3,505 research outputs found

    Strategy Logic with Imperfect Information

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    We introduce an extension of Strategy Logic for the imperfect-information setting, called SLii, and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, the problem turns out to be undecidable. We introduce a syntactical class of "hierarchical instances" for which, intuitively, as one goes down the syntactic tree of the formula, strategy quantifications are concerned with finer observations of the model. We prove that model-checking SLii restricted to hierarchical instances is decidable. This result, because it allows for complex patterns of existential and universal quantification on strategies, greatly generalises previous ones, such as decidability of multi-player games with imperfect information and hierarchical observations, and decidability of distributed synthesis for hierarchical systems. To establish the decidability result, we introduce and study QCTL*ii, an extension of QCTL* (itself an extension of CTL* with second-order quantification over atomic propositions) by parameterising its quantifiers with observations. The simple syntax of QCTL* ii allows us to provide a conceptually neat reduction of SLii to QCTL*ii that separates concerns, allowing one to forget about strategies and players and focus solely on second-order quantification. While the model-checking problem of QCTL*ii is, in general, undecidable, we identify a syntactic fragment of hierarchical formulas and prove, using an automata-theoretic approach, that it is decidable. The decidability result for SLii follows since the reduction maps hierarchical instances of SLii to hierarchical formulas of QCTL*ii

    Reasoning about Knowledge and Strategies under Hierarchical Information

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    Two distinct semantics have been considered for knowledge in the context of strategic reasoning, depending on whether players know each other's strategy or not. The problem of distributed synthesis for epistemic temporal specifications is known to be undecidable for the latter semantics, already on systems with hierarchical information. However, for the other, uninformed semantics, the problem is decidable on such systems. In this work we generalise this result by introducing an epistemic extension of Strategy Logic with imperfect information. The semantics of knowledge operators is uninformed, and captures agents that can change observation power when they change strategies. We solve the model-checking problem on a class of "hierarchical instances", which provides a solution to a vast class of strategic problems with epistemic temporal specifications on hierarchical systems, such as distributed synthesis or rational synthesis

    Strategic Reasoning in Game Theory

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    Game theory in AI is a powerful mathematical framework largely applied in the last three decades for the strategic reasoning in multi-agent systems. Seminal works along this line started with turn-based two-player games (under perfect and imperfect information) to check the correctness of a system against an unpredictable environment. Then, large effort has been devoted to extend those works to the multi-agent setting and, specifically, to efficiently reasoning about important solution concepts such as Nash Equilibria and the like. Breakthrough contributions along this direction concern the introduction of logics for the strategic reasoning such as Alternating-time Temporal Logic (ATL), Strategy Logic (SL), and their extensions. Two-player games and logics for the strategic reasoning are nowadays very active areas of research. In this thesis we significantly advance the work along both these two lines of research by providing fresh studies and results of practical application. We start with two-player reachability games and first investigate the problem of checking whether a designed player has more than a winning strategy to reach a target. We investigate this question under both perfect and imperfect information. We provide an automata-based solution that requires linear-time, in the perfect information setting, and exponential-time, in the imperfect one. In both cases, the results are tight. Then, we move to multi-player concurrent games and study the following specific setting: (i) Player_0's objective is to reach a target W, and (ii) the opponents are trying to stop this but have partial observation about Player_0's actions. We study the problem of deciding whether the opponents can prevent Player_0 to reach W. We show, using an automata-theoretic approach that, assuming the opponents have the same partial observation and play under uniformity, the problem is in ExpTime. We recall that, in general, multi-player reachability games with imperfect information are undecidable. Then, we move to the more expressive framework of logics for the strategic reasoning. We first introduce and study two graded extensions of SL, namely GSL and GradedSL. By the former, we define a graded version over single strategy variables, i.e. "there exist at least g different strategies", where the strategies are counted semantically. We study the model checking-problem for GSL and show that for its fragment called vanilla GSL[1G] the problem is PTime-complete. By GradedSL, we consider a graded version over tuple of strategy variables and use a syntactic counting over strategies. By means of GradedSL we show how to count the number of different strategy profiles that are Nash equilibria (NE). By analyzing the structure of the specific formulas involved, we conclude that the important problem of checking for the existence of a unique NE can be solved in 2ExpTime, which is not harder than merely checking for the existence of such an equilibrium. Finally, we adopt the view of bounded rationality, and look only at "simple" strategies in specifications of agents’ abilities. We formally define what "simple" means, and propose a variant of plain ATL, namely NatATL, that takes only such strategies into account. We study the model checking problem for the resulting semantics of ability and obtain tight results. The positive results achieved with NatATL encourage for the investigation of simple strategies over more powerful logics, including SL

    The Complexity of Synthesizing Uniform Strategies

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    We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not \mu-calculus definable. Typically, we can state that a strategy is observation-based. We propose a formal language to specify uniformity properties, interpreted over two-player turn-based arenas equipped with a binary relation between plays. This way, we capture e.g. games with winning conditions expressible in epistemic temporal logic, whose underlying equivalence relation between plays reflects the observational capabilities of agents (for example, synchronous perfect recall). Our framework naturally generalizes many other situations from the literature. We establish that the problem of synthesizing strategies under uniformity constraints based on regular binary relations between plays is non-elementary complete.Comment: In Proceedings SR 2013, arXiv:1303.007

    A Backward-traversal-based Approach for Symbolic Model Checking of Uniform Strategies for Constrained Reachability

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    Since the introduction of Alternating-time Temporal Logic (ATL), many logics have been proposed to reason about different strategic capabilities of the agents of a system. In particular, some logics have been designed to reason about the uniform memoryless strategies of such agents. These strategies are the ones the agents can effectively play by only looking at what they observe from the current state. ATL_ir can be seen as the core logic to reason about such uniform strategies. Nevertheless, its model-checking problem is difficult (it requires a polynomial number of calls to an NP oracle), and practical algorithms to solve it appeared only recently. This paper proposes a technique for model checking uniform memoryless strategies. Existing techniques build the strategies from the states of interest, such as the initial states, through a forward traversal of the system. On the other hand, the proposed approach builds the winning strategies from the target states through a backward traversal, making sure that only uniform strategies are explored. Nevertheless, building the strategies from the ground up limits its applicability to constrained reachability objectives only. This paper describes the approach in details and compares it experimentally with existing approaches implemented into a BDD-based framework. These experiments show that the technique is competitive on the cases it can handle.Comment: In Proceedings GandALF 2017, arXiv:1709.0176

    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

    New results on pushdown module checking with imperfect information

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    Model checking of open pushdown systems (OPD) w.r.t. standard branching temporal logics (pushdown module checking or PMC) has been recently investigated in the literature, both in the context of environments with perfect and imperfect information about the system (in the last case, the environment has only a partial view of the system's control states and stack content). For standard CTL, PMC with imperfect information is known to be undecidable. If the stack content is assumed to be visible, then the problem is decidable and 2EXPTIME-complete (matching the complexity of PMC with perfect information against CTL). The decidability status of PMC with imperfect information against CTL restricted to the case where the depth of the stack content is visible is open. In this paper, we show that with this restriction, PMC with imperfect information against CTL remains undecidable. On the other hand, we individuate an interesting subclass of OPDS with visible stack content depth such that PMC with imperfect information against the existential fragment of CTL is decidable and in 2EXPTIME. Moreover, we show that the program complexity of PMC with imperfect information and visible stack content against CTL is 2EXPTIME-complete (hence, exponentially harder than the program complexity of PMC with perfect information, which is known to be EXPTIME-complete).Comment: In Proceedings GandALF 2011, arXiv:1106.081
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