We consider concurrent games played on graphs. At every round of the game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective: ``stay forever in a set F of states'', and its dual, the reachability objective, ``reach a set R of states''. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player 1 can enforce the safety objective. The algorithm yields a sequence of player-1 strategies which ensure probabilities of winning that converge monotonically to the value of the safety game.
The significance of the result is twofold. First, while strategy improvement algorithms were known for Markov decision processes and turn-based games, as well as for concurrent reachability games, this is the first strategy improvement algorithm for concurrent safety games. Second, and most importantly, the improvement algorithm provides a way to approximate the value of a concurrent safety game from below (the known value-iteration algorithms approximate the value from above). Thus, when used together with value-iteration algorithms, or with strategy improvement algorithms for reachability games, our algorithm leads to the first practical algorithm for computing converging upper and lower bounds for the value of reachability and safety games.
We introduce parallelism into the basic algebra of games to model concurrent game algebraically. Parallelism is treated as a new kind of game operation. The resulted algebra of concurrent games can be used widely to reason the parallel systems.
We design games for truly concurrent bisimilarities, including strongly truly concurrent bisimilarities and branching truly concurrent bisimilarities, such as pomset bisimilarities, step bisimilarities, history-preserving bisimilarities and hereditary history-preserving bisimilarities.
In this paper, we study the notion of admissibility for randomised strategies in concurrent games. Intuitively, an admissible strategy is one where the player plays `as well as possible', because there is no other strategy that dominates it, i.e., that wins (almost surely) against a super set of adversarial strategies. We prove that admissible strategies always exist in concurrent games, and we characterise them precisely. Then, when the objectives of the players are omega-regular, we show how to perform assume-admissible synthesis, i.e., how to compute admissible strategies that win (almost s…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. We present in this paper a strategy improvement algorithm for computing the value of a concurrent safety game, that is, the maximal probability with which player~1 can enforce the safety objective. The algorithm yields a sequence of player-…
Game-theoretic techniques and equilibria analysis facilitate the design and verification of competitive systems. While algorithmic complexity of equilibria computation has been extensively studied, practical implementation and application of game-theoretic methods is more recent. Tools such as PRISM-games support automated verification and synthesis of zero-sum and (epsilon-optimal subgame-perfect) social welfare Nash equilibria properties for concurrent stochastic games. However, these methods become inefficient as the number of agents grows and may also generate equilibria that yield signifi…
We study pure-strategy Nash equilibria in multi-player concurrent deterministic games, for a variety of preference relations. We provide a novel construction, called the suspect game, which transforms a multi-player concurrent game into a two-player turn-based game which turns Nash equilibria into winning strategies (for some objective that depends on the preference relations of the players in the original game). We use that transformation to design algorithms for computing Nash equilibria in finite games, which in most cases have optimal worst-case complexity, for large classes of preference …
We give polynomial time algorithms for deciding almost-sure and limit-sure reachability in Branching Concurrent Stochastic Games (BCSGs). These are a class of infinite-state imperfect-information stochastic games that generalize both finite-state concurrent stochastic reachability games, as well as branching simple stochastic reachability games.
Game semantics provides an interactive point of view on proofs, which enables one to describe precisely their dynamical behavior during cut elimination, by considering formulas as games on which proofs induce strategies. We are specifically interested here in relating two such semantics of linear logic, of very different flavor, which both take in account concurrent features of the proofs: asynchronous games and concurrent games. Interestingly, we show that associating a concurrent strategy to an asynchronous strategy can be seen as a semantical counterpart of the focusing property of linear l…
Consider concurrent, infinite duration, two-player win/lose games played on graphs. If the winning condition satisfies some simple requirement, the existence of Player 1 winning (finite-memory) strategies is equivalent to the existence of winning (finite-memory) strategies in finitely many derived one-player games. Several classical winning conditions satisfy this simple requirement. Under an additional requirement on the winning condition, the non-existence of Player 1 winning strategies from all vertices is equivalent to the existence of Player 2 stochastic strategies winning almost surely f…
In this paper, we investigate the rational synthesis problem for concurrent game structure for a variety of objectives ranging from reachability to Muller condition. We propose a new algorithm that establishes the decidability of the non cooperative rational synthesis problem that relies solely on game theoretic technique as opposed to previous approaches that are logic based. Thanks to this approach, we construct a zero-sum turn-based game that can be adapted to each one of the afore mentioned objectives thus obtain new complexity results. In particular, we show that reachability, safety, Büc…
