Related papers: Reachability Games in Dynamic Epistemic Logic
In dynamic epistemic logic, actions are described using action models. In this paper we introduce a framework for studying learnability of action models from observations. We present first results concerning propositional action models.…
Probabilistic timed automata are a suitable formalism to model systems with real-time, nondeterministic and probabilistic behaviour. We study two-player zero-sum games on such automata where the objective of the game is specified as the…
Securing dynamic networks against adversarial actions is challenging because of the need to anticipate and counter strategic disruptions by adversarial entities within complex network structures. Traditional game-theoretic models, while…
We consider discrete-time Markov decision processes in which the decision maker is interested in long but finite horizons. First we consider reachability objective: the decision maker's goal is to reach a specific target state with the…
An agent, or a coalition of agents, faces an ethical dilemma between several statements if she is forced to make a conscious choice between which of these statements will be true. This paper proposes to capture ethical dilemmas as a…
This paper presents an extension of temporal epistemic logic with operators that quantify over agent strategies. Unlike previous work on alternating temporal epistemic logic, the semantics works with systems whose states explicitly encode…
Ensuring safe, robust, and scalable motion planning for multi-agent systems in dynamic and uncertain environments is a persistent challenge, driven by complex inter-agent interactions, stochastic disturbances, and model uncertainties. To…
Large scale systems are forecasted to greatly impact our future lives thanks to their wide ranging applications including cooperative robotics, mobility on demand, resource allocation, supply chain management. While technological…
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 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…
When interacting with other decision-making agents in non-adversarial scenarios, it is critical for an autonomous agent to have inferable behavior: The agent's actions must convey their intention and strategy. We model the inferability…
Multi-agent systems have been studied in various contexts of both application and theory. We take Dynamic Epistemic Logic (DEL), one of the formalisms designed to reason about such systems, as the foundation of the language we will build.…
We compare games under delayed control and delay games, two types of infinite games modelling asynchronicity in reactive synthesis. In games under delayed control both players suffer from partial informedness due to symmetrically delayed…
Classical reactive synthesis approaches aim to synthesize a reactive system that always satisfies a given specifications. These approaches often reduce to playing a two-player zero-sum game where the goal is to synthesize a winning…
As the interest in Artificial Intelligence continues to grow it is becoming more and more important to investigate formalization and tools that allow us to exploit logic to reason about the world. In particular, given the increasing number…
We study countably infinite stochastic 2-player games with reachability objectives. Our results provide a complete picture of the memory requirements of $\varepsilon$-optimal (resp. optimal) strategies. These results depend on the size of…
In this paper we introduce the reactivity in decision-form games. The concept of reactivity allows us to give a natural concept of rationalizable solution for decision-form games: the solubility by elimination of sub-reactive strategies.…
We study the class of reach-avoid dynamic games in which multiple agents interact noncooperatively, and each wishes to satisfy a distinct target criterion while avoiding a failure criterion. Reach-avoid games are commonly used to express…
We study multiplayer turn-based timed games with reachability objectives. In particular, we are interested in the notion of subgame perfect equilibrium (SPE). We prove that deciding the constrained existence of an SPE in this setting is…
We consider a learning agent in a partially observable environment, with which the agent has never interacted before, and about which it learns both what it can observe and how its actions affect the environment. The agent can learn about…