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Bastien Maubert

Publications and source records attributed to Bastien Maubert.

At least 19 recordsLinked to original sources

Alternating Tree Automata with Qualitative Semantics

We study alternating automata with qualitative semantics over infinite binary trees: alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the automaton is accepting if almost all branches of the run are accepting. In this paper we prove a positive and a negative result for the emptiness problem of alternating automata with qualitative semantics. The positive result is the decidability of the emptiness problem for the case of Büchi acceptance condition. An interesting aspect of our approach is that we do not extend the classical solution for solving the emptiness problem of alternating automata, which first constructs an equivalent non-deterministic automaton. Instead, we directly construct an emptiness game making use of imperfect information. The negative result is the undecidability of the emptiness problem for the case of co-Büchi acceptance condition. This result has two direct consequences: the undecidability of monadic second-order logic extended with the qualitative path-measure quantifier, and the undecidability of the emptiness problem for alternating tree automata with non-zero semantics, a recently introduced probabilistic model of alternating tree automata.

cs.FL

Reasoning about strategies on collapsible pushdown arenas with imperfect information

Strategy Logic with imperfect information (SLiR) is a very expressive logic designed to express complex properties of strategic abilities in distributed systems. Previous work on SLiR focused on finite systems, and showed that the model-checking problem is decidable when information on the control states of the system is hierarchical among the players or components of the system, meaning that the players or components can be totally ordered according to their respective knowledge of the state. We show that moving from finite to infinite systems generated by collapsible (higher-order) pushdown systems preserves decidability, under the natural restriction that the stack content is visible. The proof follows the same lines as in the case of finite systems, but requires to use (collapsible) alternating pushdown tree automata. Such automata are undecidable, but semi-alternating pushdown tree automata were introduced and proved decidable, to study a strategic problem on pushdown systems with two players. In order to tackle multiple players with hierarchical information, we refine further these automata: we define direction-guided (collapsible) pushdown tree automata, and show that they are stable under projection, nondeterminisation and narrowing. For the latter operation, used to deal with imperfect information, stability holds under some assumption that is satisfied when used for systems with visible stack. We then use these automata to prove our main result.

cs.LO

Strategy Logic with Imperfect Information

We introduce an extension of Strategy Logic for the imperfect-information setting, called SLii, and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, this problem is undecidable; but we introduce a syntactical class of "hierarchical instances" for which, intuitively, as one goes down the syntactic tree of the formula, strategy quantifications are concerned with finer observations of the model, and we prove that model-checking SLii restricted to hierarchical instances is decidable. To establish this result we go through QCTL, an intermediary, "low-level" logic much more adapted to automata techniques. QCTL is an extension of CTL with second-order quantification over atomic propositions. We extend it to the imperfect information setting by parameterising second-order quantifiers with observations. While the model-checking problem of QCTLii is, in general, undecidable, we identify a syntactic fragment of hierarchical formulas and prove, using an automata-theoretic approach, that it is decidable. We apply our result to solve complex strategic problems in the imperfect-information setting. We first show that the existence of Nash equilibria for deterministic strategies is decidable in games with hierarchical information. We also introduce distributed rational synthesis, a generalisation of rational synthesis to the imperfect-information setting. Because it can easily be expressed in our logic, our main result provides solution to this problem in the case of hierarchical information.

cs.LO

Dynamic Epistemic Logic Games with Epistemic Temporal Goals

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 with imperfect information where the actions available to the players are described very precisely. This framework makes it possible to define easily, for instance, classes of games where players can only use public actions or public announcements. These games have been studied for reachability objectives, where the aim is to reach a situation satisfying some epistemic property expressed in epistemic logic; several (un)decidability results have been established. In this work we show that the decidability results obtained for reachability objectives extend to a much more general class of winning conditions, namely those expressible in the epistemic temporal logic LTLK. To do so we establish that the infinite game structures generated by DEL public actions are regular, and we describe how to obtain finite representations on which we rely to solve them.

cs.LO

Dealing with imperfect information in Strategy Logic

We propose an extension of Strategy Logic (SL), in which one can both reason about strategizing under imperfect information and about players' knowledge. One original aspect of our approach is that we do not force strategies to be uniform, i.e. consistent with the players' information, at the semantic level; instead, one can express in the logic itself that a strategy should be uniform. To do so, we first develop a "branching-time" version of SL with perfect information, that we call BSL, in which one can quantify over the different outcomes defined by a partial assignment of strategies to the players; this contrasts with SL, where temporal operators are allowed only when all strategies are fixed, leaving only one possible play. Next, we further extend BSL by adding distributed knowledge operators, the semantics of which rely on equivalence relations on partial plays. The logic we obtain subsumes most strategic logics with imperfect information, epistemic or not.