We consider finite-state concurrent stochastic games, played by k>=2 players for an infinite number of rounds, where in every round, each player simultaneously and independently of the other players chooses an action, whereafter the successor state is determined by a probability distribution given by the current state and the chosen actions. We consider reachability objectives that given a target set of states require that some state in the target is visited, and the dual safety objectives that given a target set require that only states in the target set are visited. We are interested in the …
We present novel techniques for neuro-symbolic concurrent stochastic games, a recently proposed modelling formalism to represent a set of probabilistic agents operating in a continuous-space environment using a combination of neural network based perception mechanisms and traditional symbolic methods. To date, only zero-sum variants of the model were studied, which is too restrictive when agents have distinct objectives. We formalise notions of equilibria for these models and present algorithms to synthesise them. Focusing on the finite-horizon setting, and (global) social welfare subgame-perf…
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 that are determined in a much stronger sense, and in a way, it is the larger class with this property. To this end, we introduce the notion of \emph{local interaction} at a state of a graph game: it is a \emph{game form} whose outcomes (i.e. a table whose entries) are the next states, which depend on the concurrent actions of the players. By definition, a gam…
We consider concurrent games played on graphs. At every round of a game, each player simultaneously and independently selects a move; the moves jointly determine the transition to a successor state. Two basic objectives are the safety objective to stay forever in a given set of states, and its dual, the reachability objective to reach a given set of states. First, we present a simple proof of the fact that in concurrent reachability games, for all $ε>0$, memoryless $ε$-optimal strategies exist. A memoryless strategy is independent of the history of plays, and an $ε$-optimal strategy achieves t…
We transform a Muller game with n vertices into a safety game with (n!)^3 vertices whose solution allows to determine the winning regions of the Muller game and to compute a finite-state winning strategy for one player. This yields a novel antichain-based memory structure and a natural notion of permissive strategies for Muller games. Moreover, we generalize our construction by presenting a new type of game reduction from infinite games to safety games and show its applicability to several other winning conditions.
We consider two-player stochastic games played on a finite state space for an infinite number of rounds. The games are concurrent: in each round, the two players (player 1 and player 2) choose their moves independently and simultaneously; the current state and the two moves determine a probability distribution over the successor states. We also consider the important special case of turn-based stochastic games where players make moves in turns, rather than concurrently. We study concurrent games with ω-regular winning conditions specified as parity objectives. The value for player 1 for a pari…
We investigate concurrent two-player win/lose stochastic games on finite graphs with prefix-independent objectives. We characterize subgame optimal strategies and use this characterization to show various memory transfer results: 1) For a given (prefix-independent) objective, if every game that has a subgame almost-surely winning strategy also has a positional one, then every game that has a subgame optimal strategy also has a positional one; 2) Assume that the (prefix-independent) objective has a neutral color. If every turn-based game that has a subgame almost-surely winning strategy also ha…
We study the problem of finding robust equilibria in multiplayer concurrent games with mean payoff objectives. A $(k,t)$-robust equilibrium is a strategy profile such that no coalition of size $k$ can improve the payoff of one its member by deviating, and no coalition of size $t$ can decrease the payoff of other players. We are interested in pure equilibria, that is, solutions that can be implemented using non-randomized strategies. We suggest a general transformation from multiplayer games to two-player games such that pure equilibria in the first game correspond to winning strategies in the …
Representation theorems for actual and alpha powers over general concurrent game frames without assuming independence of agents
Institute for Logic, Language and Computation, University of Amsterdam(阿姆斯特丹大学逻辑、语言与计算研究所);School of Philosophy, Beijing Normal University(北京师范大学哲学学院);Department of Information Science and Media Studies, University of Bergen(卑尔根大学信息科学与媒体研究系);School of Philosophy, Shanxi University(山西大学哲学学院)
University of Oxford(牛津大学);University of Göteborg(哥德堡大学)
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, an equilibrium satisfying a given temporal logic property -- a problem that we call equilibrium design. We base our study on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players' goals as mean-payoff objectives. In particular, we consider system specifications given b…
We study the existence of mixed-strategy equilibria in concurrent games played on graphs. While existence is guaranteed with safety objectives for each player, Nash equilibria need not exist when players are given arbitrary terminal-reward objectives, and their existence is undecidable with qualitative reachability objectives (and only three players). However, these results rely on the fact that the players can enforce infinite plays while trying to improve their payoffs. In this paper, we introduce a relaxed notion of equilibria, where deviations are imprecise. We prove that contrary to Nash …
