module ferryman_puzzle {
    // Define the state of each entity as a boolean (0 for original side, 1 for the other side)
    var ferryman : boolean;
    var goat : boolean;
    var cabbage : boolean;
    var wolf : boolean;

    // Enum for what the ferryman can carry
    type carry_t = enum { NONE, GOAT, CABBAGE, WOLF };
    var carry : carry_t;

    // Initial state: everyone is on the original side (0)
    init {
        ferryman = 0; goat = 0; cabbage = 0; wolf = 0;
        carry = NONE;
    }

    // Transition rules
    next {
        // Example transition: ferryman crosses alone
        if (ferryman == 0 && carry == NONE) {
            ferryman' = 1;
            // No change to goat, cabbage, wolf
        }
        // Other transitions to be defined similarly, considering carrying other entities and conflict conditions

        // Prevent conflicts (goat and cabbage or goat and wolf together without ferryman)
        // Define conditions to prevent invalid transitions
    }

    // Goal state: all entities are on the other side
    define goal_state : bool = (ferryman == 1 && goat == 1 && cabbage == 1 && wolf == 1);

    // Property: Check if goal state is reachable without conflicts
    control {
        check goal_state;
        print_results;
    }
}
