Source-linked AI summary

Synthesizing Update Schedules with Game-Based Extension of Bounded Model Checking

Janis Kröger, Paul Kröger, Martin Fränzle

arXiv:2609.34878v1cs.GTcs.LO

TL;DR

Safety-critical systems need software updates while remaining operational, but update execution must be coordinated with system behavior. The paper synthesizes fixed global-time update schedules using a game-based bounded-model-checking approach; its trajectory-planner example yields a schedule guaranteed to complete safely regardless of system behavior.

  • Problem

    Safety-critical software updates must be performed without shutting systems down, while update execution must be coordinated with system availability.

    Source: §1 · p. 1
  • Method

    A game-based bounded-model-checking method synthesizes global time points for update actions that succeed independently of system behavior.

    Source: §4 · p. 6
  • Results

    The trajectory-planner example yields a robust update plan that guarantees safe completion independently of system behavior.

    Source: §6 · p. 14
  • Takeaways & Limitations

    Robust fixed schedules are presented as a promising approach to safe and predictable system updates.

    Source: §6 · p. 14

    For the example, the algorithm cannot generate a robust plan for updates longer than 35ms because planner mode transitions are nondeterministic.

    Source: §4.3 · p. 13

Abstract

from arXiv · show

Ensuring safe software updates in safety-critical systems without interrupting operation and without provisioning and activating cold spare hardware poses a fundamental challenge due to the conflict between system availability and update execution. In this paper, we present a bounded SMT encoding for synthesizing fixed global-time update schedules for timed-games with linear update automata and a fixed number of update transitions. We model the interaction between the system and the update as a two-player timed game. Our key contribution is the synthesis of global time points that define a fixed update schedule which guarantees safe and complete deployment of the update independently of the autonomous system behavior. To this end, we reduce the scheduling problem to a reachability and safety objective and encode it as a quantified SMT problem. We demonstrate it on an example system of a trajectory planner for autonomous driving, showing that the synthesized schedule ensures safe deployment under all admissible executions.

1 Introduction

Safety-critical systems need updates without shutdown, but update steps may require components to be inactive while the system must continue functioning. The paper proposes synthesizing fixed global-time schedules that complete updates safely despite arbitrary system behavior.

1 Introduction

  • Update steps must avoid components that are active, while system functionality must remain guaranteed, creating a conflict between update execution and availability.The schedule must identify times when each update step can be carried out safely.Source: §1 · p. 1
  • Variable system behavior makes a single chosen update time insufficient; a robust schedule must work in worst-case conditions.The paper models the conflict as a game between the update process and the system and its environment.Source: §1 · pp. 1–2
  • The paper extends bounded model checking with a game-based approach to synthesize a robust update plan for a system operating during updates.It builds on the game-theoretic update-scheduling approach of Kröger and Fränzle.Source: §1 · p. 2
  • The method synthesizes global time points for update actions, reducing mode-specific scheduling to reaching update completion while avoiding updates to an active mode.The resulting plan is robust against arbitrary system behavior.Source: §1 · p. 2

2 Timed Games

The paper models the update and the running system as players in a timed game, then frames update planning as a bounded satisfiability problem. A robust plan fixes update times that win against all system behaviors by reaching the target while avoiding bad locations.

2 Timed Games

  • Timed games extend game graphs with real-valued clocks, and each player is represented by an individual timed automaton.The game combines the automata in parallel, with update transitions controllable and system transitions uncontrollable.Source: §2 · p. 2

2.1 Timed Automaton

  • A timed automaton represents runs as alternating delays and discrete transitions subject to clock guards, resets, and location invariants.A never-reset global clock records total elapsed run time.Source: §2.1 · p. 3

2.2 Parallel Composition

  • Parallel composition combines the system and update automata, with separate clock sets and stutter transitions when a player chooses no action.The composed game lets the two players' transitions be analyzed together.Source: §2.2 · p. 3

2.3 Games, Winning Conditions and Strategies

  • A robust plan is a fixed sequence of update times that wins for every system behavior by reaching a target while never visiting bad locations.The update automaton is assumed linear and deterministic, so fixing its time points uniquely determines its behavior.Source: §2.3 · p. 4

2.4 Bounded Model Checking:

  • Bounded model checking unrolls a transition system to a finite step bound and encodes executions and properties as a satisfiability problem.It can be extended for synthesis with decision variables and constraints, but bounded exploration is inherently incomplete for unbounded reasoning.Source: §2.4 · pp. 4–5

3 Example System: Trajectory Planner

The example is a trajectory planner for a highway pilot, modeled through its operating modes and transitions. Its update scenario targets Construction Zone mode and accounts for transition timing and periodic decisions.

3 Example System: Trajectory Planner

  • The example focuses on the mode-dependent behavior and mode-transition conditions of a trajectory planner used in a highway pilot.The planner generates feasible vehicle trajectories for autonomous driving under normal conditions and through construction zones.Source: §3 · p. 5
  • The planner has four modes: Off, Normal, Construction Zone, and Emergency.Emergency is a safety mode for faulty, incomplete, or unavailable input data.Source: §3 · p. 5
  • Mode changes depend on external requests and system conditions, including lane and object detection inputs.Faulty or unavailable detection inputs can trigger Emergency from active modes; leaving Emergency requires a request that switches to Off.Source: §3 · p. 5
  • Transitions take 5–15ms, and the planner makes mode decisions every 30ms based on periodic inputs.External requests can trigger certain mode changes at any time.Source: §3 · p. 5
  • The illustrative update targets Construction Zone mode, takes 10ms, and is performed in a single step.Source: §3 · p. 5

4 Bounded Model Checking for Safe Updates with Game Based Extension

This section presents a bounded, quantified-SMT approach to synthesizing fixed global-time update schedules by modeling the system and update as a timed game. It seeks schedules that complete the update while avoiding the mode being updated for all admissible system behaviors within the considered bound.

