Related papers: Alternating-time temporal logic with finite-memory…
Model-checking HyperLTL, a temporal logic expressing properties of sets of traces with applications to information-flow based security and privacy, has a decidable, but TOWER-complete, model-checking problem. While the classical…
Metric Temporal Logic $\mathsf{MTL}[\until_I,\since_I]$ is one of the most studied real time logics. It exhibits considerable diversity in expressiveness and decidability properties based on the permitted set of modalities and the nature of…
We consider an extension of linear-time temporal logic (LTL) with both local and remote data constraints interpreted over a concrete domain. This extension is a natural extension of constraint LTL and the Temporal Logic of Repeating Values,…
The expressive power of interval temporal logics (ITLs) makes them one of the most natural choices in a number of application domains, ranging from the specification and verification of complex reactive systems to automated planning.…
In this paper we combine Answer Set Programming (ASP) with Dynamic Linear Time Temporal Logic (DLTL) to define a temporal logic programming language for reasoning about complex actions and infinite computations. DLTL extends propositional…
We continue the investigation of parameterized extensions of Linear Temporal Logic (LTL) that retain the attractive algorithmic properties of LTL: a polynomial space model checking algorithm and a doubly-exponential time algorithm for…
We define a game on distributed Petri nets, where several players interact with each other, and with an environment. The players, or users, have perfect knowledge of the current state, and pursue a common goal. Such goal is expressed by…
Strategy Logic (SL, for short) has been introduced by Mogavero, Murano, and Vardi as a useful formalism for reasoning explicitly about strategies, as first-order objects, in multi-agent concurrent games. This logic turns out to be very…
We consider two-player partial-observation stochastic games on finite-state graphs where player 1 has partial observation and player 2 has perfect observation. The winning condition we study are \omega-regular conditions specified as parity…
We investigate optimal decision making under imperfect recall, that is, when an agent forgets information it once held before. An example is the absentminded driver game, as well as team games in which the members have limited communication…
We study alternating good-for-games (GFG) automata, i.e., alternating automata where both conjunctive and disjunctive choices can be resolved in an online manner, without knowledge of the suffix of the input word still to be read. We show…
Infinite games with imperfect information are known to be undecidable unless the information flow is severely restricted. One fundamental decidable case occurs when there is a total ordering among players, such that each player has access…
We introduce a new class of automata on infinite trees called \emph{alternating nonzero automata}, which extends the class of non-deterministic nonzero automata. We reduce the emptiness problem for alternating nonzero automata to the same…
Hyperproperties generalize trace properties by expressing relations between multiple computations. Hyperpropertes include policies from information-flow security, like observational determinism or non-interference, and many other system…
We present a framework for verifying Memoryful Neural Multi-Agent Systems (MN-MAS) against full Linear Temporal Logic (LTL) specifications. In MN-MAS, agents interact with a non-deterministic, partially observable environment. Examples of…
We address the model checking problem for shared memory concurrent programs modeled as multi-pushdown systems. We consider here boolean programs with a finite number of threads and recursive procedures. It is well-known that the model…
We develop a sound, complete and practically implementable tableaux-based decision method for constructive satisfiability testing and model synthesis in the fragment ATL+ of the full Alternating time temporal logic ATL*. The method extends…
While the $\mu$-calculus notoriously subsumes Alternating-time Temporal Logic (ATL), we show that the epistemic $\mu$-calculus does not subsume ATL with imperfect information (ATL$_i$) for the synchronous perfect-recall semantics. To prove…
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…
Extensive-form games constitute the standard representation scheme for games with a temporal component. But do all extensive-form games correspond to protocols that we can implement in the real world? We often rule out games with imperfect…