Related papers: Asynchronous games on Petri nets and ATL
In this work, we design the game semantics for timed equivalences and preorders of timed processes. The timed games corresponding to the various timed relations form a hierarchy. These games are similar to Stirling's bisimulation games. If…
Network games provide a natural machinery to compactly represent strategic interactions among agents whose payoffs exhibit sparsity in their dependence on the actions of others. Besides encoding interaction sparsity, however, real networks…
Concurrent separation logic (CSL) is a specification logic for concurrent imperative programs with shared memory and locks. In this paper, we develop a concurrent and interactive account of the logic inspired by asynchronous game semantics.…
We construct a model of strategic imitation in an arbitrary network of players who interact through an additive game. Assuming a discrete time update, we show a condition under which the resulting difference equations converge to consensus.…
We present team semantics for two of the most important linear and branching time specification languages, Linear Temporal Logic (LTL) and Computation Tree Logic (CTL). With team semantics, LTL is able to express hyperproperties, which have…
In adversarial interactions, one is often required to make strategic decisions over multiple periods of time, wherein decisions made earlier impact a player's competitive standing as well as how choices are made in later stages. In this…
We develop an incremental tableau-based decision procedures for the Alternating-time temporal logic ATL and some of its variants. While running within the theoretically established complexity upper bound, we claim that our tableau is…
Routing games are used to to understand the impact of individual users' decisions on network efficiency. Most prior work on routing games uses a simplified model of network flow where all flow exists simultaneously, and users care about…
Linear temporal logic (LTL) is a compelling framework for specifying complex, structured tasks for reinforcement learning (RL) agents. Recent work has shown that interpreting LTL instructions as finite automata, which can be seen as…
Advanced persistent threats (APTs) are stealthy attacks which make use of social engineering and deception to give adversaries insider access to networked systems. Against APTs, active defense technologies aim to create and exploit…
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…
We present CGAAL, our efficient on-the-fly model checker for alternating-time temporal logic (ATL) on concurrent game structures (CGS). We present how our tool encodes ATL as extended dependency graphs with negation edges and employs the…
This paper discusses a special type of multi-user communication scenario, in which users' utilities are linearly impacted by their competitors' actions. First, we explicitly characterize the Nash equilibrium and Pareto boundary of the…
An alternating graph is a directed graph whose vertex set is partitioned into two classes, existential and universal. This forms the basic arena for a plethora of infinite duration two-player games where Player~$\square$ and~$\ocircle$…
In this work, we present a logic based on first-order CTL, namely Game Analysis Logic (GAL), in order to reason about games. We relate models and solution concepts of Game Theory as models and formulas of GAL, respectively. Precisely, we…
We propose a formal proof of the undecidability of the model checking problem for alternating- time temporal logic under imperfect information and perfect recall semantics. This problem was announced to be undecidable according to a…
This paper considers the problem of solving infinite two-player games over finite graphs under various classes of progress assumptions motivated by applications in cyber-physical system (CPS) design. Formally, we consider a game graph G, a…
We consider timed Petri nets, i.e., unbounded Petri nets where each token carries a real-valued clock. Transition arcs are labeled with time intervals, which specify constraints on the ages of tokens. Our cost model assigns token storage…
In the empirical approach to game-theoretic analysis (EGTA), the model of the game comes not from declarative representation, but is derived by interrogation of a procedural description of the game environment. The motivation for developing…
This paper presents simulation-based relations for probabilistic game structures. The first relation is called probabilistic alternating simulation, and the second called probabilistic alternating forward simulation, following the naming…