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Satisfiability of ATL with strategy contexts Fran cois Laroussinie - - PowerPoint PPT Presentation

Satisfiability of ATL with strategy contexts Fran cois Laroussinie and Nicolas Markey LIAFA LSV Paris, 18-21 September 2013 Outline of the presentation Temporal logics for games: ATL and extensions 1 expressing properties of complex


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SLIDE 1

Satisfiability of ATL with strategy contexts

Fran¸ cois Laroussinie LIAFA and Nicolas Markey LSV Paris, 18-21 September 2013

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Outline of the presentation

1

Temporal logics for games: ATL and extensions expressing properties of complex interacting systems extensions to non-zero-sum games

2

From ATL with strategy contexts to QCTL QCTL is CTL with propositional quantification strategies encoded as propositions on the computation tree

3

Satisfiability of ATL with strategy contexts QCTL satisfiability is decidable, but... ATLsc satisfiability is not, except for turn-based games

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SLIDE 3

Outline of the presentation

1

Temporal logics for games: ATL and extensions expressing properties of complex interacting systems extensions to non-zero-sum games

2

From ATL with strategy contexts to QCTL QCTL is CTL with propositional quantification strategies encoded as propositions on the computation tree

3

Satisfiability of ATL with strategy contexts QCTL satisfiability is decidable, but... ATLsc satisfiability is not, except for turn-based games

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SLIDE 4

Reasoning about multi-agent systems

Concurrent games

A concurrent game is made of a transition system; a set of agents (or players); a table indicating the transition to be taken given the actions

  • f the players.

q0 q1 q2 q0 q2 q1 q1 q0 q2 q2 q1 q0 player 1 player 2

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SLIDE 5

Reasoning about multi-agent systems

Concurrent games

A concurrent game is made of a transition system; a set of agents (or players); a table indicating the transition to be taken given the actions

  • f the players.

Turn-based games

A turn-based game is a game where only one agent plays at a time.

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SLIDE 6

Reasoning about open systems

Strategies

A strategy for a given player is a function telling what to play depending on what has happened previously.

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SLIDE 7

Reasoning about open systems

Strategies

A strategy for a given player is a function telling what to play depending on what has happened previously. Strategy for player : alternately go to and .

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SLIDE 8

Reasoning about open systems

Strategies

A strategy for a given player is a function telling what to play depending on what has happened previously. Strategy for player : alternately go to and . . . . . . . . . . . . .

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SLIDE 9

Temporal logics for games: ATL [AHK02]

ATL extends CTL with strategy quantifiers

  • A

ϕ expresses that A has a strategy to enforce ϕ.

[AHK02] Alur, Henzinger, Kupferman. Alternating-time Temporal Logic. J. ACM, 2002.

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SLIDE 10

Temporal logics for games: ATL [AHK02]

ATL extends CTL with strategy quantifiers

  • A

ϕ expresses that A has a strategy to enforce ϕ.

  • F

[AHK02] Alur, Henzinger, Kupferman. Alternating-time Temporal Logic. J. ACM, 2002.

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SLIDE 11

Temporal logics for games: ATL [AHK02]

ATL extends CTL with strategy quantifiers

  • A

ϕ expresses that A has a strategy to enforce ϕ. ✓ ✓

  • F

[AHK02] Alur, Henzinger, Kupferman. Alternating-time Temporal Logic. J. ACM, 2002.

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SLIDE 12

Temporal logics for games: ATL [AHK02]

ATL extends CTL with strategy quantifiers

  • A

ϕ expresses that A has a strategy to enforce ϕ.

  • F
  • G(

F )

[AHK02] Alur, Henzinger, Kupferman. Alternating-time Temporal Logic. J. ACM, 2002.

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SLIDE 13

Temporal logics for games: ATL [AHK02]

ATL extends CTL with strategy quantifiers

  • A

ϕ expresses that A has a strategy to enforce ϕ. p p

  • F
  • G(

F ) ≡ G p p

[AHK02] Alur, Henzinger, Kupferman. Alternating-time Temporal Logic. J. ACM, 2002.

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SLIDE 14

Another semantics: ATL with strategy contexts [BDLM09]

  • G(

F )

[BDLM09] Brihaye, Da Costa, Laroussinie, M. ATL with strategy contexts. LFCS, 2009.

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SLIDE 15

Another semantics: ATL with strategy contexts [BDLM09]

  • G(

F ) consider the following strategy

  • f Player

: “always go to ”;

[BDLM09] Brihaye, Da Costa, Laroussinie, M. ATL with strategy contexts. LFCS, 2009.

