Hardware Reference
In-Depth Information
Part IV
More Applications of the Unknown
Component Problem
The unknown component problem can be applied in several domains, such as:
logic synthesis; model matching; testing; game theory; cryptography (FSM-based
cryptosystems). Logic synthesis has been thoroughly discussed in Part III. In this
part we consider some more applications: supervisory control, testing, game theory,
synthesis with respect to
-specifications.
Chapter 15 introduces the supervisory control problem, that deals with solving
the unknown component problem for the controller's topology, and must also
take into account partial controllability (and partial observability). We show how
to model the problem in the framework of solving language equations for full
controllability and partial controllability; for those cases we characterize controllers
that are solutions. We also introduce the notion of weak controllers that model an
extended class of controllers with respect to a looser notion of partial controllability
that has a natural interpretation.
Chapter 16 addresses the problem of testing a component embedded within
a modular system [131], that is known as the problem of testing in context
or embedded testing. Solving this problem, the modular system is conveniently
represented as two communicating machines, the embedded component machine,
and the context machine that models the remaining part of the system which is
assumed to be correctly implemented.
Chapter 17 discusses the application of language solving to games. First we
summarize some of the existing results in game theory. Then we show how the
theory of this topic and the BALM program can be applied to games. Typically the
rules of the game are described in the fixed part of the description which also keeps
track of the game state. In addition, it is usually convenient to have an output which
indicates if the game has been won and by whom. This reduces the specification to a
simple automaton which monitors this output. The unknown component represents
one players winning strategy, which is to be solved for if it exists. The other player
is represented by unconstrained inputs. To restrict this player to legitimate moves,
we map all illegal moves as a win for the first player. However, a winning strategy
(or at least a non-losing strategy) for the first player is one where he must be able to
win (or tie) no matter what (legal) move the second player makes. The game of tic-
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