{"title":"视角游戏","authors":"Orna Kupferman, Gal Vardi","doi":"10.1145/3627705","DOIUrl":null,"url":null,"abstract":"We introduce and study perspective games , which model multi-agent systems in which agents can view only the parts of the system that they own. As in standard multi-player turn-based games, the vertices of the game graph are partitioned among the players. Starting from an initial vertex, the players jointly generate a computation, with each player deciding the successor vertex whenever the generated computation reaches a vertex she owns. A perspective strategy for a player depends only on the history of visits in her vertices. Thus, unlike observation-based models of partial visibility, where uncertainty is longitudinal – players partially observe all vertices in the history, uncertainty in the perspective model is transverse – players fully observe part of the vertices in the history. We consider deterministic and probabilistic perspective games, with structural (e.g., Büchi or parity) and behavioral (e.g., LTL formulas) winning conditions. For these settings, we study the theoretical properties of the game as well as the decidability and complexity of the problem of deciding whether a player has a winning perspective strategy, in terms of both the game graph and the objectives. We compare perspective strategies with memoryless ones, and study an extension of the temporal logic ATL ⋆ with path quantifiers that capture perspective and memoryless strategies.","PeriodicalId":50916,"journal":{"name":"ACM Transactions on Computational Logic","volume":"39 1","pages":"0"},"PeriodicalIF":0.7000,"publicationDate":"2023-10-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Perspective Games\",\"authors\":\"Orna Kupferman, Gal Vardi\",\"doi\":\"10.1145/3627705\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We introduce and study perspective games , which model multi-agent systems in which agents can view only the parts of the system that they own. As in standard multi-player turn-based games, the vertices of the game graph are partitioned among the players. Starting from an initial vertex, the players jointly generate a computation, with each player deciding the successor vertex whenever the generated computation reaches a vertex she owns. A perspective strategy for a player depends only on the history of visits in her vertices. Thus, unlike observation-based models of partial visibility, where uncertainty is longitudinal – players partially observe all vertices in the history, uncertainty in the perspective model is transverse – players fully observe part of the vertices in the history. We consider deterministic and probabilistic perspective games, with structural (e.g., Büchi or parity) and behavioral (e.g., LTL formulas) winning conditions. For these settings, we study the theoretical properties of the game as well as the decidability and complexity of the problem of deciding whether a player has a winning perspective strategy, in terms of both the game graph and the objectives. We compare perspective strategies with memoryless ones, and study an extension of the temporal logic ATL ⋆ with path quantifiers that capture perspective and memoryless strategies.\",\"PeriodicalId\":50916,\"journal\":{\"name\":\"ACM Transactions on Computational Logic\",\"volume\":\"39 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.7000,\"publicationDate\":\"2023-10-30\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"ACM Transactions on Computational Logic\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/3627705\",\"RegionNum\":4,\"RegionCategory\":\"数学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q3\",\"JCRName\":\"COMPUTER SCIENCE, THEORY & METHODS\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"ACM Transactions on Computational Logic","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/3627705","RegionNum":4,"RegionCategory":"数学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q3","JCRName":"COMPUTER SCIENCE, THEORY & METHODS","Score":null,"Total":0}
We introduce and study perspective games , which model multi-agent systems in which agents can view only the parts of the system that they own. As in standard multi-player turn-based games, the vertices of the game graph are partitioned among the players. Starting from an initial vertex, the players jointly generate a computation, with each player deciding the successor vertex whenever the generated computation reaches a vertex she owns. A perspective strategy for a player depends only on the history of visits in her vertices. Thus, unlike observation-based models of partial visibility, where uncertainty is longitudinal – players partially observe all vertices in the history, uncertainty in the perspective model is transverse – players fully observe part of the vertices in the history. We consider deterministic and probabilistic perspective games, with structural (e.g., Büchi or parity) and behavioral (e.g., LTL formulas) winning conditions. For these settings, we study the theoretical properties of the game as well as the decidability and complexity of the problem of deciding whether a player has a winning perspective strategy, in terms of both the game graph and the objectives. We compare perspective strategies with memoryless ones, and study an extension of the temporal logic ATL ⋆ with path quantifiers that capture perspective and memoryless strategies.
期刊介绍:
TOCL welcomes submissions related to all aspects of logic as it pertains to topics in computer science. This area has a great tradition in computer science. Several researchers who earned the ACM Turing award have also contributed to this field, namely Edgar Codd (relational database systems), Stephen Cook (complexity of logical theories), Edsger W. Dijkstra, Robert W. Floyd, Tony Hoare, Amir Pnueli, Dana Scott, Edmond M. Clarke, Allen E. Emerson, and Joseph Sifakis (program logics, program derivation and verification, programming languages semantics), Robin Milner (interactive theorem proving, concurrency calculi, and functional programming), and John McCarthy (functional programming and logics in AI).
Logic continues to play an important role in computer science and has permeated several of its areas, including artificial intelligence, computational complexity, database systems, and programming languages.
The Editorial Board of this journal seeks and hopes to attract high-quality submissions in all the above-mentioned areas of computational logic so that TOCL becomes the standard reference in the field.
Both theoretical and applied papers are sought. Submissions showing novel use of logic in computer science are especially welcome.