34,487 research outputs found
Concurrent Stochastic Lossy Channel Games
Concurrent stochastic games are an important formalism for the rational
verification of probabilistic multi-agent systems, which involves verifying
whether a temporal logic property is satisfied in some or all game-theoretic
equilibria of such systems. In this work, we study the rational verification of
probabilistic multi-agent systems where agents can cooperate by communicating
over unbounded lossy channels. To model such systems, we present concurrent
stochastic lossy channel games (CSLCG) and employ an equilibrium concept from
cooperative game theory known as the core, which is the most fundamental and
widely studied cooperative equilibrium concept. Our main contribution is
twofold. First, we show that the rational verification problem is undecidable
for systems whose agents have almost-sure LTL objectives. Second, we provide a
decidable fragment of such a class of objectives that subsumes almost-sure
reachability and safety. Our techniques involve reductions to solving
infinite-state zero-sum games with conjunctions of qualitative objectives. To
the best of our knowledge, our result represents the first decidability result
on the rational verification of stochastic multi-agent systems on infinite
arenas.Comment: To appear at CSL 2024. Extended versio
Overdetermined Causation Cases, Contribution and the Shapley Value
The overdetermined causation cases (duplicative causation, concurrent causes, etc.) challenge the consistency and relevance of the but for test in torts. A strict application of the but for criterion to these cases leads to paradoxes and solutions that violate common sense. This explains why a large amount of literature has been developed in philosophy and jurisprudence to provide more accurate causation criteria. This paper adds to this literature by considering over-determination cases from an economic and mathematical point of view. Following Martin van Hees and Matthew Braham in their 2009 article Degrees of Causation, we consider over-determined cases through cooperative game theory and define “overdetermined causation games”. We characterize these games in terms of marginal contribution to the great coalition and we provide a typology of different overdetermined causation cases. Lastly, we apply to these games a traditional sharing rule developed in cooperative game theory, the Shapley value, to assess the “causal” contribution of each tortfeasor
Automated verification of concurrent stochastic games
We present automatic verifcation techniques for concurrent
stochastic multi-player games (CSGs) with rewards. To express properties
of such models, we adapt the temporal logic rPATL (probabilistic
alternating-time temporal logic with rewards), originally introduced for
the simpler model of turn-based games, which enables quantitative reasoning
about the ability of coalitions of players to achieve goals related to
the probability of an event or reward measures. We propose and implement
a modelling approach and model checking algorithms for property
verifcation and strategy synthesis of CSGs, as an extension of PRISMgames.
We evaluate the performance, scalability and applicability of our
techniques on case studies from domains such as security, networks and
finance, showing that we can analyse systems with probabilistic, cooperative
and competitive behaviour between concurrent components, including
many scenarios that cannot be analysed with turn-based models
Characterising and Verifying the Core in Concurrent Multi-Player Mean-Payoff Games (Full Version)
Concurrent multi-player mean-payoff games are important models for systems of
agents with individual, non-dichotomous preferences. Whilst these games have
been extensively studied in terms of their equilibria in non-cooperative
settings, this paper explores an alternative solution concept: the core from
cooperative game theory. This concept is particularly relevant for cooperative
AI systems, as it enables the modelling of cooperation among agents, even when
their goals are not fully aligned. Our contribution is twofold. First, we
provide a characterisation of the core using discrete geometry techniques and
establish a necessary and sufficient condition for its non-emptiness. We then
use the characterisation to prove the existence of polynomial witnesses in the
core. Second, we use the existence of such witnesses to solve key decision
problems in rational verification and provide tight complexity bounds for the
problem of checking whether some/every equilibrium in a game satisfies a given
LTL or GR(1) specification. Our approach is general and can be adapted to
handle other specifications expressed in various fragments of LTL without
incurring additional computational costs.Comment: This is the full version of the paper with the same title that
appears in the CSL'24 proceeding
Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence
Learning agents that are not only capable of taking tests, but also
innovating is becoming a hot topic in AI. One of the most promising paths
towards this vision is multi-agent learning, where agents act as the
environment for each other, and improving each agent means proposing new
problems for others. However, existing evaluation platforms are either not
compatible with multi-agent settings, or limited to a specific game. That is,
there is not yet a general evaluation platform for research on multi-agent
intelligence. To this end, we introduce Arena, a general evaluation platform
for multi-agent intelligence with 35 games of diverse logics and
representations. Furthermore, multi-agent intelligence is still at the stage
where many problems remain unexplored. Therefore, we provide a building toolkit
for researchers to easily invent and build novel multi-agent problems from the
provided game set based on a GUI-configurable social tree and five basic
multi-agent reward schemes. Finally, we provide Python implementations of five
state-of-the-art deep multi-agent reinforcement learning baselines. Along with
the baseline implementations, we release a set of 100 best agents/teams that we
can train with different training schemes for each game, as the base for
evaluating agents with population performance. As such, the research community
can perform comparisons under a stable and uniform standard. All the
implementations and accompanied tutorials have been open-sourced for the
community at https://sites.google.com/view/arena-unity/
Reactive concurrent programming revisited
In this note we revisit the so-called reactive programming style, which
evolves from the synchronous programming model of the Esterel language by
weakening the assumption that the absence of an event can be detected
instantaneously. We review some research directions that have been explored
since the emergence of the reactive model ten years ago. We shall also outline
some questions that remain to be investigated
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