Related papers: Asynchronous games on Petri nets and ATL
Concurrent multi-player games with $\omega$-regular objectives are a standard model for systems that consist of several interacting components, each with its own objective. The standard solution concept for such games is Nash Equilibrium,…
We consider the task of controlling in a distributed way a Zielonka asynchronous automaton. Every process of a controller has access to its causal past to determine the next set of actions it proposes to play. An action can be played only…
Advanced Persistent Threats (APTs) infiltrate cyber systems and compromise specifically targeted data and/or resources through a sequence of stealthy attacks consisting of multiple stages. Dynamic information flow tracking has been proposed…
Text-based games present a unique class of sequential decision making problem in which agents interact with a partially observable, simulated environment via actions and observations conveyed through natural language. Such observations…
Model-free reinforcement learning (RL) can be used to learn effective policies for complex tasks, such as Atari games, even from image observations. However, this typically requires very large amounts of interaction -- substantially more,…
We present a new strategic logic NCHATL that allows for reasoning about norm compliance on concurrent game structures that satisfy anonymity. We represent such game structures compactly, avoiding models that have exponential size in the…
In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we study the design of incentives so that a desirable equilibrium is obtained, for instance,…
We consider two-player games played in real time on game structures with clocks and parity objectives. The games are concurrent in that at each turn, both players independently propose a time delay and an action, and the action with the…
Time-Basic Petri nets, is a powerful formalism for modeling real-time systems where time constraints are expressed through time functions of marking's time description associated with transition, representing possible firing times. We…
This paper investigates the discrete-time asynchronous games in which noncooperative agents seek to minimize their individual cost functions. Building on the assumption of partial asynchronism, i.e., each agent updates at least once within…
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 show that a history-based variant of alternating bisimulation with imperfect information allows it to be related to a variant of Alternating-time Temporal Logic (ATL) with imperfect information by a full Hennessy-Milner theorem. The…
Alternating-time temporal logic (ATL) allows to specify requirements on abilities that different agents should (or should not) possess in a multi-agent system. However, model checking ATL specifications in realistic systems is…
We continue the investigation of parameterized extensions of Linear Temporal Logic (LTL) that retain the attractive algorithmic properties of LTL: a polynomial space model checking algorithm and a doubly-exponential time algorithm for…
Dynamic Epistemic Logic (DEL) is a logical framework in which one can describe in great detail how actions are perceived by the agents, and how they affect the world. DEL games were recently introduced as a way to define classes of games…
In multi-agent settings, game theory is a natural framework for describing the strategic interactions of agents whose objectives depend upon one another's behavior. Trajectory games capture these complex effects by design. In competitive…
Transferring knowledge across many streaming processes remains an uncharted territory in the existing literature and features unique characteristics: no labelled instance of the target domain, covariate shift of source and target domain,…
In general, finite concurrent two-player reachability games are only determined in a weak sense: the supremum probability to win can be approached via stochastic strategies, but cannot be realized. We introduce a class of concurrent games…
Petri nets are a well-known model of concurrency and provide an ideal setting for the study of fundamental aspects in concurrent systems. Despite their simplicity, they still lack a satisfactory causally reversible semantics. We develop…
Protecting cyberspace requires not only advanced tools but also a shift in how we reason about threats, trust, and autonomy. Traditional cybersecurity methods rely on manual responses and brittle heuristics. To build proactive and…