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Representing Strategies 代表的策略
Pub Date : 2016-07-12 DOI: 10.4204/EPTCS.218.2
H. Duijf, J. Broersen
Quite some work in the ATL-tradition uses the differences between various types of strategies (positional, uniform, perfect recall) to give alternative semantics to the same logical language. This paper contributes to another perspective on strategy types, one where we characterise the differences between them on the syntactic (object language) level. This is important for a more traditional knowledge representation view on strategic content. Leaving differences between strategy types implicit in the semantics is a sensible idea if the goal is to use the strategic formalism for model checking. But, for traditional knowledge representation in terms of object language level formulas, we need to extent the language. This paper introduces a strategic STIT syntax with explicit operators for knowledge that allows us to charaterise strategy types. This more expressive strategic language is interpreted on standard ATL-type concurrent epistemic game structures. We introduce rule-based strategies in our language and fruitfully apply them to the representation and characterisation of positional and uniform strategies. Our representations highlight crucial conditions to be met for strategy types. We demonstrate the usefulness of our work by showing that it leads to a critical reexamination of coalitional uniform strategies.
在atl传统中,相当多的工作使用不同类型策略(位置记忆、均匀记忆、完全记忆)之间的差异来为相同的逻辑语言提供不同的语义。本文提供了另一种关于策略类型的观点,其中我们在语法(对象语言)层面上描述了它们之间的差异。这对于更传统的关于战略内容的知识表示观点是很重要的。如果目标是使用策略形式化进行模型检查,那么在语义中隐式地保留策略类型之间的差异是一个明智的想法。但是,对于传统的基于对象语言层次公式的知识表示,需要对语言进行扩展。本文介绍了一种具有显式知识运算符的策略STIT语法,使我们能够表征策略类型。这种更具表现力的策略语言在标准的atl型并发认知博弈结构上得到解释。我们在我们的语言中引入了基于规则的策略,并成功地将它们应用于位置和统一策略的表示和表征。我们的表述强调了策略类型需要满足的关键条件。我们通过显示它导致对联盟统一策略的批判性重新检查来证明我们工作的有用性。
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引用次数: 10
Extended Graded Modalities in Strategy Logic 策略逻辑中的扩展分级模式
Pub Date : 2016-07-10 DOI: 10.4204/EPTCS.218.1
Benjamin Aminof, Vadim Malvone, A. Murano, S. Rubin
Strategy Logic (SL) is a logical formalism for strategic reasoning in multi-agent systems. Its main feature is that it has variables for strategies that are associated to specific agents with a binding operator. We introduce Graded Strategy Logic (GRADEDSL), an extension of SL by graded quantifiers over tuples of strategy variables, i.e., “there exist at least g different tuples (x1;:::; xn) of strategies” where g is a cardinal from the set N[f?0;?1; 2 ?0g. We prove that the model-checking problem of GRADEDSL is decidable. We then turn to the complexity of fragments of GRADEDSL. When the g’s are restricted to finite cardinals, written GRADEDNSL, the complexity of model-checking is no harder than for SL, i.e., it is non-elementary in the quantifier rank. We illustrate our formalism by showing how to count the number of different strategy profiles that are Nash equilibria (NE), or subgame-perfect equilibria (SPE). By analyzing the structure of the specific formulas involved, we conclude that the important problems of checking for the existence of a unique NE or SPE can both be solved in 2EXPTIME, which is not harder than merely checking for the existence of such equilibria.
策略逻辑(SL)是多智能体系统中策略推理的逻辑形式。它的主要特点是它具有用于策略的变量,这些策略与带有绑定操作符的特定代理相关联。我们引入了分级策略逻辑(GRADEDSL),这是通过分级量词在策略变量元组上对SL的扩展,即“存在至少g个不同的元组(x1;:::;xn),其中g是集合N[f?0;?1;2 ? 0 g。证明了GRADEDSL的模型检验问题是可判定的。然后我们转向GRADEDSL片段的复杂性。当g被限制为有限基数时,写为GRADEDNSL,模型检查的复杂性并不比SL更难,也就是说,它在量词等级中是非初等的。我们通过展示如何计算纳什均衡(NE)或子博弈完美均衡(SPE)的不同策略概况的数量来说明我们的形式主义。通过分析所涉及的特定公式的结构,我们得出结论,检查是否存在唯一的NE或SPE的重要问题都可以在2EXPTIME内解决,这并不比仅仅检查这种平衡的存在性更难。
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引用次数: 4
Rational verification in Iterated Electric Boolean Games 迭代电布尔博弈的理性验证
Pub Date : 2016-04-13 DOI: 10.4204/EPTCS.218.4
Y. Oualhadj, N. Troquard
Electric boolean games are compact representations of games where the players have qualitative objectives described by LTL formulae and have limited resources. We study the complexity of several decision problems related to the analysis of rationality in electric boolean games with LTL objectives. In particular, we report that the problem of deciding whether a profile is a Nash equilibrium in an iterated electric boolean game is no harder than in iterated boolean games without resource bounds. We show that it is a PSPACE-complete problem. As a corollary, we obtain that both rational elimination and rational construction of Nash equilibria by a supervising authority are PSPACE-complete problems.
