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Munyque Mittelmann

Publications and source records attributed to Munyque Mittelmann.

14 recordsLinked to original sources

I Would If I Could: Reasoning about Dynamics of Actions in Multi-Agent Systems

Autonomous agents acting in realistic Multi-Agent Systems (MAS) should be able to adapt during their execution. Standard strategic logics, such as Alternating-time Temporal Logic (ATL), model agents' state- or history-dependent behaviour. However, the dynamic treatment of agents' available actions and their knowledge of required actions is still rarely addressed. In this paper, we introduce ATL with Dynamic Actions (ATL-D), which models the process of granting and revoking actions, and its extension ATEL-D, which captures how such updates affect agents' knowledge. Beyond the conceptual contribution, we provide several technical results: we analyse the expressivity of our logic in relation to ATL, study its relation to normative systems, and provide complexity results for relevant computational problems.

cs.LO

Verification of Robust Multi-Agent Systems

Stochastic multi-agent systems are a central modeling framework for autonomous controllers, communication protocols, and cyber-physical infrastructures. In many such systems, however, transition probabilities are only estimated from data and may therefore be partially unknown or subject to perturbations. In this paper, we study the verification of robust strategies in stochastic multi-agent systems with imperfect information, in which coalitions must satisfy a temporal specification while dealing with uncertain system transitions, partial observation, and adversarial agents. By focusing on bounded-memory strategies, we introduce a robust variant of the model-checking problem for a probabilistic, observation-based extension of Alternating-time Temporal Logic. We characterize the complexity of this problem under different notions of perturbation, thereby clarifying the computational cost of robustness in stochastic multi-agent verification and supporting the use of bounded-memory strategies in uncertain environments.

cs.LO

On Angels and Demons: Strategic (De)Construction of Dynamic Models

In recent years, there has been growing interest in logics that formalise strategic reasoning about agents capable of modifying the structure of a given model. This line of research has been motivated by applications where a modelled system evolves over time, such as communication networks, security protocols, and multi-agent planning. In this paper, we introduce three logics for reasoning about strategies that modify the topology of weighted graphs. In Strategic Deconstruction Logic, a destructive agent (the demon) removes edges up to a certain cost. In Strategic Construction Logic, a constructive agent (the angel) adds edges within a cost bound. Finally, Strategic Update Logic combines both agents, who may cooperate or compete. We study the expressive power of these logics and the complexity of their model checking problems.

cs.LO

Formal Verification of Diffusion Auctions

In diffusion auctions, sellers can leverage an underlying social network to broaden participation, thereby increasing their potential revenue. Specifically, sellers can incentivise participants in their auction to diffuse information about the auction through the network. While numerous variants of such auctions have been recently studied in the literature, the formal verification and strategic reasoning perspectives have not been investigated yet. Our contribution is threefold. First, we introduce a logical formalism that captures the dynamics of diffusion and its strategic dimension. Second, for such a logic, we provide model-checking procedures that allow one to verify properties as the Nash equilibrium, and that pave the way towards checking the existence of sellers' strategies. Third, we establish computational complexity results for the presented algorithms.

cs.GT

Repairing General Game Descriptions (extended version)

The Game Description Language (GDL) is a widely used formalism for specifying the rules of general games. Writing correct GDL descriptions can be challenging, especially for non-experts. Automated theorem proving has been proposed to assist game design by verifying if a GDL description satisfies desirable logical properties. However, when a description is proved to be faulty, the repair task itself can only be done manually. Motivated by the work on repairing unsolvable planning domain descriptions, we define a more general problem of finding minimal repairs for GDL descriptions that violate formal requirements, and we provide complexity results for various computational problems related to minimal repair. Moreover, we present an Answer Set Programming-based encoding for solving the minimal repair problem and demonstrate its application for automatically repairing ill-defined game descriptions.

cs.LO

Inquisitive Team Semantics of LTL

In this paper, we introduce a novel team semantics of LTL inspired by inquisitive logic. The main features of the resulting logic, we call InqLTL, are the intuitionistic interpretation of implication and the Boolean semantics of disjunction. We show that InqLTL with Boolean negation is highly undecidable and strictly less expressive than TeamLTL with Boolean negation. On the positive side, we identify a meaningful fragment of InqLTL with a decidable model-checking problem which can express relevant classes of hyperproperties. To the best of our knowledge, this fragment represents the first hyper logic with a decidable model-checking problem which allows unrestricted use of temporal modalities and universal second-order quantification over traces.

cs.LO

Changing the Rules of the Game: Reasoning about Dynamic Phenomena in Multi-Agent Systems

The design and application of multi-agent systems (MAS) require reasoning about the effects of modifications on their underlying structure. In particular, such changes may impact the satisfaction of system specifications and the strategic abilities of their autonomous components. In this paper, we are concerned with the problem of verifying and synthesising modifications (or updates) of MAS. We propose an extension of the Alternating-Time Temporal Logic ($\mathsf{ATL}$) that enables reasoning about the dynamics of model change, called the Logic for $\mathsf{ATL}$ Model Building ($\mathsf{LAMB}$). We show how $\mathsf{LAMB}$ can express various intuitions and ideas about the dynamics of MAS, from normative updates to mechanism design. As the main technical result, we prove that, while being strictly more expressive than $\mathsf{ATL}$, $\mathsf{LAMB}$ enjoys a P-complete model-checking procedure.

