24 research outputs found

    The Complexity of Synthesizing Uniform Strategies

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    We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not \mu-calculus definable. Typically, we can state that a strategy is observation-based. We propose a formal language to specify uniformity properties, interpreted over two-player turn-based arenas equipped with a binary relation between plays. This way, we capture e.g. games with winning conditions expressible in epistemic temporal logic, whose underlying equivalence relation between plays reflects the observational capabilities of agents (for example, synchronous perfect recall). Our framework naturally generalizes many other situations from the literature. We establish that the problem of synthesizing strategies under uniformity constraints based on regular binary relations between plays is non-elementary complete.Comment: In Proceedings SR 2013, arXiv:1303.007

    Uniform Strategies

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    We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed strategies, such as being observation-based. We propose a formal language to specify uniformity properties and demonstrate its relevance by rephrasing various known problems from the literature. Note that the ability to correlate different plays cannot be achieved by any branching-time logic if not equipped with an additional modality, so-called R in this contribution. We also study an automated procedure to synthesize strategies subject to a uniformity property, which strictly extends existing results based on, say standard temporal logics. We exhibit a generic solution for the synthesis problem provided the bundles of plays rely on any binary relation definable by a finite state transducer. This solution yields a non-elementary procedure.Comment: (2012

    Common Knowledge and Interactive Behaviors: A Survey

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    This paper surveys the notion of common knowledge taken from game theory and computer science. It studies and illustrates more generally the effects of interactive knowledge in economic and social problems. First of all, common knowledge is shown to be a central concept and often a necessary condition for coordination, equilibrium achievement, agreement, and consensus. We present how common knowledge can be practically generated, for example, by particular advertisements or leadership. Secondly, we prove that common knowledge can be harmful, essentially in various cooperation and negotiation problems, and more generally when there are con icts of interest. Finally, in some asymmetric relationships, common knowledge is shown to be preferable for some players, but not for all. The ambiguous welfare effects of higher-order knowledge on interactive behaviors leads us to analyze the role of decentralized communication in order to deal with dynamic or endogenous information structures.Interactive knowledge, common knowledge, information structure, communication.

    Incomplete Information

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    In interactive contexts such as games and economies, it is important to take account not only of what the players believe about substantive matters (such as payoffs), but also of what they believe about the beliefs of other players. Two different but equivalent ways of dealing with this matter, the semantic and the syntactic, are set forth. Canonical and universal semantic systems are then defined and constructed, and the concepts of common knowledge and common priors formulated and characterized. The last two sections discuss relations with Bayesian games of incomplete information and their applications, and with interactive epistemology -- the theory of multi-agent knowledge and belief as formulated in mathematical logic
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