TY - GEN
T1 - On the counting of strategies
AU - Malvone, Vadim
AU - Mogavero, Fabio
AU - Murano, Aniello
AU - Sorrentino, Loredana
N1 - Publisher Copyright:
© 2015 IEEE.
PY - 2016/1/4
Y1 - 2016/1/4
N2 - In game-theory, a classic qualitative question is to check whether a designed set of the players has a winning strategy. In several safety-critical applications, however, it is important to ensure that some redundant strategies also exist, to be used in case of some fault. By establishing how many different strategies a game admits, one can grade its resilience. In this paper, we introduce and study Graded Strategy Logic (GSL), an extension of Strategy Logic (SL) along with graded quantifiers. SL is a powerful formalism that allows to describe useful game concepts in multi-agent settings by explicitly quantifying over strategies treated as first-order citizens. In GSL, by means of the existential construct(x =g) f, one can state that at least g strategies satisfy f. Dually, via the universal construct <>φ one can enforce that there exist at least g strategies satisfying φ. Dually, via the universal construct [[x< g]]φ one can ensure that all but less than g strategies satisfy φ. As different strategies may induce the same outcome, although looking different, they need to be counted as one. While this interpretation is natural, it heavily complicates the definition and thus the reasoning about GSL. In order to accomplish this specific way of counting, we formally introduce a suitable equivalence relation over profiles based on the strategic behavior they induce. To give evidence of GSL usability, we investigate basic questions of one of its vanilla fragment, namely GSL[1G]. In particular, we report on positive results about the determinacy of games and the related model-checking problem, which we show to be PTIME-COMPLETE.
AB - In game-theory, a classic qualitative question is to check whether a designed set of the players has a winning strategy. In several safety-critical applications, however, it is important to ensure that some redundant strategies also exist, to be used in case of some fault. By establishing how many different strategies a game admits, one can grade its resilience. In this paper, we introduce and study Graded Strategy Logic (GSL), an extension of Strategy Logic (SL) along with graded quantifiers. SL is a powerful formalism that allows to describe useful game concepts in multi-agent settings by explicitly quantifying over strategies treated as first-order citizens. In GSL, by means of the existential construct(x =g) f, one can state that at least g strategies satisfy f. Dually, via the universal construct <>φ one can enforce that there exist at least g strategies satisfying φ. Dually, via the universal construct [[x< g]]φ one can ensure that all but less than g strategies satisfy φ. As different strategies may induce the same outcome, although looking different, they need to be counted as one. While this interpretation is natural, it heavily complicates the definition and thus the reasoning about GSL. In order to accomplish this specific way of counting, we formally introduce a suitable equivalence relation over profiles based on the strategic behavior they induce. To give evidence of GSL usability, we investigate basic questions of one of its vanilla fragment, namely GSL[1G]. In particular, we report on positive results about the determinacy of games and the related model-checking problem, which we show to be PTIME-COMPLETE.
U2 - 10.1109/TIME.2015.19
DO - 10.1109/TIME.2015.19
M3 - Conference contribution
AN - SCOPUS:84978139085
T3 - Proceedings of the International Workshop on Temporal Representation and Reasoning
SP - 170
EP - 179
BT - Proceedings - 2015 22nd International Symposium on Temporal Representation and Reasoning, TIME 2015
A2 - Lange, Martin
A2 - Grandi, Fabio
A2 - Lomuscio, Alessio
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 22nd International Symposium on Temporal Representation and Reasoning, TIME 2015
Y2 - 23 September 2015 through 25 September 2015
ER -