57 research outputs found

    Uniform Strategies

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    We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed strategies, such as being observation-based. We propose a formal language to specify uniformity properties and demonstrate its relevance by rephrasing various known problems from the literature. Note that the ability to correlate different plays cannot be achieved by any branching-time logic if not equipped with an additional modality, so-called R in this contribution. We also study an automated procedure to synthesize strategies subject to a uniformity property, which strictly extends existing results based on, say standard temporal logics. We exhibit a generic solution for the synthesis problem provided the bundles of plays rely on any binary relation definable by a finite state transducer. This solution yields a non-elementary procedure.Comment: (2012

    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

    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

    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

    Automata Techniques for Epistemic Protocol Synthesis

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    International audienceIn this work we aim at applying automata techniques to problems studied in Dynamic Epistemic Logic, such as epistemic planning. To do so, we first remark that repeatedly executing ad infinitum a propositional event model from an initial epistemic model yields a relational structure that can be finitely represented with automata. This correspondence, together with recent results on uniform strategies, allows us to give an alternative decidability proof of the epistemic planning problem for propositional events, with as by-products accurate upper-bounds on its time complexity, and the possibility to synthesize a finite word automaton that describes the set of all solution plans. In fact, using automata techniques enables us to solve a much more general problem, that we introduce and call epistemic protocol synthesis

    Quantifying Bounds in Strategy Logic

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    Program synthesis constructs programs from specifications in an automated way. Strategy Logic (SL) is a powerful and versatile specification language whose goal is to give theoretical foundations for program synthesis in a multi-agent setting. One limitation of Strategy Logic is that it is purely qualitative. For instance it cannot specify quantitative properties of executions such as "every request is quickly granted", or quantitative properties of trees such as "most executions of the system terminate". In this work, we extend Strategy Logic to include quantitative aspects in a way that can express bounds on "how quickly" and "how many". We define Prompt Strategy Logic, which encompasses Prompt LTL (itself an extension of LTL with a prompt eventuality temporal operator), and we define Bounded-Outcome Strategy Logic which has a bounded quantifier on paths. We supply a general technique, based on the study of automata with counters, that solves the model-checking problems for both these logics

    Nondeterministic Strategies and their Refinement in Strategy Logic

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    Nondeterministic strategies are strategies (or protocols, or plans) that, given a history in a game, assign a set of possible actions, all of which are winning. An important problem is that of refining such strategies. For instance, given a nondeterministic strategy that allows only safe executions, refine it to, additionally, eventually reach a desired state of affairs. We show that strategic problems involving strategy refinement can be solved elegantly in the framework of Strategy Logic (SL), a very expressive logic to reason about strategic abilities. Specifically, we introduce an extension of SL with nondeterministic strategies and an operator expressing strategy refinement. We show that model checking this logic can be done at no additional computational cost with respect to standard SL, and can be used to solve a variety of problems such as synthesis of maximally permissive strategies or refinement of Nash equilibria
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