cs.LO

Rational Capability in Concurrent Games

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 languages that extend the basic CL and ATL languages with modalities for rational capability, namely, a coalition's capability to rationally enforce a given property. For each of these languages, we provide results about the complexity of satisfiability checking and model checking as well as about axiomatization.

cs.LO

Natural Strategic Ability in Stochastic Multi-Agent Systems

Strategies synthesized using formal methods can be complex and often require infinite memory, which does not correspond to the expected behavior when trying to model Multi-Agent Systems (MAS). To capture such behaviors, natural strategies are a recently proposed framework striking a balance between the ability of agents to strategize with memory and the model-checking complexity, but until now has been restricted to fully deterministic settings. For the first time, we consider the probabilistic temporal logics PATL and PATL* under natural strategies (NatPATL and NatPATL*, resp.). As main result we show that, in stochastic MAS, NatPATL model-checking is NP-complete when the active coalition is restricted to deterministic strategies. We also give a 2NEXPTIME complexity result for NatPATL* with the same restriction. In the unrestricted case, we give an EXPSPACE complexity for NatPATL and 3EXPSPACE complexity for NatPATL*.

cs.LO

Strategic Abilities of Forgetful Agents in Stochastic Environments

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 agents play uniform strategies. That is, the semantics of the logics are based on multi-agent, stochastic transition systems with imperfect information, which combine two sources of uncertainty, namely, the partial observability agents have on the environment, and the likelihood of transitions to occur from a system state. Since the model checking problem is undecidable in general in this setting, we restrict our attention to agents with memoryless (positional) strategies. The resulting setting captures the situation in which agents have qualitative uncertainty of the local state and quantitative uncertainty about the occurrence of future events. We illustrate the usefulness of this setting with meaningful examples.

cs.MA

Discounting in Strategy Logic

Discounting is an important dimension in multi-agent systems as long as we want to reason about strategies and time. It is a key aspect in economics as it captures the intuition that the far-away future is not as important as the near future. Traditional verification techniques allow to check whether there is a winning strategy for a group of agents but they do not take into account the fact that satisfying a goal sooner is different from satisfying it after a long wait. In this paper, we augment Strategy Logic with future discounting over a set of discounted functions D, denoted SLdisc[D]. We consider "until" operators with discounting functions: the satisfaction value of a specification in SLdisc[D] is a value in [0, 1], where the longer it takes to fulfill requirements, the smaller the satisfaction value is. We motivate our approach with classical examples from Game Theory and study the complexity of model-checking SLdisc[D]-formulas.

cs.AI

Reasoning about Human-Friendly Strategies in Repeated Keyword Auctions

In online advertising, search engines sell ad placements for keywords continuously through auctions. This problem can be seen as an infinitely repeated game since the auction is executed whenever a user performs a query with the keyword. As advertisers may frequently change their bids, the game will have a large set of equilibria with potentially complex strategies. In this paper, we propose the use of natural strategies for reasoning in such setting as they are processable by artificial agents with limited memory and/or computational power as well as understandable by human users. To reach this goal, we introduce a quantitative version of Strategy Logic with natural strategies in the setting of imperfect information. In a first step, we show how to model strategies for repeated keyword auctions and take advantage of the model for proving properties evaluating this game. In a second step, we study the logic in relation to the distinguishing power, expressivity, and model-checking complexity for strategies with and without recall.

cs.GT

A General Framework for the Logical Representation of Combinatorial Exchange Protocols

The goal of this paper is to propose a framework for representing and reasoning about the rules governing a combinatorial exchange. Such a framework is at first interest as long as we want to build up digital marketplaces based on auction, a widely used mechanism for automated transactions. Combinatorial exchange is the most general case of auctions, mixing the double and combinatorial variants: agents bid to trade bundles of goods. Hence the framework should fulfill two requirements: (i) it should enable bidders to express their bids on combinations of goods and (ii) it should allow describing the rules governing some market, namely the legal bids, the allocation and payment rules. To do so, we define a logical language in the spirit of the Game Description Language: the Combinatorial Exchange Description Language is the first language for describing combinatorial exchange in a logical framework. The contribution is two-fold: first, we illustrate the general dimension by representing different kinds of protocols, and second, we show how to reason about auction properties in this machine-processable language.

cs.GT

Game Description Logic with Integers: A GDL Numerical Extension

Many problems can be viewed as games, where one or more agents try to ensure that certain objectives hold no matter the behavior from the environment and other agents. In recent years, a number of logical formalisms have been proposed for specifying games among which the Game Description Language (GDL) was established as the official language for General Game Playing. Although numbers are recurring in games, the description of games with numerical features in GDL requires the enumeration from all possible numeric values and the relation among them. Thereby, in this paper, we introduce the Game Description Logic with Integers (GDLZ) to describe games with numerical variables, numerical parameters, as well as to perform numerical comparisons. We compare our approach with GDL and show that when describing the same game, GDLZ is more compact.

cs.LO