for a (potential) one extra letter appearing in the beginning of the -segment in within less than one unit of time from the first symbol of .
-
3.
if , then , and the encoding verifies the case 1 except for the first letter appearing in which can not appear in .
-
1.
According to the definition of , every increment (resp. decrement) of a counter results in adding (resp. removing) one letter in the beginning of the -segment. An illustration is provided in Figure 1.
Lemma 8.
.
The timed game.
We define the timed synthesis game where ’s actions are and ’s actions are . For the definition of the winning condition it is crucial that all the languages and can be defined locally: an infinite word belongs to exactly when all (finite) prefixes of belong to a certain local language of finite timed words, which is moreover recognised by a ; and likewise for the , and . Specifically:
-
: the finite prefix satisfies the defining conditions of .
-
: the last two timestamps are nonequal (or the word is of length 1, the border case).
-
: if the last letter is from , then no appears in the last open unit interval, and appears exactly one time unit before the last timestamp; and if the last letter is not from , some occurs less that one unit before the last timestamp. (We omit the border case.)
-
: the last timed letter of the word, if it is , appears also one unit of time before as , except when it is the first letter in the -segment and the last instruction is an increment of . Moreover, when is the first letter in the -segment and the last instruction is a decrement of , the language requires that the first letter in the previous -segment was removed, i.e., its timestamp is strictly smaller that . As before, we conveniently assume that the word is in , as it is irrelevant which words from belong to .
Note that is the most difficult one, and the only one for which we will need non-determinism.
The winning condition is also defined mostly locally, by a combination of restrictions imposed on ’s or ’s moves. To this aim we use the projections of finite words, and , as well as their inverses and . We define ’s winning set as
where is the (untimed) regular language “the location appears infinitely often”, stands for the language of those infinite timed words which have some prefix in , and itself is the following union of languages of finite timed words:
| ( wrongly claims an error) | ||||
| ( wrongly claims an error) | ||||
| ( wrongly claims a error) | ||||
Thus, wins if is occurring infinitely often and declares no error, i.e., plays exclusively moves, or some finite prefix of play is in , namely declares a wrong type of error. Specifically, declares , or in the round when the corresponding local condition holds, or in the round when either the local condition holds, or some of the other three local conditions fails. Intuitively, , or are prioritised over : in order to win by declaring an error, must declare , or if the corresponding local condition fails, and may only declare otherwise.
Lemma 9.
is recognised by an .
Correctness of reduction.
We prove the following lemma:
Lemma 10.
has a winning controller if repeatedly reaches , and has a winning strategy otherwise.
Proof.
Due to a well-quasi-order on configurations and the lossy semantics, if repeatedly reaches then has a lasso run repeatedly reaching [34]: a run that is cyclic from some point on. The run is thus bounded by some , and has a winning controller that produces an encoding of this run of granularity at most . Indeed, with this granularity, can encode all potential valuations by using “slots” in an interval of length for each of the segments.
Conversely, if does not repeatedly reach then whenever produces a correct run it necessarily visits finitely often. Then has a winning strategy that records all the history and keeps playing as long as is not cheating, and is able to detect all kinds of errors produced by in case cheats.
6 is the owner but not the agent
In this section we prove undecidability in the last remaining case:
Theorem 11.
The timed Church synthesis problem is undecidable when and .
(Note the similarity of Theorems 11 and 6 along the exchange of roles of and .)
We reduce from the LCM boundedness problem, assuming free-test semantics. Let us fix a 4-counter LCM , where . Let and . We define a timed game with ’s winning condition such that has a winning controller if and only if is bounded.
1-resetting .
In this case, we need a slight extension of to define winning conditions and controllers: NTA with 1 clock and very limited form of -transitions that reset the clock every time it equals 1. Let denote the set of fractional parts. For any time value , let denote its fractional part, i.e., the unique value in such that for some . If is a valuation, denotes the valuation .
A 1-resetting () is an as defined in Section 2 with only the following modification: (with ) if and only if is a transition of such that , and . The 1-resetting can be simulated using with -transitions: in every location add a self-loop .
The idea of reduction.
