Related papers: Asynchronous games on Petri nets and ATL
We define reachability games based on Dynamic Epistemic Logic (DEL), where the players' actions are finely described as DEL action models. We first consider the setting where an external controller with perfect information interacts with an…
Differential game logic (dGL) is a logic for specifying and verifying properties of hybrid games, i.e. games that combine discrete, continuous, and adversarial dynamics. Unlike hybrid systems, hybrid games allow choices in the system…
Strategic reasoning enables agents to cooperate, communicate, and compete with other agents in diverse situations. Existing approaches to solving strategic games rely on extensive training, yielding strategies that do not generalize to new…
We formalise a general concept of distributed systems as sequential components interacting asynchronously. We define a corresponding class of Petri nets, called LSGA nets, and precisely characterise those system specifications which can be…
The semantics of alternating-time temporal logic (ATL) and the more expressive alternating-time {\mu}-calculus (AMC) is standardly given in terms of concurrent game frames (CGF). The information required to interpret AMC formulas is…
The theory of Petri Nets provides a general framework to specify the behaviors of real-time reactive systems and Time Petri Nets were introduced to take also temporal specifications into account. We present in this paper a forward…
A crucial question in analyzing a concurrent system is to determine its long-run behaviour, and in particular, whether there are irreversible choices in its evolution, leading into parts of the reachability space from which there is no…
Hyperproperties are system properties that relate multiple execution traces and commonly occur when specifying information-flow and security policies. Logics like HyperLTL utilize explicit quantification over execution traces to express…
An old dream of concurrency theory and programming language semantics has been to uncover the fundamental synchronization mechanisms which regulate situations as different as game semantics for higher-order programs, and Hoare logic for…
Hybrid games are models which combine discrete, continuous, and adversarial dynamics. Game logic enables proving (classical) existence of winning strategies. We introduce constructive differential game logic (CdGL) for hybrid games, where…
Real Time Strategy (RTS) games provide complex domain to test the latest artificial intelligence (AI) research. In much of the literature, AI systems have been limited to playing one game. Although, this specialization has resulted in…
Belief-Desire-Intention (BDI) is a framework for modelling agents based on their beliefs, desires, and intentions. Plans are a central component of BDI agents, and define sequences of actions that an agent must undertake to achieve a…
As a contribution to the challenge of building game-playing AI systems, we develop and analyse a formal language for representing and reasoning about strategies. Our logical language builds on the existing general Game Description Language…
Individuals, or organizations, cooperate with or compete against one another in a wide range of practical situations. Such strategic interactions are often modeled as games played on networks, where an individual's payoff depends not only…
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…
Petri nets are an established graphical formalism for modeling and analyzing the behavior of systems. An important consideration of the value of Petri nets is their use in describing both the syntax and semantics of modeling formalisms.…
In this paper, we investigate the probabilistic variants of the strategy logics ATL and ATL* under imperfect information. Specifically, we present novel decidability and complexity results when the model transitions are stochastic and…
Synthesis of models and strategies is a very important problem in software engineering. The main element here is checking the satisfiability of formulae expressing the specification of a system to be implemented. This paper puts forward a…
Non-interference, in transitive or intransitive form, is defined here over unbounded (Place/Transition) Petri nets. The definitions are adaptations of similar, well-accepted definitions introduced earlier in the framework of labelled…
We introduce a subclass of concurrent game structures (CGS) with imperfect information in which agents are endowed with private data-sharing capabilities. Importantly, our CGSs are such that it is still decidable to model-check these CGSs…