So, the idea is that we should have very simple formalism which somehow captures or is close
enough to the notions of equivalence. I guess that in the lecture we have already covered
strong dissimilarity, weak dissimilarity to one, and trace equivalence. So ideally we
should have a formalism which is at least invariant under strong dissimilarity which
means that if you have two states which are strongly dissimilar they are as good as, well
maybe not identical, but they should be described by the same formulas. And on the other hand
if they are described by the same formulas, well at least in some cases it would be nice,
it would be almost like strongly dissimilar. And this should be also formalism which has
nice computational properties which is not too complex, like first of the logic for example,
you know, right, from glowing. So of course we could design first of the logic for label
transition systems very naturally. So for every a in the set of actions you think of
binary relation at a or however, whatever symbol you want to use for this. And then
you can write all sorts of formulas such like there exists x such that, or there exists
y such that x is in relation with y and y is not related by a to itself. So something
which should be, this kind of formula would be satisfied by this process if this is our
case, right. Fair enough. But is this a good formula? I mean first of all we know that
the first order logic is not decidable, I don't know if you remember this from glowing,
or whether this was mentioned somewhere. Do you remember what it means to be decidable,
or maybe it was used even during the notion of this lecture. And moreover I also said
that the formalism should have some connection with the notion of the trace equivalence,
process equivalence that we have, like be similarity. So let's consider on the one
hand, lay the transition system like this, and on the other hand something like this.
So, what is the difference between this two guys, this similar, actually it's the first
opportunity to play our simulation game. You remember the game characterization of simulation,
right? So the way in which you could show that these two guys, these two states, and
these two LDSs are similar would be by playing their game. So who wants to be attacker, who
wants to be defender? Who is in a better position here, attacker or defender? Well, defender.
Exactly. So okay, you'll be the defender and he'll be the attacker, so what do you want
to play? But you don't have much choice, right? Okay, it is more fun to play if you have at
least two or three transitions that you can make some good choices. Okay, that was just
what I can. We're not sure which transition system to choose, but yeah. Yeah, at any rate
we probably see that you are screwed, right? So what we generally choose, you can only
call A and then the opponent calls A, and then another A, A, A, A, and you keep playing
like this, it's clearly a winning strategy, which we generally value to do. So these guys
are a bit similar, but here this formula is satisfied because all these guys are not reflexive
in relation to A, there is no A loop, but this guy sees something which is a loop, A
loop, so this formula is not satisfied here. So for the logic, even though this is the
most standard formalism or language that we see in computer science, it's probably not
such a good candidate for formalism, which should be tailored for this reasoning about
C, about mid-nerve formalism or in general about concurrency and transition systems.
So what we are going to do, we are going to design very simple logic, which would be in
fact modal logic in this case. Have you seen modal logic somewhere? Was it mentioned? I
don't know. Did anybody add autologous for example? Okay, so this is what we are going
to call as whatever human and modal logic is discussing in some detail. So this would
be in particular, here we are doing it in a particular simple way, so we will have a
formalism without any variables even. So given a set of actions ACT, we are going to define
HNSE mid-nerve logic. I'm not sure, so far probably there were no formalisms or logics
in the lecture, so I can go for the Greek letters as well in the following way. We have
time for false and for true. Is this the one that you are accustomed to? False, true? And
then we can write conjunctions and disjunctions of our formulas. So correctly it would be
Presenters
Zugänglich über
Offener Zugang
Dauer
01:29:22 Min
Aufnahmedatum
2015-06-25
Hochgeladen am
2019-04-23 14:29:06
Sprache
de-DE
- Beschriftete Transitionssysteme
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Prozessalgebren
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Starke und schwache Bisimulation
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Hennessy-Milner-Logik
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Modaler mu-Kalkül
Lernziele und Kompetenzen:
Fachkompetenz Wissen Die Studierenden geben elementare Definitionen und Fakten zu reaktiven Systemen wieder. Verstehen Die Studierenden
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erläutern semantische Grundbegriffe, insbesondere Systemtypen und Systemäquivalenzen, und identifizieren ihre wesentlichen Eigenschaften
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erläutern die Syntax und Semantik von Logiken und Prozesskalkülen
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fassen wesentliche Metaeigenschaften von Logiken und Prozesskalkülen zusammen.
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übersetzen Prozessalgebraische Terme in ihre denotationelle und operationelle Semantik
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prüfen Systeme auf verschiedene Formen von Bsimilarität
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prüfen Erfüllheit modaler Fixpunktformeln in gegebenen Systemen
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implementieren nebenläufige Probleme in Prozessalgebren
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spezifizieren das Verhalten nebenläufiger Prozesse im modalen mu-Kalkül.
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leiten einfache Meta-Eigenschaften von Kalkülen her
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wählen für die Läsung gegebener nebenläufiger Probleme geeignete Formalismen aus
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vergleichen prozessalgebraische und logische Kalküle hinsichtlich Ausdrucksmächtigkeit und Berechenbarkeitseigenschaften
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hinterfragen die Eignung eines Kalküls zur Lösung einer gegebenen Problemstellung
Literatur:
- Robin Milner, Communication and Concurrency, Prentice-Hall, 1989
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Julian Bradfield and Colin Stirling, Modal mu-calculi. In: Patrick Blackburn, Johan van Benthem and Frank Wolter (eds.), The Handbook of Modal Logic, pp. 721-756. Elsevier, 2006.
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Jan Bergstra, Alban Ponse and Scott Smolka (eds.), Handbook of Process Algebra, Elsevier, 2006.