10,673 research outputs found

    Recursive Inspection Games

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    We consider a sequential inspection game where an inspector uses a limited number of inspections over a larger number of time periods to detect a violation (an illegal act) of an inspectee. Compared with earlier models, we allow varying rewards to the inspectee for successful violations. As one possible example, the most valuable reward may be the completion of a sequence of thefts of nuclear material needed to build a nuclear bomb. The inspectee can observe the inspector, but the inspector can only determine if a violation happens during a stage where he inspects, which terminates the game; otherwise the game continues. Under reasonable assumptions for the payoffs, the inspector's strategy is independent of the number of successful violations. This allows to apply a recursive description of the game, even though this normally assumes fully informed players after each stage. The resulting recursive equation in three variables for the equilibrium payoff of the game, which generalizes several other known equations of this kind, is solved explicitly in terms of sums of binomial coefficients. We also extend this approach to non-zero-sum games and, similar to Maschler (1966), "inspector leadership" where the inspector commits to (the same) randomized inspection schedule, but the inspectee acts legally (rather than mixes as in the simultaneous game) as long as inspections remain.Comment: final version for Mathematics of Operations Research, new Theorem

    Inspection and crime prevention : an evolutionary perspective

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    In this paper, we analyse inspection games with an evolutionary perspective. In our evolutionary inspection game with a large population, each individual is not a rational payoff maximiser, but periodically updates his strategy if he perceives that other individuals' strategies are more successful than his own, namely strategies are subject to the evolutionary pressure. We develop this game into a few directions. Firstly, social norms are incorporated into the game and we analyse how social norms may influence individuals' propensity to engage in criminal behaviour. Secondly, a forward-looking inspector is considered, namely, the inspector chooses the level of law enforcement whilst taking into account the effect that this choice will have on future crime rates. Finally, the game is extended to the one with continuous strategy spaces

    Computability of simple games: A complete investigation of the sixty-four possibilities

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    Classify simple games into sixteen "types" in terms of the four conventional axioms: monotonicity, properness, strongness, and nonweakness. Further classify them into sixty-four classes in terms of finiteness (existence of a finite carrier) and algorithmic computability. For each such class, we either show that it is empty or give an example of a game belonging to it. We observe that if a type contains an infinite game, then it contains both computable ones and noncomputable ones. This strongly suggests that computability is logically, as well as conceptually, unrelated to the conventional axioms.Comment: 25 page

    Soft Contract Verification

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    Behavioral software contracts are a widely used mechanism for governing the flow of values between components. However, run-time monitoring and enforcement of contracts imposes significant overhead and delays discovery of faulty components to run-time. To overcome these issues, we present soft contract verification, which aims to statically prove either complete or partial contract correctness of components, written in an untyped, higher-order language with first-class contracts. Our approach uses higher-order symbolic execution, leveraging contracts as a source of symbolic values including unknown behavioral values, and employs an updatable heap of contract invariants to reason about flow-sensitive facts. We prove the symbolic execution soundly approximates the dynamic semantics and that verified programs can't be blamed. The approach is able to analyze first-class contracts, recursive data structures, unknown functions, and control-flow-sensitive refinements of values, which are all idiomatic in dynamic languages. It makes effective use of an off-the-shelf solver to decide problems without heavy encodings. The approach is competitive with a wide range of existing tools---including type systems, flow analyzers, and model checkers---on their own benchmarks.Comment: ICFP '14, September 1-6, 2014, Gothenburg, Swede

    Generating and Solving Symbolic Parity Games

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    We present a new tool for verification of modal mu-calculus formulae for process specifications, based on symbolic parity games. It enhances an existing method, that first encodes the problem to a Parameterised Boolean Equation System (PBES) and then instantiates the PBES to a parity game. We improved the translation from specification to PBES to preserve the structure of the specification in the PBES, we extended LTSmin to instantiate PBESs to symbolic parity games, and implemented the recursive parity game solving algorithm by Zielonka for symbolic parity games. We use Multi-valued Decision Diagrams (MDDs) to represent sets and relations, thus enabling the tools to deal with very large systems. The transition relation is partitioned based on the structure of the specification, which allows for efficient manipulation of the MDDs. We performed two case studies on modular specifications, that demonstrate that the new method has better time and memory performance than existing PBES based tools and can be faster (but slightly less memory efficient) than the symbolic model checker NuSMV.Comment: In Proceedings GRAPHITE 2014, arXiv:1407.767

    A recursive core for partition function form games

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    We present a new solution to partition function form games that is novel in at least two ways. Firstly, the solution exploits the consistency of the partition function form, namely that the response to a deviation is established as the same solution applied to the residual game, itself a partition function form game. This consistency allows us to model residual behaviour in a natural, intuitive way. Secondly, we consider a pair of solutions as the extrema of an interval for set inclusion. Taking the whole interval rather than just one of the extremes enables us to include or exclude outcomes with certainty.microeconomics ;

    The Core of a Partition Function Game

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    We consider partition function games and introduce new defini-tions of the core that include the effects of externalities. We assume that all players behave rationally and that all stable outcomes arising are consistent with the appropriate generalised concept of the core. The result is a recursive definition of the core where residual subgames are considered as games with fewer players and with a partition function that captures the externalities of the deviating coalition. Some properties of the new concepts are discussed.core, partition function, externalities
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