Timed Games for Computing Worst-Case Execution-Times
Franck Cassez

TL;DR
This paper presents a novel framework using timed games and automata to accurately compute worst-case execution times for hardware with caches and pipelines, demonstrated on ARM9 benchmarks.
Contribution
It introduces a three-step methodology combining abstract program analysis, timed automata modeling, and game-theoretic WCET computation, adaptable to dynamic processor speeds.
Findings
Effective WCET bounds for ARM9 with caches
Framework validated on standard benchmarks
Extension potential for dynamic speed changes
Abstract
In this paper we introduce a framework for computing upper bounds yet accurate WCET for hardware platforms with caches and pipelines. The methodology we propose consists of 3 steps: 1) given a program to analyse, compute an equivalent (WCET-wise) abstract program; 2) build a timed game by composing this abstract program with a network of timed automata modeling the architecture; and 3) compute the WCET as the optimal time to reach a winning state in this game. We demonstrate the applicability of our framework on standard benchmarks for an ARM9 processor with instruction and data caches, and compute the WCET with UPPAAL-TiGA. We also show that this framework can easily be extended to take into account dynamic changes in the speed of the processor during program execution. %
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Taxonomy
TopicsFormal Methods in Verification · Real-Time Systems Scheduling · Distributed systems and fault tolerance