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SLIDE 16

Another semantics: ATL with strategy contexts [BDLM09]

  • G(

F ) consider the following strategy

  • f Player

: “always go to ”;

[BDLM09] Brihaye, Da Costa, Laroussinie, M. ATL with strategy contexts. LFCS, 2009.

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SLIDE 17

Another semantics: ATL with strategy contexts [BDLM09]

  • G(

F ) consider the following strategy

  • f Player

: “always go to ”; in the remaining tree, Player can always enforce a visit to .

[BDLM09] Brihaye, Da Costa, Laroussinie, M. ATL with strategy contexts. LFCS, 2009.

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SLIDE 18

What ATLsc can express

All ATL∗ properties:

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SLIDE 19

What ATLsc can express

All ATL∗ properties: Client-server interactions for accessing a shared resource:

  • ·Server·

G      

  • c∈Clients
  • ·c·

F accessc ∧ ¬

  • c=c′

accessc ∧ accessc′      

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SLIDE 20

What ATLsc can express

All ATL∗ properties: Client-server interactions for accessing a shared resource:

  • ·Server·

G      

  • c∈Clients
  • ·c·

F accessc ∧ ¬

  • c=c′

accessc ∧ accessc′       Existence of Nash equilibria:

  • ·A1, ..., An·
  • i

( ·Ai· ϕAi ⇒ ϕAi) Existence of dominating strategy:

  • ·A·

[ ·B· ] ( ¬ ϕ ⇒ [ ·A· ] ¬ ϕ)

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SLIDE 21

Outline of the presentation

1

Temporal logics for games: ATL and extensions expressing properties of complex interacting systems extensions to non-zero-sum games

2

From ATL with strategy contexts to QCTL QCTL is CTL with propositional quantification strategies encoded as propositions on the computation tree

3

Satisfiability of ATL with strategy contexts QCTL satisfiability is decidable, but... ATLsc satisfiability is not, except for turn-based games

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Quantified CTL [Kup95,Fre01]

QCTL extends CTL with propositional quantifiers

∃p. ϕ means that there exists a labelling of the model with p under which ϕ holds.

[Kup95] Kupferman. Augmenting Branching Temporal Logics with Existential Quantification over Atomic Propositions. CAV, 1995. [Fre01] French. Decidability of Quantifed Propositional Branching Time Logics. AJCAI, 2001.

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Quantified CTL [Kup95,Fre01]

QCTL extends CTL with propositional quantifiers

∃p. ϕ means that there exists a labelling of the model with p under which ϕ holds. E F ∧ ∀p.

  • E F(p ∧

) ⇒ A G( ⇒ p)

  • [Kup95] Kupferman. Augmenting Branching Temporal Logics with Existential Quantification over

Atomic Propositions. CAV, 1995. [Fre01] French. Decidability of Quantifed Propositional Branching Time Logics. AJCAI, 2001.

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SLIDE 24

Quantified CTL [Kup95,Fre01]

QCTL extends CTL with propositional quantifiers

∃p. ϕ means that there exists a labelling of the model with p under which ϕ holds. E F ∧ ∀p.

  • E F(p ∧

) ⇒ A G( ⇒ p)

  • ≡ uniq(

)

[Kup95] Kupferman. Augmenting Branching Temporal Logics with Existential Quantification over Atomic Propositions. CAV, 1995. [Fre01] French. Decidability of Quantifed Propositional Branching Time Logics. AJCAI, 2001.

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SLIDE 25

Quantified CTL [Kup95,Fre01]

QCTL extends CTL with propositional quantifiers

∃p. ϕ means that there exists a labelling of the model with p under which ϕ holds. E F ∧ ∀p.

  • E F(p ∧

) ⇒ A G( ⇒ p)

  • ≡ uniq(

)

true if we label the Kripke structure; false if we label the computation tree;

[Kup95] Kupferman. Augmenting Branching Temporal Logics with Existential Quantification over Atomic Propositions. CAV, 1995. [Fre01] French. Decidability of Quantifed Propositional Branching Time Logics. AJCAI, 2001.

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Translating ATLsc into QCTL

player A has moves mA

1 , ..., mA n ;

from the transition table, we can compute the set Next( ), A, mA

i ) of states that can be

reached from when player A plays mA

i .

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SLIDE 27

Translating ATLsc into QCTL

player A has moves mA

1 , ..., mA n ;

from the transition table, we can compute the set Next( ), A, mA

i ) of states that can be

reached from when player A plays mA

i .