4.1 Modeling of the Player

  • The game assigns the autonomous system and environment to uncontrollable player S and the update to controllable player U, with update completion required while avoiding the mode being updated.The target is the update automaton’s final location; the bad location pairs the Update phase with the mode being updated.Source: §4 · p. 6, §4.1 · p. 7

4 Bounded Model Checking for Safe Updates with Game Based Extension

  • Rather than synthesize a fully reactive strategy, the method seeks a robust update plan that succeeds for every possible system behavior.The plan identifies global times at which update-automaton transitions must occur, making completion independent of system behavior.Source: §4 · p. 6

4.2 Synthesis of Robust Plan via Bounded Model Checking

  • The game-based BMC extension unrolls the automata for a bounded number of steps and encodes their behavior in an SMT formula with quantifier alternation.The encoding uses Boolean location variables, real-valued clocks, and variables for the game representation.Source: §4.2 · p. 7

4.2.1 Global Time

  • The global clock starts at zero and evolves strictly monotonically, providing the absolute-time reference used to synthesize update-transition times.The encoding introduces k + 1 real-valued variables for global time across the bounded run.Source: §4.2.1 · pp. 7–8

4.2.2 Encoding of System and Update Runs

  • The bounded run encoding constrains update transitions to their synthesized global times and adds z-based transitions to account conservatively for system paths beyond the step bound.Without the z-based transition, a path requiring more discrete steps but less real time could reach the mode being updated before the schedule’s assumed path; the added transition directs exhausted-budget runs to a bad location.Source: §4.2.2 · pp. 9–10, §4.2.3 · p. 12

4.2.3 Game Semantics Encoding

  • The quantified formula existentially selects update times and universally considers valid system and global-clock behaviors, so satisfiability yields a schedule that reaches the update’s end without visiting a bad location within k steps.This soundness guarantee applies to valid system executions within the bound that satisfy the global-time constraints; unsatisfiability for a chosen bound does not rule out a plan in the unbounded game.Source: §4.2.3 · pp. 11–12

4.2.4 Result of the Example System

  • At k = 6, Z3 synthesized tg1 = 5 and tg2 = 15, guaranteeing the example update can start and finish regardless of intervening system behavior.For every k < 6, the solver reported “unsat for k steps”; each time the planner enters Off before the update starts, it can begin 5ms later.Source: §4.2.4 · pp. 12–13

4.3 Limitations and Discussion

  • The example has no synthesized robust plan for updates longer than 35ms, because planner nondeterminism prevents reliably determining its mode or guaranteeing a later updatable mode.The paper suggests combining a robust plan for earlier transitions with a reactive strategy for subsequent ones; absolute-time points decouple update decisions from nondeterministic environment timing, unlike relative delays.Source: §4.3 · p. 13
  • The approach reduces quantifier nesting to depth two, versus approximately 2k for a naive bounded encoding of a full reactive strategy, and is therefore intuitively expected to scale better.The authors describe this as an intuitive assessment, not a measured scalability comparison.Source: §4.3 · p. 13
  • The method synthesizes fixed global-time schedules rather than state-dependent strategies, and the authors do not claim UPPAAL TIGA implements the same alternating-quantifier structure.They characterize UPPAAL TIGA as based on symbolic, zone-based game theory and note simpler integration of SMT theories as a conceptual benefit.Source: §4.3 · p. 13
  • Direct runtime evaluation and optimizing the game-based BMC extension for scalability comparable to UPPAAL’s reactive-strategy synthesis remain future work.The passage poses both runtime evaluation and further scalability optimization as open topics.Source: §4.3 · p. 13

5 Related Work

Related work spans update-scheduling methods and tools for timed-game or SMT-based strategy synthesis; this paper targets robust timed schedules under adversarial behavior.

  • Prior work divides broadly between methods for safe updates under specifications and techniques for synthesizing strategies using timed games or SMT-based bounded model checking.Source: §5 · p. 13
  • Holthusen et al. [14] use contract-based configuration refinement, Finkbeiner and Schewe synthesize bounded discrete systems, and Göttmann et al. optimize strategies under stochastic behavior.The paper contrasts these approaches with timed global-time schedules that provide qualitative guarantees across executions.Source: §5 · p. 14
  • UPPAAL TIGA supports timed-game reachability and safety strategies, while UPPAAL Stratego targets stochastic and priced-game optimization.The passage notes limits in combining complex objectives and reasoning over universally quantified adversarial behavior.Source: §5 · p. 14
  • SMT-based BMC tools vary in quantifier support: ISAT3 is restricted to existential reasoning, while cvc5 and MathSAT5 support quantified formulas but can struggle with nesting.Source: §5 · p. 14
  • The paper adapts SMT-based synthesis to alternating quantifiers from the game formulation, timing constraints, and robustness requirements.Source: §5 · p. 14

6 Conclusion

The paper combines game semantics with bounded model checking to synthesize fixed global-time update schedules. A trajectory-planner example demonstrates a robust plan, while detailed scalability analysis remains future work.

  • Game semantics combined with bounded model checking synthesizes robust update schedules as global time points independent of system behavior.The update and system are modeled as a timed game; unlike reactive strategies, the plan is fixed rather than state-dependent.Source: §6 · p. 14
  • A trajectory-planner example uses Z3 to synthesize a robust update plan, supporting the authors’ conclusion that such plans are promising for safe, predictable updates.Source: §6 · p. 14
  • A detailed scalability analysis and comparison with reactive-strategy synthesis are left for future work.Source: §6 · p. 14
Loading 2609.34878v1…