Related papers: Reachability Games in Dynamic Epistemic Logic
In this paper, we study the use of deception for strategic planning in adversarial environments. We model the interaction between the agent (player 1) and the adversary (player 2) as a two-player concurrent game in which the adversary has…
Logics for social networks have been studied in recent literature. This paper presents a framework based on *dynamic term-modal logic* (DTML), a quantified variant of dynamic epistemic logic (DEL). In contrast with DEL where it is commonly…
Many classical planning frameworks are built on first-order languages. The first-order expressive power is desirable for compactly representing actions via schemas, and for specifying quantified conditions such as $\neg\exists…
The focus of this paper is to propose a driver model that incorporates human reasoning levels as actions during interactions with other drivers. Different from earlier work using game theoretical human reasoning levels, we propose a dynamic…
Automatic exploit generation is a relatively new area of research. Work in this area aims to automate the manual and labor intensive task of finding exploits in software. In this paper we present a novel program logic to support automatic…
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 consider imperfect information stochastic games where we require the players to use pure (i.e. non randomised) strategies. We consider reachability, safety, B\"uchi and co-B\"uchi objectives, and investigate the existence of…
We consider games played on the transtion graph of concurrent programs running under the Total Store Order (TSO) weak memory model. Games are frequently used to model the interaction between a system and its environment, in this case…
In timeline-based planning, domains are described as sets of independent, but interacting, components, whose behaviour over time (the set of timelines) is governed by a set of temporal constraints. A distinguishing feature of timeline-based…
We use ideas from distributed computing and game theory to study dynamic and decentralized environments in which computational nodes, or decision makers, interact strategically and with limited information. In such environments, which arise…
Security games model the confrontation between a defender protecting a set of targets and an attacker who tries to capture them. A variant of these games assumes security interdependence between targets, facilitating contagion of an attack.…
We propose a number of powerful dynamic-epistemic logics for multi-agent information sharing and acts of publicly or privately accessing other agents' information databases. The static base of our logics is obtained by adding to standard…
We prove two determinacy and decidability results about two-players stochastic reachability games with partial observation on both sides and finitely many states, signals and actions.
Many applications of intelligent systems require reasoning about the mental states of agents in the domain. We may want to reason about an agent's beliefs, including beliefs about other agents; we may also want to reason about an agent's…
We study fundamental reachability problems on pseudo-orbits of linear dynamical systems. Pseudo-orbits can be viewed as a model of computation with limited precision and pseudo-reachability can be thought of as a robust version of classical…
In a noncooperative dynamic game, multiple agents operating in a changing environment aim to optimize their utilities over an infinite time horizon. Time-varying environments allow to model more realistic scenarios (e.g., mobile devices…
Dynamic game theory is an increasingly popular tool for modeling multi-agent, e.g. human-robot, interactions. Game-theoretic models presume that each agent wishes to minimize a private cost function that depends on others' actions. These…
Except for special classes of games, there is no systematic framework for analyzing the dynamical properties of multi-agent strategic interactions. Potential games are one such special but restrictive class of games that allow for tractable…
We present the notion of explainability for decision-making processes in a pedagogically structured autonomous environment. Multi-agent systems that are structured pedagogically consist of pedagogical teachers and learners that operate in…
Simple stochastic games are turn-based 2.5-player games with a reachability objective. The basic question asks whether one player can ensure reaching a given target with at least a given probability. A natural extension is games with a…