Practical Specification of Belief Manipulation in Games

Markus Eger, Chris Martens
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引用次数: 20

Abstract

Actions that affect knowledge asymmetrically between agents occur in numerous domains, from card games such as poker to the secure transmission of information. Applications in such domains often depend on reflection over knowledge, including what an agent knows about what other agents know. We are interested in enabling formal specification of these systems which may be used for executable prototyping as well as verification and other formal reasoning. Dynamic Epistemic Logic provides a formal basis for such reasoning, but is often prohibitively cumbersome to use in practice. We present an implementation and macro system called Ostari, backed by a particular flavor of Dynamic Epistemic Logic, which allows us to scale the ideas to more realistic problems. We demonstrate how actions that manipulate agents' beliefs can be written concisely and how this capability can be applied to modeling a popular card game by utilizing our system's ability to execute action sequences, answer queries about knowledge states, and find action sequences to satisfy a particular goal.
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游戏中信念操纵的实用规范
从扑克等纸牌游戏到信息的安全传输,许多领域都存在不对称影响代理之间知识的行为。这些领域中的应用通常依赖于对知识的反思,包括一个代理对其他代理所知道的内容的了解。我们对启用这些系统的正式规范很感兴趣,这些规范可以用于可执行的原型以及验证和其他正式推理。动态认知逻辑为这种推理提供了形式化的基础,但在实践中使用起来往往过于繁琐。我们提出了一个名为Ostari的实现和宏观系统,它由一种特殊风格的动态认知逻辑(Dynamic Epistemic Logic)支持,它允许我们将想法扩展到更现实的问题。我们演示了如何简洁地编写操纵代理信念的操作,以及如何利用我们的系统执行动作序列、回答关于知识状态的查询以及找到满足特定目标的动作序列的能力,将这种能力应用于流行的卡牌游戏的建模。
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