Related papers: Decidability Problems for Actor Systems
We consider games with two antagonistic players --- \'Elo\"ise (modelling a program) and Ab\'elard (modelling a byzantine environment) --- and a third, unpredictable and uncontrollable player, that we call Nature. Motivated by the fact that…
We examine the issue of stability of probability in reasoning about complex systems with uncertainty in structure. Normally, propositions are viewed as probability functions on an abstract random graph where it is implicitly assumed that…
In an emergency situation, the actors need an assistance allowing them to react swiftly and efficiently. In this prospect, we present in this paper a decision support system that aims to prepare actors in a crisis situation thanks to a…
Autonomous agentic systems are increasingly deployed in regulated, high-stakes domains where decisions may be irreversible and institutionally constrained. Existing safety approaches emphasize alignment, interpretability, or action-level…
Runtime efficiency and termination are crucial properties in the studies of program verification. Instead of dealing with these issues in an ad hoc manner, it would be useful to develop a robust framework in which such properties are…
In this article, we consider mean field games between a dominating player and a group of representative agents, each of which acts similarly and also interacts with each other through a mean field term being substantially influenced by the…
We introduce language-based games, a generalization of psychological games [6] that can also capture reference-dependent preferences [7]. The idea is to extend the domain of the utility function to situations, maximal consistent sets in…
Recently, an infinite hierarchy of languages accepted by stateless deterministic pushdown automata has been established based on the number of pushdown symbols. However, the witness language for the n-th level of the hierarchy is over an…
Alternating-time Temporal Logic (ATL*) is a central logic for multiagent systems. Its extension to the imperfect information setting (ATL*i ) is well known to have an undecidable model-checking problem when agents have perfect recall.…
Social norms are powerful formalism in coordinating autonomous agents' behaviour to achieve certain objectives. In this paper, we propose a dynamic normative system to enable the reasoning of the changes of norms under different…
This essay discusses the advantages of a probabilistic agent-based approach to questions in theoretical economics, from the nature of economic agents, to the nature of the equilibria supported by their interactions. One idea we propose is…
Though many safety-critical software systems use floating point to represent real-world input and output, programmers usually have idealized versions in mind that compute with real numbers. Significant deviations from the ideal can cause…
In Dung-style abstract argumentation, various semantics capture notions of acceptability of arguments. The admissibility semantics capture the notion that an argument can be consistently defended from any potential counterargument. Weak…
We consider the previously defined notion of finite-state independence and we focus specifically on normal words. We characterize finite-state independence of normal words in three different ways, using three different kinds of asynchronous…
We consider the problem of characterizing isomorphisms of types, or, equivalently, constructive cardinality of sets, in the simultaneous presence of disjoint unions, Cartesian products, and exponentials. Mostly relying on results about…
We characterize three interrelated concepts in epistemic game theory: permissibility, proper rationalizability, and iterated admissibility. We define the lexicographic epistemic model for a game with incomplete information. Based on it, we…
In this paper we define a new model of limited communication for multiplayer team games of imperfect information. We prove that the Team DFA Game and Team Formula Game, which have bounded state, remain undecidable when players have a rate…
We present a model for pragmatically describing scenes, in which contrastive behavior results from a combination of inference-driven pragmatics and learned semantics. Like previous learned approaches to language generation, our model uses a…
We examine a variant of the Naming Game, where agents having several words communicate more often than single-word agents. Depending on the preference and dimensionality, the model either converges to a single-language state as in an…
We study languages over infinite alphabets equipped with some structure that can be tested by recognizing automata. We develop a framework for studying such alphabets and the ensuing automata theory, where the key role is played by an…