Intuitively speaking, is tasked with simulating a run of , and can point out when they think that made a mistake in the simulation. More specifically, will play instructions of , and the time values will be used to encode the valuations of counters, as described below (the encoding is different from the one in the previous section). After each move by , can either say that the simulation is correct so far, or that made a mistake in their last move. In the former case, if actually made a mistake then wins ( must point out any mistake), and if there was no mistake then the game continues (if the game continues like this forever, wins). In the latter case, the game is essentially immediately over: either is right and made a mistake, which will be winning for , or is wrong and ’s last move was correct, in which case will be winning.
The way time is used to encode counter valuations is the following. The fractional part of a timestamp acts as an identifier which allows an increment to be later matched with a corresponding decrement. For instance, an increment at time 2.314 can be later matched with a decrement at time 7.314. With this, the valuation of a counter is simply the number of increments/fractional parts that have not been matched with a later decrement with the same fractional part. See Figure 2 for an illustration.
An obvious implementation of this idea would require, in the case where a fractional part is used for the first time ever in an incrementing instruction, checking that it is fresh using unrestricted “guessing” -transition (i.e., guess the fractional part before the first instruction, then check it never appears until the very last position). To avoid this, we introduce a pool of fractional parts at the start of the run encoding, denoted by the symbol “”. The idea is that must include at the beginning a number of relevant fractional parts that will be used later in the run encoding. Then, we can eliminate time guessing by instead non-deterministically choosing a position in the pool, resetting the clock at that point and then every time it equals 1. If the last position in the word is the only position seen with the clock exactly at zero, then we know this fractional part was never used before.
The encoding of runs of .
We define a timed word encoding of runs of in three parts. First, we capture the regular properties of their projection onto . Let be the natural projection. Define as the set of all finite timed words such that , instruction starts from the initial location, and each is compatible with in the sense defined earlier.
It remains to state the role of timestamps, on positions with a symbol in , in maintaining the valuations of . Consider a finite timed word . We say that a fractional part is active for counter in if the last timed letter with and increments () and appears after the last zero-test of . Conversely, is inactive for in if since the last zero-test of there is no occurrence of with an instruction involving or if the last such occurrence is in . For any prefix of a run encoding, the corresponding valuation of counter is the number of distinct fractional parts that are active for . Let denote this valuation.
Recall the form of runs of : , as an alternating sequence of configurations and instructions, with . We inductively define , a finite alternating sequence of configurations and instructions associated with any :
Note that need not be a run of for two reasons. First, valuations need not be correlated with the instructions (e.g., a run may feature an incrementing instruction while the corresponding valuation remains unchanged or decreases). Second, a decrementing instruction may occur even when the valuation of the corresponding counter is zero. Conversely, if valuations are updated correctly and decrementing instructions occur only when the valuation is non-zero, then ensures that is a valid run of . To enforce validity, we introduce rules that must be satisfied by the timestamp of every instruction occurring in :
- Rule 1:
-
If , then the fractional part of must be inactive for .
- Rule 2:
-
If , then the fractional part of must be active for .
It is easy to see that following both rules guarantees maintaining the correct counter valuations. Moreover, it prevents one from adding a decrementing instruction when the counter valuation is zero, as there would be no active fractional part to pick. Note that there are no constraints on zero-test instructions, their timestamps are irrelevant.
Claim 12.
If all instructions in satisfy Rules 1 and 2, then is a run of .
The timed game.
For each of the two rules, we now define a language of finite timed words that requires that the rule is satisfied by the last letter, and another one that requires that the rule is broken. Let be the language of finite timed words where the last letter is an increment instruction that breaks Rule 1. Moreover, let be the language of words where the last letter satisfies Rule 1 and the last fractional part is in the pool. Note that any timed word ending in either a decrementing or zero-test instruction is in , and is not in . is recognised by the 1-resetting reachability given in Figure 3, while is recognised by the 1-resetting reachability given in Figure 4.
The languages and are readily seen to be disjoint. Note however that the languages are not complements. Indeed, a word that satisfies Rule 1 but whose last fractional part does not appear in the pool at the beginning belongs to neither language.
The definitions and automata for and mirror those of and respectively, with being the language of words breaking Rule 2 where the last fractional part is in the pool, and being the language of words where the last letter satisfies Rule 2. Again, a word not ending in a decrement is automatically in and not in .