cs.LO

Reachability Games in Dynamic Epistemic Logic

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 environment and aims at reaching some epistemic goal state regarding the passive agents of the system. We study the problem of strategy existence for the controller, which generalises the classic epistemic planning problem, and we solve it for several types of actions such as public announcements and public actions. We then consider a yet richer setting where agents themselves are players, whose strategies must be based on their observations. We establish several (un)decidability results for the problem of existence of a distributed strategy, depending on the type of actions the players can use, and relate them to results from the literature on multiplayer games with imperfect information.

cs.LO

Reasoning about Quality and Fuzziness of Strategic Behaviours

Temporal logics are extensively used for the specification of on-going behaviours of reactive systems. Two significant developments in this area are the extension of traditional temporal logics with modalities that enable the specification of on-going strategic behaviours in multi-agent systems, and the transition of temporal logics to a quantitative setting, where different satisfaction values enable the specifier to formalise concepts such as certainty or quality. We introduce and study FSL---a quantitative extension of SL (Strategy Logic), one of the most natural and expressive logics describing strategic behaviours. The satisfaction value of an FSL formula is a real value in [0,1], reflecting `how much' or `how well' the strategic on-going objectives of the underlying agents are satisfied. We demonstrate the applications of FSL in quantitative reasoning about multi-agent systems, by showing how it can express concepts of stability in multi-agent systems, and how it generalises some fuzzy temporal logics. We also provide a model-checking algorithm for our logic, based on a quantitative extension of Quantified CTL*.

cs.LO

Monadic Second-Order Logic with Path-Measure Quantifier is Undecidable

We prove that the theory of Monadic Second-Order logic (MSO) of the infinite binary tree extended with qualitative path-measure quantifier is undecidable. This quantifier says that the set of infinite paths in the tree that satisfies some formula has Lebesgue-measure one. To do this we prove that the emptiness problem of qualitative universal parity tree automata is undecidable. Qualitative means that a run of a tree automaton is accepting if the set of paths in the run that satisfy the acceptance condition has Lebesgue-measure one.

cs.LO

Quantified CTL with imperfect information

Quantified CTL (QCTL) is a well-studied temporal logic that extends CTL with quantification over atomic propositions. It has recently come to the fore as a powerful intermediary framework to study logics for strategic reasoning. We extend it to include imperfect information by parameterising quantifiers with an observation that defines how well they observe the model, thus constraining their behaviour. We consider two different semantics, one related to the notion of no memory, the other to perfect recall. We study the expressiveness of our logic, and show that it coincides with MSO for the first semantics and with MSO with equal level for the second one. We establish that the model-checking problem is Pspace-complete for the first semantics. While it is undecidable for the second one, we identify a syntactic fragment, defined by a notion of hierarchical formula, which we prove to be decidable thanks to an automata-theoretic approach.

cs.LO

Changing Observations in Epistemic Temporal Logic

We study dynamic changes of agents' observational power in logics of knowledge and time. We consider CTL*K, the extension of CTL* with knowledge operators, and enrich it with a new operator that models a change in an agent's way of observing the system. We extend the classic semantics of knowledge for perfect-recall agents to account for changes of observation, and we show that this new operator strictly increases the expressivity of CTL*K. We reduce the model-checking problem for our logic to that for CTL*K, which is known to be decidable. This provides a solution to the model-checking problem for our logic, but its complexity is not optimal. Indeed we provide a direct decision procedure with better complexity.

cs.LO

Decidability results for ATL* with imperfect information and perfect recall

Alternating-time Temporal Logic (ATL*) is a central logic for multiagent systems. Its extension to the imperfect information setting (ATL*i ) is well known to have an undecidable model-checking problem when agents have perfect recall. Studies have thus mostly focused either on agents without memory, or on alternative semantics to retrieve decidability. In this work we establish new decidability results for agents with perfect recall: We first prove a meta-theorem that allows the transfer of decidability results for classes of multiplayer games with imperfect information, such as games with hierarchical observation, to the model-checking problem for ATL*i . We then establish that model checking ATL* with strategy context and imperfect information is decidable when restricted to hierarchical instances.

cs.LO

Reasoning about Knowledge and Strategies under Hierarchical Information

Two distinct semantics have been considered for knowledge in the context of strategic reasoning, depending on whether players know each other's strategy or not. The problem of distributed synthesis for epistemic temporal specifications is known to be undecidable for the latter semantics, already on systems with hierarchical information. However, for the other, uninformed semantics, the problem is decidable on such systems. In this work we generalise this result by introducing an epistemic extension of Strategy Logic with imperfect information. The semantics of knowledge operators is uninformed, and captures agents that can change observation power when they change strategies. We solve the model-checking problem on a class of "hierarchical instances", which provides a solution to a vast class of strategic problems with epistemic temporal specifications on hierarchical systems, such as distributed synthesis or rational synthesis.