电布尔博弈是博弈的紧凑表示形式,在这种博弈中,玩家拥有由LTL公式描述的定性目标,并且资源有限。研究了具有LTL目标的布尔电对策中若干与合理性分析相关的决策问题的复杂性。特别地,我们报告了在迭代电布尔对策中决定一个剖面是否为纳什均衡的问题并不比在没有资源边界的迭代布尔对策中更难。我们证明了它是一个pspace完全问题。作为推论,我们得到了监督权威对纳什均衡的合理消去和合理构造都是pspace完全问题。
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引用次数: 0
Extending Finite Memory Determinacy to Multiplayer Games 将有限记忆确定性扩展到多人游戏
Pub Date : 2016-02-29 DOI: 10.4204/EPTCS.218.3
Stéphane Le Roux, A. Pauly
We show that under some general conditions the finite memory determinacy of a class of two-player win/lose games played on finite graphs implies the existence of a Nash equilibrium built from finite memory strategies for the corresponding class of multi-player multi-outcome games. This generalizes a previous result by Brihaye, De Pril and Schewe. For most of our conditions we provide counterexamples showing that they cannot be dispensed with. Our proofs are generally constructive, that is, provide upper bounds for the memory required, as well as algorithms to compute the relevant winning strategies.
我们证明了在某些一般条件下,一类在有限图上进行的双人输赢博弈的有限记忆确定性意味着存在一个由有限记忆策略构建的纳什均衡,用于相应的一类多人多结果博弈。这概括了Brihaye, De Pril和Schewe之前的结果。对于我们的大多数条件,我们提供了反例,表明它们是不可缺少的。我们的证明通常是建设性的,也就是说,提供了所需内存的上限,以及计算相关获胜策略的算法。
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引用次数: 14
Expectations or Guarantees? I Want It All! A crossroad between games and MDPs 期望还是保证?我想要一切!游戏和mdp之间的十字路口
Pub Date : 2014-04-03 DOI: 10.4204/EPTCS.146.1
V. Bruyère, E. Filiot, Mickael Randour, Jean-François Raskin
When reasoning about the strategic capabilities of an agent, it is important to consider the nature of its adversaries. In the particular context of controller synthesis for quantitative specifications, the usual problem is to devise a strategy for a reactive system which yields some desired performance, taking into account the possible impact of the environment of the system. There are at least two ways to look at this environment. In the classical analysis of two-player quantitative games, the environment is purely antagonistic and the problem is to provide strict performance guarantees. In Markov decision processes, the environment is seen as purely stochastic: the aim is then to optimize the expected payoff, with no guarantee on individual outcomes. In this expository work, we report on recent results [10, 9] introducing the beyond worst-case synthesis problem, which is to construct strategies that guarantee some quantitative requirement in the worst-case while providing an higher expected value against a particular stochastic model of the environment given as input. This problem is relevant to produce system controllers that provide nice expected performance in the everyday situation while ensuring a strict (but relaxed) performance threshold even in the event of very bad (while unlikely) circumstances. It has been studied for both the mean-payoff and the shortest path quantitative measures.
在对代理的战略能力进行推理时,考虑其对手的性质是很重要的。在定量规范的控制器综合的特定背景下,通常的问题是为一个产生某些期望性能的反应系统设计一个策略,考虑到系统环境的可能影响。至少有两种方式来看待这种环境。在经典的双人定量博弈分析中,环境是纯粹对抗性的,问题是提供严格的性能保证。在马尔可夫决策过程中,环境被视为纯粹的随机:目标是优化预期收益,而不保证个人结果。在这篇说说性的工作中,我们报告了最近的结果[10,9],介绍了超越最坏情况综合问题,该问题是构建策略,保证在最坏情况下的一些定量要求,同时针对给定的环境的特定随机模型提供更高的期望值作为输入。这个问题与生产在日常情况下提供良好预期性能的系统控制器相关,同时确保即使在非常糟糕(虽然不太可能)的情况下也有严格(但宽松)的性能阈值。本文分别对平均收益和最短路径定量测度进行了研究。
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引用次数: 8
Nash Equilibria in Symmetric Games with Partial Observation 部分观测对称对策中的纳什均衡
Pub Date : 2014-04-03 DOI: 10.4204/EPTCS.146.7
P. Bouyer, N. Markey, Steen Vester
We investigate a model for representing large multiplayer games, which satisfy strong symmetry properties. This model is made of multiple copies of an arena; each player plays in his own arena, and can partially observe what the other players do. Therefore, this game has partial information and symmetry constraints, which make the computation of Nash equilibria difficult. We show several undecidability results, and for bounded-memory strategies, we precisely characterize the complexity of computing pure Nash equilibria (for qualitative objectives) in this game model.
