Related papers: Asynchronous games on Petri nets and ATL
Alternating-time temporal logic with strategy contexts (ATLsc) is a powerful formalism for expressing properties of multi-agent systems: it extends CTL with strategy quantifiers, offering a convenient way of expressing both collaboration…
Game-theoretical approach to the analysis of parallel algorithms is proposed. The approach is based on presentation of the parallel computing as a congestion game. In the game processes compete for resources such as core of a central…
Petri games have been introduced as a multi-player game model representing causal memory to address the synthesis of distributed systems. For Petri games with one environment player and an arbitrary bounded number of system players,…
Two-player games on finite graphs provide a rigorous foundation for modeling the strategic interaction between reactive systems and their environment. While concurrent game semantics naturally capture the synchronous interactions…
We show how to add and eliminate binary preference on plays in Alternating-time Temporal Logic (ATL) with strategy contexts on Concurrent Game Models (CGMs) by means of a translation which preserves satisfaction in models where…
In this work, we ask the following question: Can visual analogies, learned in an unsupervised way, be used in order to transfer knowledge between pairs of games and even play one game using an agent trained for another game? We attempt to…
We introduce and study a natural extension of the Alternating time temporal logic ATL, called Temporal Logic of Coalitional Goal Assignments (TLCGA). It features just one, but quite expressive, coalitional strategic operator, viz. the…
Strategic interactions between a group of individuals or organisations can be modelled as games played on networks, where a player's payoff depends not only on their actions but also on those of their neighbours. Inferring the network…
Real-time cybersecurity and privacy applications require reliable verification methods and system design tools to ensure their correctness. Many of these reactive real-time applications embedded in various infrastructures, such as airports,…
We consider two-player games played in real time on game structures with clocks where the objectives of players are described using parity conditions. The games are \emph{concurrent} in that at each turn, both players independently propose…
Since the introduction of Alternating-time Temporal Logic (ATL), many logics have been proposed to reason about different strategic capabilities of the agents of a system. In particular, some logics have been designed to reason about the…
Alternating-time temporal logic (ATL) and its extensions, including the alternating-time $\mu$-calculus (AMC), serve the specification of the strategic abilities of coalitions of agents in concurrent game structures. The key ingredient of…
In many complex systems that can be modeled using Petri nets time can be a very important factor which should be taken into account during creation and analysis of the model. Time data can describe starting moments of some actions or their…
We consider a class of Nash games, termed as aggregative games, being played over a networked system. In an aggregative game, a player's objective is a function of the aggregate of all the players' decisions. Every player maintains an…
The notion of innocent strategy was introduced by Hyland and Ong in order to capture the interactive behaviour of lambda-terms and PCF programs. An innocent strategy is defined as an alternating strategy with partial memory, in which the…
Verification of real-time systems with multiple components controlled by multiple parties is a challenging task due to its computational complexity. We present an on-the-fly algorithm for verifying timed alternating-time temporal logic…
Time is a crucial factor in modelling dynamic behaviours of intelligent agents: activities have a determined temporal duration in a real-world environment, and previous actions influence agents' behaviour. In this paper, we propose a…
We study two-player games on finite graphs. Turn-based games have many nice properties, but concurrent games are harder to tame: e.g. turn-based stochastic parity games have positional optimal strategies, whereas even basic concurrent…
This paper focuses on "tracing player knowledge" in educational games. Specifically, given a set of concepts or skills required to master a game, the goal is to estimate the likelihood with which the current player has mastery of each of…
To model check concurrent systems, it is convenient to distinguish between the data flow and the control. Correctness is specified on the level of data flow whereas the system is configured on the level of control. Petri nets with transits…