33 research outputs found
Verifying one hundred prisoners and a lightbulb
This is a case-study in knowledge representation and
dynamic epistemic protocol verification. We analyze the `one hundred
prisoners and a lightbulb' puzzle. In this puzzle it is relevant
what the agents (prisoners) {\em know}, how their knowledge {\em
changes} due to {\em observations}, and how they affect the state
of the world by {\em changing facts}, i.e., by their actions. These
actions depend on the history of previous actions and
observations. Part of its interest is that all actions are {\em
local}, i.e.\ not publicly observable, and part of the problem is
therefore how to disseminate local results to other agents, and make
them {\em global}. The various solutions to the puzzle are presented
as protocols (iterated functions from agent's local states, and
histories of actions, to actions
One Hundred Prisoners and a Lightbulb --- Logic and Computation
This is a case-study in knowledge representation. We analyze the `one hundred prisoners and a lightbulb' puzzle. In this puzzle it is relevant what the agents (prisoners) {\em know}, how their knowledge {\em changes} due to {\em observations}, and how they affect the state of the world by {\em changing facts}, i.e., by their actions. These actions depend on the history of previous actions and observations. Part of its interest is that all actions are {\em local}, i.e.\ not publicly observable, and part of the problem is therefore how to disseminate local results to other agents, and make them {\em global}. The various solutions to the puzzle are presented as protocols (iterated functions from agent's local states, and histories of actions, to actions). The computational aspect is about average runtime termination under conditions of random (`fair') scheduling
On the Logic of Lying
We model lying as a communicative act changing the beliefs
of the agents in a multi-agent system. With Augustine, we see lying
as an utterance believed to be false by the speaker and uttered with
the intent to deceive the addressee. The deceit is successful if
the lie is believed after the utterance by the addressee. This is
our perspective. Also, as common in dynamic epistemic logics, we
model the agents addressed by the lie, but we do not (necessarily)
model the speaker as one of those agents. This further simplifies
the picture: we do not need to model the intention of the speaker,
nor do we need to distinguish between knowledge and belief of the
speaker: he is the observer of the system and his beliefs are taken
to be the truth by the listeners. We provide a sketch of what goes
on logically when a lie is communicated. We present a complete logic
of manipulative updating, to analyse the effects of lying in public
discourse.
Next, we turn to the study of lying in games. First, a
game-theoretical analysis is used to explain how the possibility of
lying makes games such as Liar's Dice interesting, and how lying is
put to use in optimal strategies for playing the game. This is the
opposite of the logical manipulative update: instead of always
believing the utterance, now, it is never believed. We also give a
matching logical analysis for the games perspective, and implement
that in the model checker DEMO. Our running example of lying in games
is the game of Liar's Dice
Neighbourhood contingency bisimulation
We introduce a notion of bisimulation for contingency logic interpreted on neighbourhood structures, characterise this logic as bisimulation-invariant fragment of modal logic and of first-order logic, and compare it with existing notions in the literature
Reachability of Five Gossip Protocols
Gossip protocols use point-to-point communication to spread information within a network until every agent knows everything. Each agent starts with her own piece of information (‘secret’) and in each call two agents will exchange all secrets they currently know. Depending on the protocol, this leads to different distributions of secrets among the agents during its execution. We investigate which distributions of secrets are reachable when using several distributed epistemic gossip protocols from the literature. Surprisingly, a protocol may reach the distribution where all agents know all secrets, but not all other distributions. The five protocols we consider are called í– í–í–¸, í–«í–í–², 햢햮, 햳햮햪, and 햲햯햨. We find that 햳햮햪 and í– í–í–¸ reach the same distributions but all other protocols reach different sets of distributions, with some inclusions. Additionally, we show that all distributions are subreachable with all five protocols: any distribution can be reached, if there are enough additional agents
On the Logic of Lying
We look at lying as an act of communication, where (i) the proposition
that is communicated is not true, (ii) the utterer of the lie knows
(or believes) that what she communicates is not true, and (iii) the
utterer of the lie intends the lie to be taken as truth. Rather than
dwell on the moral issues, we provide a sketch of what goes on
logically when a lie is communicated. We present a complete logic of
manipulative updating, to analyse the effects of lying in public
discourse. Next, we turn to the study of lying in games. First, a
game-theoretical analysis is used to explain how the possibility of
lying makes such games interesting, and how lying is put to use in
optimal strategies for playing the game. Finally, we give a matching
logical analysis. Our running example of lying in games is liar's
dice
Epistemic protocols for dynamic gossip
A gossip protocol is a procedure for spreading secrets among a group of agents, using a connection graph. In each call between a pair of connected agents, the two agents share all the secrets they have learnt. In dynamic gossip problems, dynamic connection graphs are enabled by permitting agents to spread as well the telephone numbers of other agents they know. This paper characterizes different distributed epistemic protocols in terms of the (largest) class of graphs where each protocol is successful, i.e. where the protocol necessarily ends up with all agents knowing all secrets