研究了满足强对称性的大型多人博弈模型。这个模型是由竞技场的多个副本组成的;每个玩家都在自己的舞台上玩,并且可以部分地观察其他玩家的行为。因此,该博弈具有部分信息和对称性约束,使得纳什均衡的计算变得困难。我们展示了几个不可判定的结果,对于有限记忆策略,我们精确地描述了在这个博弈模型中计算纯纳什均衡(对于定性目标)的复杂性。
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引用次数: 3
Automata Techniques for Epistemic Protocol Synthesis 认知协议综合的自动机技术
Pub Date : 2014-04-03 DOI: 10.4204/EPTCS.146.13
Guillaume Aucher, Bastien Maubert, S. Pinchinat
In 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.
在这项工作中,我们的目标是将自动机技术应用于动态认知逻辑中研究的问题,如认知规划。为了做到这一点,我们首先注意到,从初始认知模型中无限重复执行命题事件模型会产生一个可以用自动机有限表示的关系结构。这种对应关系,加上最近关于统一策略的结果,使我们能够给出命题事件的认识论规划问题的另一种可决性证明,附带其时间复杂性的精确上界,以及合成描述所有解决方案集的有限词自动机的可能性。事实上,使用自动机技术使我们能够解决一个更普遍的问题,我们称之为认知协议合成。
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引用次数: 18
Partial Preferences for Mediated Bargaining 调解议价的部分偏好
Pub Date : 2014-04-03 DOI: 10.4204/EPTCS.146.14
P. Bonatti, M. Faella, L. Sauro
In this work we generalize standard Decision Theory by assuming that two outcomes can also be incomparable. Two motivating scenarios show how incomparability may be helpful to represent those situations where, due to lack of information, the decision maker would like to maintain different options alive and defer the final decision. In particular, a new axiomatization is given which turns out to be a weakening of the classical set of axioms used in Decision Theory. Preliminary results show how preferences involving complex distributions are related to judgments on single alternatives.
在这项工作中,我们通过假设两个结果也可以是不可比较的来推广标准决策理论。有两个激励情景表明,在缺乏信息的情况下,决策者希望保留不同的选择,并推迟最终决策,不可比比性可能有助于表示这些情况。特别地,给出了一种新的公理化,它是对决策理论中使用的经典公理集的弱化。初步结果表明,涉及复杂分布的偏好如何与对单一选择的判断相关。
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引用次数: 1
An Epistemic Strategy Logic (Extended Abstract) 一种认知策略逻辑(扩展摘要)
Pub Date : 2014-04-03 DOI: 10.4204/EPTCS.146.5
Xiaowei Huang, R. V. D. Meyden
The paper presents an extension of temporal epistemic logic with operators that quantify over strategies. The language also provides a natural way to represent what agents would know were they to be aware of the strategies being used by other agents. Some examples are presented to motivate the framework, and relationships to several variants of alternating temporal epistemic logic are discussed. The computational complexity of model checking the logic is also characterized.
本文提出了时间认知逻辑的一种扩展,其中包含了对策略进行量化的算子。该语言还提供了一种自然的方式来表示如果智能体知道其他智能体正在使用的策略,它们将知道什么。给出了一些例子来激励框架,并讨论了与交替时间认知逻辑的几种变体的关系。分析了模型检验逻辑的计算复杂度。
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引用次数: 10
Reasoning about Knowledge and Strategies: Epistemic Strategy Logic 关于知识与策略的推理:认知策略逻辑
Pub Date : 2014-04-03 DOI: 10.4204/EPTCS.146.4
F. Belardinelli
In this paper we introduce Epistemic Strategy Logic (ESL), an extension of Strategy Logic with modal operators for individual knowledge. This enhanced framework allows us to represent explicitly and to reason about the knowledge agents have of their own and other agents' strategies. We provide a semantics to ESL in terms of epistemic concurrent game models, and consider the corresponding model checking problem. We show that the complexity of model checking ESL is not worse than (non-epistemic) Strategy Logic
本文引入了认知策略逻辑(ESL),它是策略逻辑的扩展,具有针对个体知识的模态算子。这个增强的框架允许我们明确地表示和推理代理对自己和其他代理策略的知识。我们从认知并发博弈模型的角度为ESL提供了语义,并考虑了相应的模型检验问题。我们的研究表明,模型检查ESL的复杂性并不比(非认知)策略逻辑差
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引用次数: 44
期刊
Hkhmt m`Sr
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