14,322 research outputs found
Ceteris Paribus Structure in Logics of Game Forms
National audienceThe article introduces a ceteris paribus modal logic interpreted on the equivalence classes induced by sets of propositional atoms. This logic is used to embed two logics of agency and games, namely atemporal STIT and the coalition logic of propositional control (CLâPC). The embeddings highlight a common ceteris paribus structure underpinning the key modal operators of both logics, they clarify the relationship between STIT and CLâPC, and enable the transfer of complexity results to the ceteris paribus logi
Game semantics for first-order logic
We refine HO/N game semantics with an additional notion of pointer
(mu-pointers) and extend it to first-order classical logic with completeness
results. We use a Church style extension of Parigot's lambda-mu-calculus to
represent proofs of first-order classical logic. We present some relations with
Krivine's classical realizability and applications to type isomorphisms
Blameworthiness in Strategic Games
There are multiple notions of coalitional responsibility. The focus of this
paper is on the blameworthiness defined through the principle of alternative
possibilities: a coalition is blamable for a statement if the statement is
true, but the coalition had a strategy to prevent it. The main technical result
is a sound and complete bimodal logical system that describes properties of
blameworthiness in one-shot games
LTLf and LDLf Synthesis under Partial Observability
In this paper, we study synthesis under partial observability for logical specifications over finite traces expressed in LTLf/LDLf. This form of synthesis can be seen as a generalization of planning under partial observability in nondeterministic domains, which is known to be 2EXPTIME-complete. We start by showing that the usual "belief-state construction" used in planning under partial observability works also for general LTLf/LDLf synthesis, though with a jump in computational complexity from 2EXPTIME to 3EXPTIME. Then we show that the belief-state construction can be avoided in favor of a direct automata construction which exploits projection to hide unobservable propositions. This allow us to prove that the problem remains 2EXPTIME-complete. The new synthesis technique proposed is effective and readily implementable
Boolean Hedonic Games
We study hedonic games with dichotomous preferences. Hedonic games are
cooperative games in which players desire to form coalitions, but only care
about the makeup of the coalitions of which they are members; they are
indifferent about the makeup of other coalitions. The assumption of dichotomous
preferences means that, additionally, each player's preference relation
partitions the set of coalitions of which that player is a member into just two
equivalence classes: satisfactory and unsatisfactory. A player is indifferent
between satisfactory coalitions, and is indifferent between unsatisfactory
coalitions, but strictly prefers any satisfactory coalition over any
unsatisfactory coalition. We develop a succinct representation for such games,
in which each player's preference relation is represented by a propositional
formula. We show how solution concepts for hedonic games with dichotomous
preferences are characterised by propositional formulas.Comment: This paper was orally presented at the Eleventh Conference on Logic
and the Foundations of Game and Decision Theory (LOFT 2014) in Bergen,
Norway, July 27-30, 201
Games for the Strategic Influence of Expectations
We introduce a new class of games where each player's aim is to randomise her
strategic choices in order to affect the other players' expectations aside from
her own. The way each player intends to exert this influence is expressed
through a Boolean combination of polynomial equalities and inequalities with
rational coefficients. We offer a logical representation of these games as well
as a computational study of the existence of equilibria.Comment: In Proceedings SR 2014, arXiv:1404.041
Knowledge and Blameworthiness
Blameworthiness of an agent or a coalition of agents is often defined in
terms of the principle of alternative possibilities: for the coalition to be
responsible for an outcome, the outcome must take place and the coalition
should have had a strategy to prevent it. In this article we argue that in the
settings with imperfect information, not only should the coalition have had a
strategy, but it also should have known that it had a strategy, and it should
have known what the strategy was. The main technical result of the article is a
sound and complete bimodal logic that describes the interplay between knowledge
and blameworthiness in strategic games with imperfect information
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