Goto

Collaborating Authors

 Patrizi, Fabio


Verification of Agent-Based Artifact Systems

arXiv.org Artificial Intelligence

Artifact systems are a novel paradigm for specifying and implementing business processes described in terms of interacting modules called artifacts. Artifacts consist of data and lifecycles, accounting respectively for the relational structure of the artifacts' states and their possible evolutions over time. In this paper we put forward artifact-centric multi-agent systems, a novel formalisation of artifact systems in the context of multi-agent systems operating on them. Differently from the usual process-based models of services, the semantics we give explicitly accounts for the data structures on which artifact systems are defined. We study the model checking problem for artifact-centric multi-agent systems against specifications written in a quantified version of temporal-epistemic logic expressing the knowledge of the agents in the exchange. We begin by noting that the problem is undecidable in general. We then identify two noteworthy restrictions, one syntactical and one semantical, that enable us to find bisimilar finite abstractions and therefore reduce the model checking problem to the instance on finite models. Under these assumptions we show that the model checking problem for these systems is EXPSPACE-complete. We then introduce artifact-centric programs, compact and declarative representations of the programs governing both the artifact system and the agents. We show that, while these in principle generate infinite-state systems, under natural conditions their verification problem can be solved on finite abstractions that can be effectively computed from the programs. Finally we exemplify the theoretical results of the paper through a mainstream procurement scenario from the artifact systems literature.


Bounded Situation Calculus Action Theories and Decidable Verification

AAAI Conferences

We define a notion of bounded action theory in the situation calculus, where the theory entails that in all situations, the number of ground fluent atoms is bounded by a constant. Such theories can still have an infinite domain and an infinite set of states. We argue that such theories are fairly common in applications, either because facts do not persist indefinitely or because one eventually forgets some facts, as one learns new ones. We discuss various ways of obtaining bounded action theories. The main result of the paper is that verification of an expressive class of first-order $\mu$-calculus temporal properties in such theories is in fact decidable. This paper is an abridged version of a paper appeared in KR'12.


Two-Player Game Structures for Generalized Planning and Agent Composition

AAAI Conferences

In this paper, we review a series of agent behavior synthesis problems under full observability and nondeterminism (partial controllability), ranging from conditional planning, to recently introduced agent planning programs, and to sophisticated forms of agent behavior compositions, and show that all of them can be solved by model checking two-player game structures. These structures are akin to transition systems/Kripke structures, usually adopted in model checking, except that they distinguish (and hence allow to separately quantify) between the actions/moves of two antagonistic players. We show that using them we can implement solvers for several agent behavior synthesis problems.


Composition of Partially Observable Services Exporting their Behaviour

AAAI Conferences

In this paper we look at the problem of composing services that export their behavior in terms of a transition system, characterizing the choices of actions given to a client at each point in time. The composition consists of synthesizing an orchestrator that coordinates the available services so as to mimic the desired target service asked by the client. Specifically, in this paper we study the "conformant form" of the problem, where available services are partially controllable and partially observable, and hence, the orchestrator has to make its decisions exploiting the observations made so far only. We give a sound and complete procedure to synthesize the orchestrator in such case, and characterize the computational complexity of the problem. The procedure is based on working with belief (or knowledge) states, a standard technique to tackle conformant planning. Moreover we show that, although in general unavoidable, the powerset construction at the base of the belief state approach can be delegated to the symbolic manipulations of the game-structure model checking tool (TLV), which can be used to efficiently implement the orchestrator synthesis procedure.