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How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games (Extended Abstract) 如何既富有又快乐:结合定量和定性的多人游戏策略推理(扩展摘要)
Pub Date : 2013-03-01 DOI: 10.4204/EPTCS.112.8
N. Bulling, V. Goranko
We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning.
我们提出了一个逻辑框架,结合了通过优化结果的回报或偏好来实现多人博弈中代理能力的博弈论研究,以及对实现玩家定性目标的玩家能力的逻辑分析,即达到或维持具有期望属性的游戏状态。我们用与模型状态相关的范式博弈的收益来丰富并发博弈模型,并提出了逻辑ATL*的定量扩展,使定量和定性推理相结合。
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引用次数: 33
Reasoning about Strategies under Partial Observability and Fairness Constraints 部分可观察性和公平性约束下的策略推理
Pub Date : 2013-03-01 DOI: 10.4204/EPTCS.112.12
Simon Busard, C. Pecheur, Hongyang Qu, F. Raimondi
A number of extensions exist for Alternating-time Temporal Logic; some of these mix strategies and partial observability but, to the best of our knowledge, no work provides a unified framework for strategies, partial observability and fairness constraints. In this paper we propose ATLK^F_po, a logic mixing strategies under partial observability and epistemic properties of agents in a system with fairness constraints on states, and we provide a model checking algorithm for it.
交替时间时态逻辑有许多扩展;其中一些混合了策略和部分可观察性,但据我们所知,没有工作为策略、部分可观察性和公平性约束提供统一的框架。本文提出了一种基于状态公平约束的系统中智能体部分可观察性和认知性的逻辑混合策略——ATLK^F_po,并给出了其模型检验算法。
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引用次数: 11
Strategic Analysis of Trust Models for User-Centric Networks 以用户为中心的网络信任模型策略分析
Pub Date : 2013-03-01 DOI: 10.4204/EPTCS.112.10
M. Kwiatkowska, D. Parker, A. Simaitis
We present a strategic analysis of a trust model that has recently been proposed for promoting cooperative behaviour in user-centric networks. The mechanism for cooperation is based on a combination of reputation and virtual currency schemes in which service providers reward paying customers and punish non-paying ones by adjusting their reputation, and hence the price they pay for services. We model and analyse this system using PRISM-games, a tool that performs automated verification and strategy synthesis for stochastic multi-player games using the probabilistic alternating-time temporal logic with rewards (rPATL). We construct optimal strategies for both service users and providers, which expose potential risks of the cooperation mechanism and which we use to devise improvements that counteract these risks.
我们提出了一个信任模型的战略分析,该模型最近被提出用于促进以用户为中心的网络中的合作行为。合作机制是基于声誉和虚拟货币计划的结合,服务提供商通过调整客户的声誉来奖励付费客户,并通过调整他们为服务支付的价格来惩罚非付费客户。我们使用PRISM-games对该系统进行建模和分析,PRISM-games是一种使用带有奖励的概率交替时间时间逻辑(rPATL)对随机多人游戏执行自动验证和策略合成的工具。我们为服务用户和提供者构建了最优策略,这些策略暴露了合作机制的潜在风险,并用于设计改进以抵消这些风险。
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引用次数: 16
A rewriting point of view on strategies 一种对战略的重写观点
Pub Date : 2013-03-01 DOI: 10.4204/EPTCS.112.15
H. Kirchner
This paper is an expository contribution reporting on published work. It focusses on an approach followed in the rewriting community to formalize the concept of strategy. Based on rewriting concepts, several definitions of strategy are reviewed and connected: in order to catch the higher-order nature of strategies, a strategy is defined as a proof term expressed in the rewriting logic or in the rewriting calculus; to address in a coherent way deduction and computation, a strategy is seen as a subset of derivations; and to recover the definition of strategy in sequential path-building games or in functional programs, a strategy is considered as a partial function that associates to a reduction-in-progress, the possible next steps in the reduction sequence.
