47,692 research outputs found

    Equilibria-based Probabilistic Model Checking for Concurrent Stochastic Games

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    Probabilistic model checking for stochastic games enables formal verification of systems that comprise competing or collaborating entities operating in a stochastic environment. Despite good progress in the area, existing approaches focus on zero-sum goals and cannot reason about scenarios where entities are endowed with different objectives. In this paper, we propose probabilistic model checking techniques for concurrent stochastic games based on Nash equilibria. We extend the temporal logic rPATL (probabilistic alternating-time temporal logic with rewards) to allow reasoning about players with distinct quantitative goals, which capture either the probability of an event occurring or a reward measure. We present algorithms to synthesise strategies that are subgame perfect social welfare optimal Nash equilibria, i.e., where there is no incentive for any players to unilaterally change their strategy in any state of the game, whilst the combined probabilities or rewards are maximised. We implement our techniques in the PRISM-games tool and apply them to several case studies, including network protocols and robot navigation, showing the benefits compared to existing approaches

    Reasoning About Strategies: On the Model-Checking Problem

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    In open systems verification, to formally check for reliability, one needs an appropriate formalism to model the interaction between agents and express the correctness of the system no matter how the environment behaves. An important contribution in this context is given by modal logics for strategic ability, in the setting of multi-agent games, such as ATL, ATL\star, and the like. Recently, Chatterjee, Henzinger, and Piterman introduced Strategy Logic, which we denote here by CHP-SL, with the aim of getting a powerful framework for reasoning explicitly about strategies. CHP-SL is obtained by using first-order quantifications over strategies and has been investigated in the very specific setting of two-agents turned-based games, where a non-elementary model-checking algorithm has been provided. While CHP-SL is a very expressive logic, we claim that it does not fully capture the strategic aspects of multi-agent systems. In this paper, we introduce and study a more general strategy logic, denoted SL, for reasoning about strategies in multi-agent concurrent games. We prove that SL includes CHP-SL, while maintaining a decidable model-checking problem. In particular, the algorithm we propose is computationally not harder than the best one known for CHP-SL. Moreover, we prove that such a problem for SL is NonElementarySpace-hard. This negative result has spurred us to investigate here syntactic fragments of SL, strictly subsuming ATL\star, with the hope of obtaining an elementary model-checking problem. Among the others, we study the sublogics SL[NG], SL[BG], and SL[1G]. They encompass formulas in a special prenex normal form having, respectively, nested temporal goals, Boolean combinations of goals and, a single goal at a time. About these logics, we prove that the model-checking problem for SL[1G] is 2ExpTime-complete, thus not harder than the one for ATL\star

    Quadrotor control for persistent surveillance of dynamic environments

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    Thesis (M.S.)--Boston UniversityThe last decade has witnessed many advances in the field of small scale unmanned aerial vehicles (UAVs). In particular, the quadrotor has attracted significant attention. Due to its ability to perform vertical takeoff and landing, and to operate in cluttered spaces, the quadrotor is utilized in numerous practical applications, such as reconnaissance and information gathering in unsafe or otherwise unreachable environments. This work considers the application of aerial surveillance over a city-like environment. The thesis presents a framework for automatic deployment of quadrotors to monitor and react to dynamically changing events. The framework has a hierarchical structure. At the top level, the UAVs perform complex behaviors that satisfy high- level mission specifications. At the bottom level, low-level controllers drive actuators on vehicles to perform the desired maneuvers. In parallel with the development of controllers, this work covers the implementation of the system into an experimental testbed. The testbed emulates a city using physical objects to represent static features and projectors to display dynamic events occurring on the ground as seen by an aerial vehicle. The experimental platform features a motion capture system that provides position data for UAVs and physical features of the environment, allowing for precise, closed-loop control of the vehicles. Experimental runs in the testbed are used to validate the effectiveness of the developed control strategies
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