  • ·A·

ϕ can be encoded as follows:

∃mA

1 . ∃mA 2 . . . ∃mA n .

this corresponds to a strategy: A G(mA

i ⇔ ¬ mA j );

the outcomes all satisfy ϕ: A

  • G(q ∧ mA

i

⇒ X Next(q, A, mA

i )) ⇒ ϕ

  • .
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SLIDE 28

Translating ATLsc into QCTL

player A has moves mA

1 , ..., mA n ;

from the transition table, we can compute the set Next( ), A, mA

i ) of states that can be

reached from when player A plays mA

i .

Theorem (DLM12)

QCTL model checking is decidable (in the tree semantics).

Corollary

ATLsc model checking is decidable.

[DLM12] Da Costa, Laroussinie, M. Quantified CTL: expressiveness and model checking. CONCUR, 2012.

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Outline of the presentation

1

Temporal logics for games: ATL and extensions expressing properties of complex interacting systems extensions to non-zero-sum games

2

From ATL with strategy contexts to QCTL QCTL is CTL with propositional quantification strategies encoded as propositions on the computation tree

3

Satisfiability of ATL with strategy contexts QCTL satisfiability is decidable, but... ATLsc satisfiability is not, except for turn-based games

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SLIDE 30

What about satisfiability?

Theorem (LM13a)

QCTL satisfiability is decidable.

[LM13a] Laroussinie, M. Quantified CTL: expressiveness and complexity. Submitted, 2013.

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SLIDE 31

What about satisfiability?

Theorem (LM13a)

QCTL satisfiability is decidable. But

Theorem (TW12)

ATLsc satisfiability is undecidable.

[LM13a] Laroussinie, M. Quantified CTL: expressiveness and complexity. Submitted, 2013. [TW12] Troquard, Walther. On Satisfiability in ATL with Strategy Contexts. JELIA, 2012.

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What about satisfiability?

Theorem (LM13a)

QCTL satisfiability is decidable. But

Theorem (TW12)

ATLsc satisfiability is undecidable.

Why?

The translation from ATLsc to QCTL assumes that the game structure is fixed!

[LM13a] Laroussinie, M. Quantified CTL: expressiveness and complexity. Submitted, 2013. [TW12] Troquard, Walther. On Satisfiability in ATL with Strategy Contexts. JELIA, 2012.

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Satisfiability for turn-based games

Theorem (LM13b)

When restricted to turn-based games, ATLsc satisfiability is decidable. player has moves , and . a strategy can be encoded by marking some of the nodes of the tree with proposition movA.

  • ·A·

ϕ can be encoded as follows:

∃movA. it corresponds to a strategy: A G(turnA ⇒ E X1 movA); the outcomes all satisfy ϕ: A

  • G(turnA ∧ X movA) ⇒ ϕ
  • .

[LM13b] Laroussinie, M. Satisfiability of ATL with strategy contexts. Gandalf, 2013.

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Restricting to memoryless strategies

Memoryless strategies

One move in each state of the structure (not of its execution tree). Our reduction to QCTL is still valid! (but we now label the structure)

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Restricting to memoryless strategies

Memoryless strategies

One move in each state of the structure (not of its execution tree). Our reduction to QCTL is still valid! (but we now label the structure)

Theorem

Model checking ATLsc with only memoryless quantification is PSPACE-complete.

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SLIDE 36

Restricting to memoryless strategies

Memoryless strategies

One move in each state of the structure (not of its execution tree). Our reduction to QCTL is still valid! (but we now label the structure)

Theorem

Model checking ATLsc with only memoryless quantification is PSPACE-complete. However:

Theorem

Satisfiability of ATLsc with memoryless quantification is undecidable (even on turn-based structures).

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SLIDE 37

What about Strategy Logic [CHP07,MMV10]?

Strategy logic

Explicit quantification over strategies + strategy assignement Strategy logic can also be translated into QCTL.

Theorem

Strategy-logic satisfiability is decidable when restricted to turn-based games. Memoryless strategy-logic satisfiability is undecidable.

[CHP07] Chatterjee, Henzinger, Piterman. Strategy Logic. CONCUR, 2007. [MMV10] Mogavero, Murano, Vardi. Reasoning about strategies. FSTTCS, 2010.

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Conclusions and future works

Conclusions

ATLsc is a very powerful logic for reasoning about games. QCTL is a nice tool to understand such logics. Satisfiability is undecidable, except when looking for turn-based games (or when fixing the set of moves). Restricting to memoryless strategies does not help (actually, it is even worse).

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Conclusions and future works

Conclusions

ATLsc is a very powerful logic for reasoning about games. QCTL is a nice tool to understand such logics. Satisfiability is undecidable, except when looking for turn-based games (or when fixing the set of moves). Restricting to memoryless strategies does not help (actually, it is even worse).

Future directions

Defining interesting (expressive yet tractable) fragments of those logics; Obtaining practicable algorithms. Considering randomised strategies.