这篇论文是一篇说明文,报告了已发表的作品。它着重于重写社区遵循的一种方法,以形式化策略的概念。基于重写概念,对策略的几种定义进行了回顾和联系:为了抓住策略的高阶性质,将策略定义为用重写逻辑或重写演算表示的证明项;为了以连贯的方式处理演绎和计算,策略被视为派生的子集;为了恢复顺序路径构建游戏或功能程序中策略的定义,策略被视为与进行中的缩减相关的部分函数,即缩减序列中可能的下一步。
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引用次数: 3
Reducing Validity in Epistemic ATL to Validity in Epistemic CTL 将认知ATL的效度降为认知CTL的效度
Pub Date : 2013-03-01 DOI: 10.4204/EPTCS.112.13
Dimitar P. Guelev
We propose a validity preserving translation from a subset of epistemic Alternating-time Temporal Logic (ATL) to epistemic Computation Tree Logic (CTL). The considered subset of epistemic ATL is known to have the finite model property and decidable model-checking. This entails the decidability of validity but the implied algorithm is unfeasible. Reducing the validity problem to that in a corresponding system of CTL makes the techniques for automated deduction for that logic available for the handling of the apparently more complex system of ATL.
我们提出了一种从认知交替时间逻辑(ATL)子集到认知计算树逻辑(CTL)的保效转换。所考虑的认知ATL子集具有有限模型性质和可判定的模型检验。这需要有效性的可判定性,但隐含的算法是不可行的。将有效性问题简化为相应的CTL系统中的有效性问题,使得该逻辑的自动演绎技术可用于处理显然更复杂的ATL系统。
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引用次数: 2
Restricted Manipulation in Iterative Voting: Convergence and Condorcet Efficiency 迭代投票中的限制操纵:收敛性和孔多塞效率
Pub Date : 2013-03-01 DOI: 10.4204/EPTCS.112.6
Umberto Grandi, Andrea Loreggia, F. Rossi, K. Venable, T. Walsh
In collective decision making, where a voting rule is used to take a collective decision among a group of agents, manipulation by one or more agents is usually considered negative behavior to be avoided, or at least to be made computationally difficult for the agents to perform. However, there are scenarios in which a restricted form of manipulation can instead be beneficial. In this paper we consider the iterative version of several voting rules, where at each step one agent is allowed to manipulate by modifying his ballot according to a set of restricted manipulation moves which are computationally easy and require little information to be performed. We prove convergence of iterative voting rules when restricted manipulation is allowed, and we present experiments showing that most iterative voting rules have a higher Condorcet efficiency than their non-iterative version.
在集体决策中,投票规则用于在一组代理中做出集体决策,一个或多个代理的操纵通常被认为是要避免的负面行为,或者至少在计算上使代理难以执行。然而,在某些情况下,限制形式的操作反而是有益的。在本文中,我们考虑了几个投票规则的迭代版本,其中在每个步骤中,允许一个代理通过根据一组限制操作操作来修改他的选票,这些操作操作易于计算并且需要很少的信息来执行。我们证明了当允许限制操作时迭代投票规则的收敛性,并且我们提出的实验表明大多数迭代投票规则比其非迭代版本具有更高的孔多塞效率。
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引用次数: 1
Lossy Channel Games under Incomplete Information 不完全信息下的有损信道博弈
Pub Date : 2013-03-01 DOI: 10.4204/EPTCS.112.9
Rayna Dimitrova, B. Finkbeiner
In this paper we investigate lossy channel games under incomplete information, where two players operate on a finite set of unbounded FIFO channels and one player, representing a system component under consideration operates under incomplete information, while the other player, representing the component's environment is allowed to lose messages from the channels. We argue that these games are a suitable model for synthesis of communication protocols where processes communicate over unreliable channels. We show that in the case of finite message alphabets, games with safety and reachability winning conditions are decidable and finite-state observation-based strategies for the component can be effectively computed. Undecidability for (weak) parity objectives follows from the undecidability of (weak) parity perfect information games where only one player can lose messages.
本文研究了不完全信息下的有损信道博弈,其中两个玩家在有限的无界FIFO信道集上操作,其中一个玩家代表正在考虑的系统组件在不完全信息下操作,而另一个玩家代表组件的环境允许从信道中丢失消息。我们认为,这些博弈是一个合适的模型,用于通信协议的综合,其中进程在不可靠的信道上通信。我们证明了在有限消息字母表的情况下,具有安全和可达性获胜条件的博弈是可确定的,并且可以有效地计算组件的基于有限状态观察的策略。(弱)奇偶性目标的不可判定性源自(弱)奇偶性完美信息博弈的不可判定性,在这种博弈中只有一个玩家会丢失消息。
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引用次数: 0
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Hkhmt m`Sr
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