The problem of finding pure strategy Nash equilibria in multiagent concurrent games with finite-horizon temporal goals has received some recent attention. Earlier work solved this problem through the use of Rabin automata. In this work, we take advantage of the finite-horizon nature of the agents' goals and show that checking for and finding pure strategy Nash equilibria can be done using a combination of safety games and lasso testing in Büchi automata. To separate strategic reasoning from temporal reasoning, we model agents' goals by deterministic finite-word automata (DFAs), since finite-ho…
We study two-player concurrent stochastic games on finite graphs, with Büchi and co-Büchi objectives. The goal of the first player is to maximize the probability of satisfying the given objective. Following Martin's determinacy theorem for Blackwell games, we know that such games have a value. Natural questions are then: does there exist an optimal strategy, that is, a strategy achieving the value of the game? what is the memory required for playing (almost-)optimally? The situation is rather simple to describe for turn-based games, where positional pure strategies suffice to play optimally in…
Representation Theorems for Actual Powers over Two-Agent General Concurrent Game Frames
Institute for Logic, Language and Computation, University of Amsterdam(阿姆斯特丹大学逻辑、语言与计算研究所);Beijing Normal University(北京师范大学);University of Bergen(卑尔根大学);Shanxi University(山西大学)
Synthesis of finite-state controllers from high-level specifications in multi-agent systems can be reduced to solving multi-player concurrent games over finite graphs. The complexity of solving such games with qualitative objectives for agents, such as reaching a target set, is well understood resulting in tools with applications in robotics. In this paper, we introduce quantitative concurrent graph games, where transitions have separate costs for different agents, and each agent attempts to reach its target set while minimizing its own cost along the path. In this model, a solution to the gam…
We consider concurrent stochastic games played on graphs with reachability and safety objectives. These games can be solved by value iteration as well as strategy iteration, each of them yielding a sequence of under-approximations of the reachability value and a sequence of over-approximation of the safety value, converging to it in the limit. For both approaches, we provide the first (anytime) algorithms with stopping criteria. The stopping criterion for value iteration is based on providing a convergent sequence of over-approximations, which then allows to estimate the distance to the true v…
We consider concurrent mean-payoff games, a very well-studied class of two-player (player 1 vs player 2) zero-sum games on finite-state graphs where every transition is assigned a reward between 0 and 1, and the payoff function is the long-run average of the rewards. The value is the maximal expected payoff that player 1 can guarantee against all strategies of player 2. We consider the computation of the set of states with value 1 under finite-memory strategies for player 1, and our main results for the problem are as follows: (1) we present a polynomial-time algorithm; (2) we show that whenev…
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 coalitional goal assignment operator, which is based on a mapping assigning to each set of players in the game its coalitional goal, formalised by a path formula of the language of TLCGA, i.e. a formula prefixed with a temporal operator X,U, or G, representing a temporalised objective for the respective coalition, describing the property of the plays on which tha…
Finite turn-based safety games have been used for very different problems such as the synthesis of linear temporal logic (LTL), the synthesis of schedulers for computer systems running on multiprocessor platforms, and also for the determinisation of timed automata. In these contexts, games are implicitly defined, and their size is at least exponential in the size of the input. Nevertheless, there are natural relations between states of arenas of such games. We first formalise the properties that we expect on the relation between states, thanks to the notion of alternating simulation. Then, we …
Concurrent multi-player games with $ω$-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, which is a "stable" strategy profile for the players. In many settings, the system is not fully observable by the interacting components, e.g., due to internal variables. Then, the interaction is modelled by a partial information game. Unfortunately, the problem of whether a partial information game has an NE is not known to be decidable. A particular setting of p…
We study a model of games that combines concurrency, imperfect information and stochastic aspects. Those are finite states games in which, at each round, the two players choose, simultaneously and independently, an action. Then a successor state is chosen accordingly to some fixed probability distribution depending on the previous state and on the pair of actions chosen by the players. Imperfect information is modeled as follows: both players have an equivalence relation over states and, instead of observing the exact state, they only know to which equivalence class it belongs. Therefore, if t…
We study Recursive Concurrent Stochastic Games (RCSGs), extending our recent analysis of recursive simple stochastic games to a concurrent setting where the two players choose moves simultaneously and independently at each state. For multi-exit games, our earlier work already showed undecidability for basic questions like termination, thus we focus on the important case of single-exit RCSGs (1-RCSGs). We first characterize the value of a 1-RCSG termination game as the least fixed point solution of a system of nonlinear minimax functional equations, and use it to show PSPACE decidability for th…
