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Time-Wise Discrete Input and Output Behaviour.
In order to obtain
automatic synthesis procedures for
f
R
P
control problems, we may try to
reduce the model class that is regarded crucial to satisfaction still further. If the
devices to be designed are embedded into a synchronously clocked environment
it makes sense to consider trajectories that are changing state only at evenly
spaced time instants. This is captured by studying
time-wise discrete trajectories
,
where a trajectory
tr
=
kg
2
Traj
is called time-wise discrete i it has discontinuities
only in time instants which are multiples of the time unit. The set of time-wise
discrete trajectories is denoted
DTraj
. Accordingly, the input constraint that
restricts inputs to change only in time instants which are multiples of the time
unit is denoted
DTraj
I
, while the corresponding behavioural output constraint
is denoted
DTraj
O
.
The restriction to such time-wise discrete interface behaviour allows auto-
matic synthesis even for
f
R
P
=
kg
control problems:
f
R
P
Theorem 15.
There is an eective, sound, and
=
kg
-complete (and thus
also
-complete) synthesis procedure for timed controllers when input
and output behaviour is constrained to be time-wise discrete.
fdPe;`
=
kg
Proof.
It is a tedious, yet mostly straightforward exercise to show that for any
formula
f
R
P
-regular
language to real-time based on the convention that one letter per time unit is
traversed. A corresponding
of the
=
kg
fragment,
M
[[
]]
\
DTraj
is an unrolling of an
!
-automaton
Aut
twd
can be eectively constructed
(the construction is fully pursued in [14, chapter 6.3]).
Now, a similar construction as in the proof of the previous theorem can be
applied to
Aut
twd
to obtain an appropriate game graph representing the be-
haviorally constrained synthesis problem. However, this time the game graph
obtained is
!
-regular as
Aut
twd
is an untimed nite automaton and the be-
havioural constraints can also be formalised with untimed automata using the
convention that one letter per time unit is traversed. This eectively reduces the
synthesis problem to strategy construction in
!
-regular games. As algorithms for
the latter are well-known (cf. e.g. [44]), this yields the desired synthesis method.
Details of the construction can be found in [13,14].
!
t
As, for example, the ProCoS gas-burner requirements specication [41] can
be expressed in the
f
R
P
subset of DC, this allows automatic synthesis of a
timed controller directly from the requirements specication of the gas-burner,
which is shown in the next section.
=
kg
3.6
A Case Study: Synthesizing a Synchronous Controller for the
ProCoS Gas-Burner
The ProCoS gas-burner [41,42] is a simple model of a computer-controlled gas-
burner, depicted in Fig. 1. Its embedded controller has just three binary control
lines connected to the environment:
hr
signals heat requests from a thermostat,
fl
signals whether the flame is burning, and
gas
controls the gas valve. The
gas valve is the only actuator in the system, and gas is expected to usually
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