Let and . We define ’s winning condition as the following language of infinite timed words:
Intuitively, wins if at any point makes a mistake in its claim by playing when the sequence given by is actually correct or playing when there is an error. However the play continues after this point, will be winning. On the other hand, wins if either it plays at a point in which the play is not in , and then any continuation will be outside of , or if it plays forever while the play is never in . Note that the case where plays outside of is covered both by not being in , so can play if this happens and win, or by not being in , so can play if this happens and win as well.
Lemma 13.
is recognised by a .
Proof.
Both and are recognisable by 1-resetting reachability s. For this follows from the closure of under union of languages, and intersection with does not add clocks. As for , although intersection typically adds up the numbers of clocks, we can branch based on the final letter to simulate either or , requiring only one clock.
Correctness.
Before stating correctness of the reduction, let us give some intuition about the pool at the beginning of the play. It is in ’s best interest to accurately list as many fractional parts that will be used later, but only finitely many. The finite part is obvious: if only plays forever then just plays forever and wins, so must start the real run encoding at some point. The incentive for to play many fractional parts comes from its winning condition: it wins if makes a mistake. For example, if plays an increment transition with some inactive fractional part and answers with , wins iff the play is in . But accepts only if the last fractional part occurs in the pool. So if is not in the pool, the play is not in (despite being a correct encoding of a run), and wins by playing . On the other hand, there is no possible disadvantage to adding more fractional parts to the pool, even some that will never be used later, and so this is ’s incentive for filling the pool as much as possible.
Lemma 14.
Let . We have the following implications:
-
1.
all prefixes of satisfy .
-
2.
some prefix of satisfies , , and .
Proof.
-
1.
By induction on prefixes of . The base case, for prefixes where has only played letters so far, is trivial. Let be a prefix of . Since is prefix-closed and is a prefix of , . Assume by induction hypothesis that all strict prefixes of are not in . Let with , , and let . We look at the different cases for to show that .
-
Suppose . We have , , and . Thus , and from this we have that is inactive for in . This does not mean that as could be missing from the pool, but it does mean that as can only accept if the last fractional part is already active. Thus .
-
Suppose . Since the run is correct, we have that and , so must be active for in . Then which implies .
-
If then is trivially accepted by and thus .
-
-
2.
If , there is some prefix of such that and . This is because at least all prefixes of the form are encoding the empty run, which belongs to .
We look at the different cases for to show that . Again, we let .
-
Suppose . We have , , and . This means that is not the correct valuation, that is . From this, we deduce that is active for in , otherwise would be correct. Therefore , which implies .
-
Suppose . There are two possible reasons for not to be in : either is wrong, or . In the first case, we deduce similarly to the increment case that is inactive for in . In the second case, it means that there are no active fractional part for in , therefore can only be inactive also. In both cases, being inactive does not mean that , as might be missing from the pool. However, this still means that because only accepts if the last fractional part is active. Then we have that .
-
If then we immediately get a contradiction because by definition will be correct so must be in .
-
Note that we cannot state for the first part and for the second part, again because the pool may be missing the crucial fractional part needed for this. However, this lemma is enough to prove correctness of the reduction:
Theorem 15.
is bounded if and only if has a winning controller.
Proof.
Assume is bounded by . We build a controller for that will correctly detect the first time a mistake happens in the encoding of the run. This assumes that before that point the number of active fractional parts for a given counter never goes above . This controller is a 1-resetting DTA using clocks over input timed words with alphabet and outputs in .
Let be the set of clocks of . Intuitively, clocks are assigned to counter and will “store” fractional parts that are active for . By “storing” a fractional part , we mean that this clock has value 0 exactly at timestamps whose fractional part is . The state space of keeps track of which clocks are considered active for their respective counters. The initial state is the empty set. also ignores the initial pool of data and always outputs on those.
When reading an increment for with time , outputs if any of the clocks indicated as active for by the state is at value exactly 0, and otherwise. If it has output , it goes to a sink state that always output . Otherwise, it resets the first clock marked as inactive, and then it marks this clock as active. If there is no such free clock, it goes to an error state that outputs whatever.
Similarly, when reading a decrement for with time , outputs if no active clock has value 0, otherwise. By construction, no two clocks can have value 0 at the same time. If the output was , it goes to the same sink state as before. Otherwise, it removes that clock from the set of active clocks in the state.
Reading a zero-test transition for counter makes output and reset the set of active clocks for to .
First we show that is accurate for runs bounded by :
Lemma 16.
