88,089 research outputs found

    Equilibrium Design for Concurrent Games

    Get PDF
    In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we study the design of incentives so that a desirable equilibrium is obtained, for instance, an equilibrium satisfying a given temporal logic property - a problem that we call equilibrium design. We base our study on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players\u27 goals as mean-payoff objectives. In particular, we consider system specifications given by LTL and GR(1) formulae, and show that implementing a mechanism to ensure that a given temporal logic property is satisfied on some/every Nash equilibrium of the game, whenever such a mechanism exists, can be done in PSPACE for LTL properties and in NP/Sigma^P_2 for GR(1) specifications. We also study the complexity of various related decision and optimisation problems, such as optimality and uniqueness of solutions, and show that the complexities of all such problems lie within the polynomial hierarchy. As an application, equilibrium design can be used as an alternative solution to the rational synthesis and verification problems for concurrent games with mean-payoff objectives whenever no solution exists, or as a technique to repair, whenever possible, concurrent games with undesirable rational outcomes (Nash equilibria) in an optimal way

    RANCANG BANGUN APLIKASI PERHITUNGAN STATS POKEMON BERBASIS ANDROID

    Get PDF
    Game development began in the 1950s when computer scientists began making games and simulations that were easy to research or just wanted to play, games that year only used lines and dots, like pong, and from that year until now, game development has been increasingly rapidly from 8-bit games like Super Mario Bros to games that use VR (Virtual Reality) and AR (Augmented Reality). However, there are only two games that have survived from the beginning until now and there are 2 descendants, namely Super Mario and Pokemon, for the purpose of this research, the Researcher will be focusing on the Pokemon franchise. The purpose of this research is to give the players information and the potential of the Pokemon the player use and also decrease the time player spent playing the game. The research method used is using the waterfall model method which includes Requirements, Design, Testing, Implementation, Verification, and Maintenance where the system design uses UML (Unified Modeling Language) diagrams which includes Use Case Diagram, Sequence Diagram, Activity Diagram, and Class Diagram. The results of this research are the Android-based Pokemon Stats Calculator program that has been successfully designed according to the demands and needs of the Players and the Researcher, the Android-based Pokemon Stats Calculator program has been built more efficiently and more effectively and can reduce various errors that occur unlike before using Microsoft Office Excel. Keywords: Android; Pokemon; UML

    Rational Verification in Iterated Electric Boolean Games

    Get PDF
    Electric boolean games are compact representations of games where the players have qualitative objectives described by LTL formulae and have limited resources. We study the complexity of several decision problems related to the analysis of rationality in electric boolean games with LTL objectives. In particular, we report that the problem of deciding whether a profile is a Nash equilibrium in an iterated electric boolean game is no harder than in iterated boolean games without resource bounds. We show that it is a PSPACE-complete problem. As a corollary, we obtain that both rational elimination and rational construction of Nash equilibria by a supervising authority are PSPACE-complete problems.Comment: In Proceedings SR 2016, arXiv:1607.0269

    Abstractions and sensor design in partial-information, reactive controller synthesis

    Get PDF
    Automated synthesis of reactive control protocols from temporal logic specifications has recently attracted considerable attention in various applications in, for example, robotic motion planning, network management, and hardware design. An implicit and often unrealistic assumption in this past work is the availability of complete and precise sensing information during the execution of the controllers. In this paper, we use an abstraction procedure for systems with partial observation and propose a formalism to investigate effects of limitations in sensing. The abstraction procedure enables the existing synthesis methods with partial observation to be applicable and efficient for systems with infinite (or finite but large number of) states. This formalism enables us to systematically discover sensing modalities necessary in order to render the underlying synthesis problems feasible. We use counterexamples, which witness unrealizability potentially due to the limitations in sensing and the coarseness in the abstract system, and interpolation-based techniques to refine the model and the sensing modalities, i.e., to identify new sensors to be included, in such synthesis problems. We demonstrate the method on examples from robotic motion planning.Comment: 9 pages, 4 figures, Accepted at American Control Conference 201

    A Multi-Core Solver for Parity Games

    Get PDF
    We describe a parallel algorithm for solving parity games,\ud with applications in, e.g., modal mu-calculus model\ud checking with arbitrary alternations, and (branching) bisimulation\ud checking. The algorithm is based on Jurdzinski's Small Progress\ud Measures. Actually, this is a class of algorithms, depending on\ud a selection heuristics.\ud \ud Our algorithm operates lock-free, and mostly wait-free (except for\ud infrequent termination detection), and thus allows maximum\ud parallelism. Additionally, we conserve memory by avoiding storage\ud of predecessor edges for the parity graph through strictly\ud forward-looking heuristics.\ud \ud We evaluate our multi-core implementation's behaviour on parity games\ud obtained from mu-calculus model checking problems for a set of\ud communication protocols, randomly generated problem instances, and\ud parametric problem instances from the literature.\ud \u

    Strategy Synthesis for Autonomous Agents Using PRISM

    Get PDF
    We present probabilistic models for autonomous agent search and retrieve missions derived from Simulink models for an Unmanned Aerial Vehicle (UAV) and show how probabilistic model checking and the probabilistic model checker PRISM can be used for optimal controller generation. We introduce a sequence of scenarios relevant to UAVs and other autonomous agents such as underwater and ground vehicles. For each scenario we demonstrate how it can be modelled using the PRISM language, give model checking statistics and present the synthesised optimal controllers. We conclude with a discussion of the limitations when using probabilistic model checking and PRISM in this context and what steps can be taken to overcome them. In addition, we consider how the controllers can be returned to the UAV and adapted for use on larger search areas
    • 

    corecore