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Petri Nets: Rules, Connections, and Firing

johncdavis avatar
24 diapositives · 406 Views · Jan 04, 2020

Explore the principles and dynamics of Petri nets, a modeling tool for system behavior. Learn about rules, connections, firing transitions, roles of tokens, places, and transitions, and typical network structures.

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  1. Petri nets

  2. Rules • Connections are directed. • No connections between two places or two transitions. • Places may hold zero or more tokens. • First, we consider the case of at most one arc between two nodes.

  3. Enabled • A transition is enabled if each of its input places contains at least one token. enabled Not enabled Not enabled

  4. Firing • An enabled transition can fire (i.e., it occurs). • When it fires it consumes a token from each input place and produces a token for each output place. fired

  5. Play “Token Game” • In the new state, make_picture is enabled. It will fire, etc.

  6. Remarks • Firing is atomic. • Multiple transitions may be enabled, but only one fires at a time, i.e., we assume interleaving semantics (cf. diamond rule). • The number of tokens may vary if there are transitions for which the number of input places is not equal to the number of output places. • The network is static. • The state is represented by the distribution of tokens over places (also referred to as marking).

  7. Non-determinism Two transitions are enabled but only one can fire

  8. Multiple arcs connecting two nodes • The number of arcs between an input place and a transition determines the number of tokens required to be enabled. • The number of arcs determines the number of tokens to be consumed/produced.

  9. Role of a token Tokens can play the following roles: • a physical object, for example a product, a part, a drug, a person; • an information object, for example a message, a signal, a report; • a collection of objects, for example a truck with products, a warehouse with parts, or an address file; • an indicator of a state, for example the indicator of the state in which a process is, or the state of an object; • an indicator of a condition: the presence of a token indicates whether a certain condition is fulfilled.

  10. Role of a place • a type of communication medium, like a telephone line, a middleman, or a communication network; • a buffer: for example, a depot, a queue or a post bin; • a geographical location, like a place in a warehouse, office or hospital; • a possible state or state condition: for example, the floor where an elevator is, or the condition that a specialist is available.

  11. Role of a transition • an event: for example, starting an operation, the death of a patient, a change seasons or the switching of a traffic light from red to green; • a transformation of an object, like adapting a product, updating a database, or updating a document; • a transport of an object: for example, transporting goods, or sending a file.

  12. Typical network structures • Causality • Parallelism (AND-split - AND-join) • Choice (XOR-split – XOR-join) • Iteration (XOR-join - XOR-split) • Capacity constraints • Feedback loop • Mutual exclusion • Alternating

  13. Causality

  14. Parallelism

  15. Parallelism: AND-split

  16. Parallelism: AND-join

  17. Choice: XOR-split

  18. Choice: XOR-join

  19. Iteration: 1 or more times XOR-join before XOR-split

  20. Iteration: 0 or more times XOR-join before XOR-split

  21. Capacity constraints: feedback loop AND-join before AND-split

  22. Capacity constraints: mutual exclusion AND-join before AND-split

  23. Capacity constraints: alternating AND-join before AND-split

  24. We have seen most patterns, e.g.: Example of mutual exclusion How to make them alternate?