6,044 research outputs found
Strategic Argumentation is NP-Complete
In this paper we study the complexity of strategic argumentation for dialogue
games. A dialogue game is a 2-player game where the parties play arguments. We
show how to model dialogue games in a skeptical, non-monotonic formalism, and
we show that the problem of deciding what move (set of rules) to play at each
turn is an NP-complete problem
MsATL: a Tool for SAT-Based ATL Satisfiability Checking
We present MsATL: the first tool for deciding the satisfiability of
Alternating-time Temporal Logic (ATL) with imperfect information. MsATL
combines SAT Modulo Monotonic Theories solvers with existing ATL model
checkers: MCMAS and STV. The tool can deal with various semantics of ATL,
including perfect and imperfect information, and can handle additional
practical requirements. MsATL can be applied for synthesis of games that
conform to a given specification, with the synthesised game often being
minimal
Solving Stochastic B\"uchi Games on Infinite Arenas with a Finite Attractor
We consider games played on an infinite probabilistic arena where the first
player aims at satisfying generalized B\"uchi objectives almost surely, i.e.,
with probability one. We provide a fixpoint characterization of the winning
sets and associated winning strategies in the case where the arena satisfies
the finite-attractor property. From this we directly deduce the decidability of
these games on probabilistic lossy channel systems.Comment: In Proceedings QAPL 2013, arXiv:1306.241
Determinacy and Decidability of Reachability Games with Partial Observation on Both Sides
We prove two determinacy and decidability results about two-players
stochastic reachability games with partial observation on both sides and
finitely many states, signals and actions
SAT Modulo Monotonic Theories
We define the concept of a monotonic theory and show how to build efficient
SMT (SAT Modulo Theory) solvers, including effective theory propagation and
clause learning, for such theories. We present examples showing that monotonic
theories arise from many common problems, e.g., graph properties such as
reachability, shortest paths, connected components, minimum spanning tree, and
max-flow/min-cut, and then demonstrate our framework by building SMT solvers
for each of these theories. We apply these solvers to procedural content
generation problems, demonstrating major speed-ups over state-of-the-art
approaches based on SAT or Answer Set Programming, and easily solving several
instances that were previously impractical to solve
Pure Nash Equilibria in Concurrent Deterministic Games
We study pure-strategy Nash equilibria in multi-player concurrent
deterministic games, for a variety of preference relations. We provide a novel
construction, called the suspect game, which transforms a multi-player
concurrent game into a two-player turn-based game which turns Nash equilibria
into winning strategies (for some objective that depends on the preference
relations of the players in the original game). We use that transformation to
design algorithms for computing Nash equilibria in finite games, which in most
cases have optimal worst-case complexity, for large classes of preference
relations. This includes the purely qualitative framework, where each player
has a single omega-regular objective that she wants to satisfy, but also the
larger class of semi-quantitative objectives, where each player has several
omega-regular objectives equipped with a preorder (for instance, a player may
want to satisfy all her objectives, or to maximise the number of objectives
that she achieves.)Comment: 72 page
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