TY - GEN
T1 - Game solving for industrial automation and control
AU - Cheng, Chih Hong
AU - Geisinger, Michael
AU - Ruess, Harald
AU - Buckl, Christian
AU - Knoll, Alois
PY - 2012
Y1 - 2012
N2 - An ongoing effort within the community of verification and program analysis is to raise the level of abstraction in programming by automatic synthesis. In this paper, we demonstrate how our synthesis engine GAVS+ achieves this goal by automatically creating control code for the FESTO Modular Production System. The overall approach is model-driven: we reinterpret planning domain definition language (PDDL) as a design contract to model two-player games played between control and environment, such that users can describe (i) basic abilities of hardware components, including sensors (as environment moves) and actuators (as control moves), (ii) topologies how components are interconnected, and (iii) desired specification under a restricted class of linear temporal logic. The model is processed by our game-based synthesis engine, from which intermediate code is generated. By mapping each behavioral-level action to a sequence of low-level PLC control commands, we transform the intermediate code into an executable program. The efficiency of our engine enables to synthesize every scenario presented in this paper within seconds. When the specification evolves, this implies a huge time-gain compared to manual program modification.
AB - An ongoing effort within the community of verification and program analysis is to raise the level of abstraction in programming by automatic synthesis. In this paper, we demonstrate how our synthesis engine GAVS+ achieves this goal by automatically creating control code for the FESTO Modular Production System. The overall approach is model-driven: we reinterpret planning domain definition language (PDDL) as a design contract to model two-player games played between control and environment, such that users can describe (i) basic abilities of hardware components, including sensors (as environment moves) and actuators (as control moves), (ii) topologies how components are interconnected, and (iii) desired specification under a restricted class of linear temporal logic. The model is processed by our game-based synthesis engine, from which intermediate code is generated. By mapping each behavioral-level action to a sequence of low-level PLC control commands, we transform the intermediate code into an executable program. The efficiency of our engine enables to synthesize every scenario presented in this paper within seconds. When the specification evolves, this implies a huge time-gain compared to manual program modification.
UR - http://www.scopus.com/inward/record.url?scp=84864486955&partnerID=8YFLogxK
U2 - 10.1109/ICRA.2012.6224814
DO - 10.1109/ICRA.2012.6224814
M3 - Conference contribution
AN - SCOPUS:84864486955
SN - 9781467314039
T3 - Proceedings - IEEE International Conference on Robotics and Automation
SP - 4367
EP - 4372
BT - 2012 IEEE International Conference on Robotics and Automation, ICRA 2012
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2012 IEEE International Conference on Robotics and Automation, ICRA 2012
Y2 - 14 May 2012 through 18 May 2012
ER -