For any play that conforms to that never has more than active fractional parts for any counter, if and only if . Moreover, if , the valuation of a counter is exactly the number of clocks marked as active by the state of , each of those clocks stores one of the active fractional parts, and those clocks are pairwise different.
Proof.
We show this by induction on . Again, this is trivial for any play of the form . Assuming the above holds for and that has always output so far, let us consider some continuation with .
- Case 1a:
-
If is a incrementing instruction and is inactive for in , then and therefore . If then the proof is finished and ’s behaviour after this point does not matter. Otherwise, and by induction hypothesis there are exactly distinct fractional parts active for in and in exactly as many clocks of assigned to . Moreover, is in none of them. In that case, outputs , and stores in one free clock assigned to , which we know there is at least one. Then all properties are satisfied by .
- Case 1b:
-
If is a incrementing instruction and is active for in , then . Again by induction hypothesis must be in one of the clocks of assigned to and marked as active. Therefore, outputs and we are done.
Cases 2a and 2b for a decrementing instruction with an active or inactive fractional part respectively are very similar.
Case 3 for a zero-test instruction is also easy: as zero-test instructions are always available under free-test semantics, is immediate, always outputs , and all clocks are marked as inactive which coincide with the valuation being set to 0.
Returning to the proof of Theorem 15, we now show that is a winning controller for . Let be a play.
Let be an unbounded run of . Assume towards a contradiction that there exists some controller that is winning for . Let be the finite set of guards appearing in , and . Given some guard and a clock valuation , let . As is a conjunction of constraints, is either empty, a singleton, or an interval. Thus, if there are two distinct then any is also in .
At some point, goes from to for the valuation of some counter using some incrementing instruction . Let be a timed word that correctly encodes until just before , with fractional parts active at the end of . For simplicity, we take , and assume that has those fractional parts in the pool. Moreover, we also put in the pool an inactive fractional part between every and .
Let us now consider what does on this word. Necessarily must have output only so far, otherwise would win. On a new action , it must necessarily output if as those are active fractional parts, and therefore should not be used for a new increment. But on any other timestamp, if the corresponding fractional part is in the pool, it must output to not lose immediately. From ’s current state, there are less than transitions outputting . So at least one of them can be fired with at least two distinct active fractional parts. But as we have seen earlier, this means any timestamp between those two can also fire this transition. We have at least one inactive fractional part in the pool between the two active ones, and there is a timestamp with this fractional part that can fire the transition, outputting . Thus, we get a contradiction.
Note that the existence of a controller and a strategy are not equivalent here: always has a winning strategy, but only has a winning controller if is bounded.
7 Conclusion
The main contribution of this paper is to solve the problem left open in [13, 32] by proving that all the variants of timed synthesis problems are undecidable for winning sets specified already by . The only exception is Theorem 11 in Section 6 where we need to extend (reachability) by a very limited form of -transitions. While we believe that these -transitions may be eliminated, we consider the current result as a satisfactory solution of the open problem: all our undecidability results translate from timed setting to data setting where winning sets are specified using nondeterministic one-register automata (), and neither -transitions nor guessing are needed there.
One of the motivations for studying timed/data synthesis in [13, 32] was a potential application to solving the deterministic separability question: given two nondeterministic NTA (resp. NRA) over finite timed (resp. data) words, with disjoint languages , is there a DTA (DRA) whose language separates from , namely includes one of them and is disjoint from the other. Decidability of resource-bounded timed/data synthesis is used in [13, 32] to obtain decidability of resource-bounded deterministic separability, where one a priori bounds the number of clocks/registers in a separating automaton. Decidability status of the unrestricted deterministic separability still remains open. Also a related problem of deterministic membership, where given a nondeterministic NTA, one asks if its language is accepted by some deterministic DTA, is undecidable even for [12]. On the other hand it decomes decidable if the number of clocks in a deterministic timed automaton is a priori bounded [12].
Knowing that winning sets yield ubiquitous undecidability of synthesis problems, a natural follow-up questions is to ask if the situation changes when one restricts to subclasses of , for instance to reachability winning sets. Since deterministic separability over finite words reduces to timed games with reachability NTA winning conditions, this could help solve deterministic separability of languages.
Finally, we recall that we do not know if the games studied in this paper are determined, namely if one of the players has always a winning strategy.
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