cs.LO

Strategy Logic with Imperfect Information

We introduce an extension of Strategy Logic for the imperfect-information setting, called SLii, and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, the problem turns out to be undecidable. We introduce a syntactical class of "hierarchical instances" for which, intuitively, as one goes down the syntactic tree of the formula, strategy quantifications are concerned with finer observations of the model. We prove that model-checking SLii restricted to hierarchical instances is decidable. This result, because it allows for complex patterns of existential and universal quantification on strategies, greatly generalises previous ones, such as decidability of multi-player games with imperfect information and hierarchical observations, and decidability of distributed synthesis for hierarchical systems. To establish the decidability result, we introduce and study QCTL*ii, an extension of QCTL* (itself an extension of CTL* with second-order quantification over atomic propositions) by parameterising its quantifiers with observations. The simple syntax of QCTL* ii allows us to provide a conceptually neat reduction of SLii to QCTL*ii that separates concerns, allowing one to forget about strategies and players and focus solely on second-order quantification. While the model-checking problem of QCTL*ii is, in general, undecidable, we identify a syntactic fragment of hierarchical formulas and prove, using an automata-theoretic approach, that it is decidable. The decidability result for SLii follows since the reduction maps hierarchical instances of SLii to hierarchical formulas of QCTL*ii .

cs.LO

Unifying Hyper and Epistemic Temporal Logic

In the literature, two powerful temporal logic formalisms have been proposed for expressing information flow security requirements, that in general, go beyond regular properties. One is classic, based on the knowledge modalities of epistemic logic. The other one, the so called hyper logic, is more recent and subsumes many proposals from the literature; it is based on explicit and simultaneous quantification over multiple paths. In an attempt to better understand how these logics compare with each other, we consider the logic KCTL* (the extension of CTL* with knowledge modalities and synchronous perfect recall semantics) and HyperCTL*. We first establish that KCTL* and HyperCTL* are expressively incomparable. Second, we introduce and study a natural linear past extension of HyperCTL* to unify KCTL* and HyperCTL*; indeed, we show that KCTL* can be easily translated in linear time into the proposed logic. Moreover, we show that the model-checking problem for this novel logic is decidable, and we provide its exact computational complexity in terms of a new measure of path quantifiers' alternation. For this, we settle open complexity issues for unrestricted quantified propositional temporal logic.

cs.LO

The Expressive Power of Epistemic $μ$-Calculus

While the $μ$-calculus notoriously subsumes Alternating-time Temporal Logic (ATL), we show that the epistemic $μ$-calculus does not subsume ATL with imperfect information (ATL$_i$) for the synchronous perfect-recall semantics. To prove this we first establish that jumping parity tree automata (JTA), a recently introduced extension of alternating parity tree automata, are expressively equivalent to the epistemic $μ$-calculus, and this for any knowledge semantics. Using this result we also show that, for bounded-memory semantics, the epistemic $μ$-calculus is not more expressive than the standard $μ$-calculus, and that its satisfiability problem is EXPTIME-complete.

cs.LO

Automata Techniques for Epistemic Protocol Synthesis

In this work we aim at applying automata techniques to problems studied in Dynamic Epistemic Logic, such as epistemic planning. To do so, we first remark that repeatedly executing ad infinitum a propositional event model from an initial epistemic model yields a relational structure that can be finitely represented with automata. This correspondence, together with recent results on uniform strategies, allows us to give an alternative decidability proof of the epistemic planning problem for propositional events, with as by-products accurate upper-bounds on its time complexity, and the possibility to synthesize a finite word automaton that describes the set of all solution plans. In fact, using automata techniques enables us to solve a much more general problem, that we introduce and call epistemic protocol synthesis.

cs.LO

The Complexity of Synthesizing Uniform Strategies

We investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not μ-calculus definable. Typically, we can state that a strategy is observation-based. We propose a formal language to specify uniformity properties, interpreted over two-player turn-based arenas equipped with a binary relation between plays. This way, we capture e.g. games with winning conditions expressible in epistemic temporal logic, whose underlying equivalence relation between plays reflects the observational capabilities of agents (for example, synchronous perfect recall). Our framework naturally generalizes many other situations from the literature. We establish that the problem of synthesizing strategies under uniformity constraints based on regular binary relations between plays is non-elementary complete.

cs.GT

Uniform Strategies

We consider turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve bundles of plays, that arise from some semantical motive. Typically, we can represent constraints on allowed strategies, such as being observation-based. We propose a formal language to specify uniformity properties and demonstrate its relevance by rephrasing various known problems from the literature. Note that the ability to correlate different plays cannot be achieved by any branching-time logic if not equipped with an additional modality, so-called R in this contribution. We also study an automated procedure to synthesize strategies subject to a uniformity property, which strictly extends existing results based on, say standard temporal logics. We exhibit a generic solution for the synthesis problem provided the bundles of plays rely on any binary relation definable by a finite state transducer. This solution yields a non-elementary procedure.

cs.GT