23,631 research outputs found

    ATLsc with partial observation

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    Alternating-time temporal logic with strategy contexts (ATLsc) is a powerful formalism for expressing properties of multi-agent systems: it extends CTL with strategy quantifiers, offering a convenient way of expressing both collaboration and antagonism between several agents. Incomplete observation of the state space is a desirable feature in such a framework, but it quickly leads to undecidable verification problems. In this paper, we prove that uniform incomplete observation (where all players have the same observation) preserves decidability of the model-checking problem, even for very expressive logics such as ATLsc.Comment: In Proceedings GandALF 2015, arXiv:1509.0685

    MCMAS-SLK: A Model Checker for the Verification of Strategy Logic Specifications

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    We introduce MCMAS-SLK, a BDD-based model checker for the verification of systems against specifications expressed in a novel, epistemic variant of strategy logic. We give syntax and semantics of the specification language and introduce a labelling algorithm for epistemic and strategy logic modalities. We provide details of the checker which can also be used for synthesising agents' strategies so that a specification is satisfied by the system. We evaluate the efficiency of the implementation by discussing the results obtained for the dining cryptographers protocol and a variant of the cake-cutting problem

    On the Complexity of ATL and ATL* Module Checking

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    Module checking has been introduced in late 1990s to verify open systems, i.e., systems whose behavior depends on the continuous interaction with the environment. Classically, module checking has been investigated with respect to specifications given as CTL and CTL* formulas. Recently, it has been shown that CTL (resp., CTL*) module checking offers a distinctly different perspective from the better-known problem of ATL (resp., ATL*) model checking. In particular, ATL (resp., ATL*) module checking strictly enhances the expressiveness of both CTL (resp., CTL*) module checking and ATL (resp. ATL*) model checking. In this paper, we provide asymptotically optimal bounds on the computational cost of module checking against ATL and ATL*, whose upper bounds are based on an automata-theoretic approach. We show that module-checking for ATL is EXPTIME-complete, which is the same complexity of module checking against CTL. On the other hand, ATL* module checking turns out to be 3EXPTIME-complete, hence exponentially harder than CTL* module checking.Comment: In Proceedings GandALF 2017, arXiv:1709.0176

    Generalization Strategies for the Verification of Infinite State Systems

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    We present a method for the automated verification of temporal properties of infinite state systems. Our verification method is based on the specialization of constraint logic programs (CLP) and works in two phases: (1) in the first phase, a CLP specification of an infinite state system is specialized with respect to the initial state of the system and the temporal property to be verified, and (2) in the second phase, the specialized program is evaluated by using a bottom-up strategy. The effectiveness of the method strongly depends on the generalization strategy which is applied during the program specialization phase. We consider several generalization strategies obtained by combining techniques already known in the field of program analysis and program transformation, and we also introduce some new strategies. Then, through many verification experiments, we evaluate the effectiveness of the generalization strategies we have considered. Finally, we compare the implementation of our specialization-based verification method to other constraint-based model checking tools. The experimental results show that our method is competitive with the methods used by those other tools. To appear in Theory and Practice of Logic Programming (TPLP).Comment: 24 pages, 2 figures, 5 table

    Alternating-time temporal logic with finite-memory strategies

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    Model-checking the alternating-time temporal logics ATL and ATL* with incomplete information is undecidable for perfect recall semantics. However, when restricting to memoryless strategies the model-checking problem becomes decidable. In this paper we consider two other types of semantics based on finite-memory strategies. One where the memory size allowed is bounded and one where the memory size is unbounded (but must be finite). This is motivated by the high complexity of model-checking with perfect recall semantics and the severe limitations of memoryless strategies. We show that both types of semantics introduced are different from perfect recall and memoryless semantics and next focus on the decidability and complexity of model-checking in both complete and incomplete information games for ATL/ATL*. In particular, we show that the complexity of model-checking with bounded-memory semantics is Delta_2p-complete for ATL and PSPACE-complete for ATL* in incomplete information games just as in the memoryless case. We also present a proof that ATL and ATL* model-checking is undecidable for n >= 3 players with finite-memory semantics in incomplete information games.Comment: In Proceedings GandALF 2013, arXiv:1307.416

    Verifying systems of resource-bounded agents

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    Approaches to the verification of multi-agent systems are typically based on games or transition systems defined in terms of states and actions. However such approaches often ignore a key aspect of multi-agent systems, namely that the agents’ actions require (and sometimes produce) resources. We briefly survey previous work on the verification of multi-agent systems that takes resources into account, and outline some key challenges for future work

    Infinite games with finite knowledge gaps

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    Infinite games where several players seek to coordinate under imperfect information are deemed to be undecidable, unless the information is hierarchically ordered among the players. We identify a class of games for which joint winning strategies can be constructed effectively without restricting the direction of information flow. Instead, our condition requires that the players attain common knowledge about the actual state of the game over and over again along every play. We show that it is decidable whether a given game satisfies the condition, and prove tight complexity bounds for the strategy synthesis problem under ω\omega-regular winning conditions given by parity automata.Comment: 39 pages; 2nd revision; submitted to Information and Computatio
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