Synthesis From Temporal Specifications
In this talk I give a short introduction to the process of synthesis, the automatic production of designs from their specifications. We are interested in reactive systems, systems that continuously interact with other programs, users, or their environment and specifications in linear temporal logic. Classical solutions to synthesis use either two player games or tree automata. We give a short introduction to the technique of using two player games for synthesis and how to solve such games. The classical solution to synthesis requires the usage of deterministic automata. This solution is 2EXPTIME-complete, is quite complicated, and does not work well in practice. We suggest a syntactic approach that restricts the kind of properties users are allowed to write. We claim that this approach is general enough and can be extended to cover most properties written in practice. The main advantage of our approach is that it is tailored to the use of BDDs and uses the structure of given properties to handle them more efficiently. Finally, we survey recent applications in model-driven development and robot control.