Representation theorems for actual and alpha powers over two-agent general concurrent game frames
Institute for Logic, Language and Computation, University of Amsterdam(阿姆斯特丹大学逻辑、语言与计算研究所);School of Philosophy, Beijing Normal University(北京师范大学哲学学院);Department of Information Science and Media Studies, University of Bergen(卑尔根大学信息科学与媒体研究系);School of Philosophy, Shanxi University(山西大学哲学学院)
We consider 2-player games played on a finite state space for infinite rounds. The games are concurrent: in each round, the two players choose their moves simultaneously; the current state and the moves determine the successor. We consider omega-regular winning conditions given as parity objectives. We consider the qualitative analysis problems: the computation of the almost-sure and limit-sure winning set of states, where player 1 can ensure to win with probability 1 and with probability arbitrarily close to 1, respectively. In general the almost-sure and limit-sure winning strategies require…
Interactions between pedestrians, bikers, and human-driven vehicles have been a major concern in traffic safety over the years. The upcoming age of autonomous vehicles will further raise major problems on whether self-driving cars can accurately avoid accidents; on the other hand, usability issues arise on whether human-driven cars and pedestrians can dominate the road at the expense of the autonomous vehicles which will be programmed to avoid accidents. This paper proposes some game theoretical models applied to related traffic scenarios. In the first two games the reciprocal influence betwee…
We study two-player reachability games on finite graphs. At each state the interaction between the players is concurrent and there is a stochastic Nature. Players also play stochastically. The literature tells us that 1) Player B, who wants to avoid the target state, has a positional strategy that maximizes the probability to win (uniformly from every state) and 2) from every state, for every ε > 0, Player A has a strategy that maximizes up to ε the probability to win. Our work is two-fold. First, we present a double-fixed-point procedure that says from which state Player A has a strategy that…
We study the computational complexity of Nash equilibria in concurrent games with limit-average objectives. In particular, we prove that the existence of a Nash equilibrium in randomised strategies is undecidable, while the existence of a Nash equilibrium in pure strategies is decidable, even if we put a constraint on the payoff of the equilibrium. Our undecidability result holds even for a restricted class of concurrent games, where nonzero rewards occur only on terminal states. Moreover, we show that the constrained existence problem is undecidable not only for concurrent games but for turn-…
In this paper, we study turn-based quantitative multiplayer non zero-sum games played on finite graphs with both reachability and safety objectives. In this framework a player with a reachability objective aims at reaching his own goal as soon as possible, whereas a player with a safety objective aims at avoiding his bad set or, if impossible, delaying its visit as long as possible. We prove the existence of Nash equilibria with finite memory in quantitative multiplayer reachability/safety games. Moreover, we prove the existence of finite-memory secure equilibria for quantitative two-player re…
Imitating successful behavior is a natural and frequently applied approach to trust in when facing scenarios for which we have little or no experience upon which we can base our decision. In this paper, we consider such behavior in atomic congestion games. We propose to study concurrent imitation dynamics that emerge when each player samples another player and possibly imitates this agents' strategy if the anticipated latency gain is sufficiently large. Our main focus is on convergence properties. Using a potential function argument, we show that our dynamics converge in a monotonic fashion to…
Infinite-duration games with disturbances extend the classical framework of infinite-duration games, which captures the reactive synthesis problem, with a discrete measure of resilience against non-antagonistic external influence. This concerns events where the observed system behavior differs from the intended one prescribed by the controller. For games played on finite arenas it is known that computing optimally resilient strategies only incurs a polynomial overhead over solving classical games. This paper studies safety games with disturbances played on infinite arenas induced by pushdown s…
Logit choice dynamics are a family of randomized best response dynamics based on the logit choice function [McFadden, 1974], used for modeling players with limited rationality and knowledge. In this paper we study the all-logit dynamics, where at each time step all players concurrently update their strategies according to the logit choice function. In the well studied one-logit dynamics [Blume, 1993] instead at each step only one randomly chosen player is allowed to update. We study properties of the all-logit dynamics in the context of local interaction games, a class of games that has been u…
Interval Scheduling Games with Color-Based Concurrent Jobs
Viavi Solutions(维亚维解决方案);School of Business and Economics, Maastricht University(马斯特里赫特大学商学院与经济系);School of Computer Science, Reichman University(瑞克曼大学计算机科学学院)
In this short note we study a class of multi-player, turn-based games with deterministic state transitions and reachability / safety objectives (this class contains as special cases "classic" two-player reachability and safety games as well as multi-player "stay--in-a-set" and "reach-a-set" games). Quantitative and qualitative versions of the objectives are presented and for both cases we prove the existence of a deterministic and memoryless Nash equilibrium; the proof is short and simple, using only Fink's classic result about the existence of Nash equilibria for multi-player discounted stoch…