  The manual implementation of distributed systems is an error-prone task
because of the asynchronous interplay of components and the environment.
Bounded synthesis automatically generates an implementation for the
specification of the distributed system if one exists. So far, bounded
synthesis for distributed systems does not utilize their asynchronous nature.
Instead, concurrent behavior of components is encoded by all interleavings and
only then checked against the specification. We close this gap by identifying
true concurrency in synthesis of asynchronous distributed systems represented
as Petri games. This defines when several interleavings can be subsumed by one
true concurrent trace. Thereby, fewer and shorter verification problems have to
be solved in each iteration of the bounded synthesis algorithm. For Petri
games, experimental results show that our implementation using true concurrency
outperforms the implementation based on checking all interleavings.
