Related papers: On Qualitative Preference in Alternating-time Temp…
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…
Linear temporal logic (LTL) offers a simplified way of specifying tasks for policy optimization that may otherwise be difficult to describe with scalar reward functions. However, the standard RL framework can be too myopic to find maximally…
This paper presents a range of quantitative extensions for the temporal logic CTL. We enhance temporal modalities with the ability to constrain the number of states satisfying certain sub-formulas along paths. By selecting the combinations…
We present two novel symbolic algorithms for model checking the Alternating-time Temporal Logic ATL*, over both the infinite-trace and the finite-trace semantics. In particular, for infinite traces we design a novel symbolic reduction to…
Linear Temporal Logic (LTL) is widely used for defining conditions on the execution paths of dynamic systems. In the case of dynamic systems that allow for nondeterministic evolutions, one has to specify, along with an LTL formula f, which…
We consider the problem of incentivising desirable behaviours in multi-agent systems by way of taxation schemes. Our study employs the concurrent games model: in this model, each agent is primarily motivated to seek the satisfaction of a…
Alternating-time temporal logic (ATL$^*$) is a well-established framework for formal reasoning about multi-agent systems. However, while ATL$^*$ can reason about the strategic ability of agents (e.g., some coalition $A$ can ensure that a…
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…
Interpretability has arisen as a key desideratum of machine learning models alongside performance. Approaches so far have been primarily concerned with fixed dimensional inputs emphasizing feature relevance or selection. In contrast, we…
This paper studies temporal planning in probabilistic environments, modeled as labeled Markov decision processes (MDPs), with user preferences over multiple temporal goals. Existing works reflect such preferences as a prioritized list of…
The paper is focused on temporal logics for the description of the behaviour of real-time pushdown reactive systems. The paper is motivated to bridge tractable logics specialized for expressing separately dense-time real-time properties and…
The paper is focused on temporal logics for the description of the behaviour of real-time pushdown reactive systems. The paper is motivated to bridge tractable logics specialized for expressing separately dense-time real-time properties and…
In the last two decades, Alternating-time Temporal Logic (ATL) has been proved to be very useful in modeling strategic reasoning for Multi-Agent Systems (MAS). However, this logic struggles to capture the bounded rationality inherent in…
We extend concurrent game structures (CGSs) with a simple notion of preference over computations and define a minimal notion of rationality for agents based on the concept of dominance. We use this notion to interpret a CL and an ATL…
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…
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…
We introduce a new unified framework for modelling both decision problems and finite games based on quantifiers and selection functions. We show that the canonical utility maximisation is one special case of a quantifier and that our more…
We define a game on distributed Petri nets, where several players interact with each other, and with an environment. The players, or users, have perfect knowledge of the current state, and pursue a common goal. Such goal is expressed by…
We propose a variant of Alternating-time Temporal Logic (ATL) grounded in the agents' operational know-how, as defined by their libraries of abstract plans. Inspired by ATLES, a variant itself of ATL, it is possible in our logic to…
The transitivity of preferences is one of the basic assumptions used in the theory of games and decisions. It is often equated with rationality of choice and is considered useful in building rankings. Intransitive preferences are considered…