Hello,
I have created a very concise example to illustrate my problem and hope to receive some clarification, explanation or even a solution here:
I run PRISM-games 3.0, compiled from source, all tests are running and everything seems to be setup correctly.
I created a very simple stochastic game starting from a state x=0, where player 1 can choose to advance the state to either x=1 or x=2, and player 2 does nothing but revert it back to x=0. The model file is attached.
In this very simple "game", I would like to verify that player 1 can reach x=2:
<< p1 >> P>=1 [F x=2]
Verification of this property promptly returns a positive answer, as expected. If I modify the game such that player 2 could prevent reaching the desired state, verification concludes negatively, as expected.
The problem arises when I generate a strategy. The strategy is memoryless and deterministic, as expected, but it instructs player1 to choose the action that transitions to x=1 with probability 1 instead of simply going to x=2. Also, when verifying with the generated strategy, the property is not satisfiable anymore.
I understand that this is due to the lack of a bound on the "eventually" operator. If I add a bound, the generated strategy eventually chooses to go to x=2, but it always goes to the accepting state on the very last possible moment.
Is it possible to generate strategies that actually solve such reachability problems in simulation without specifying a bound?
Best,
Georg