joint move
The Alternating-Time \mu-Calculus With Disjunctive Explicit Strategies
Humml, Merlin, Schröder, Lutz, Pattinson, Dirk
Alternating-time temporal logic (ATL) and its extensions, including the alternating-time $\mu$-calculus (AMC), serve the specification of the strategic abilities of coalitions of agents in concurrent game structures. The key ingredient of the logic are path quantifiers specifying that some coalition of agents has a joint strategy to enforce a given goal. This basic setup has been extended to let some of the agents (revocably) commit to using certain named strategies, as in ATL with explicit strategies (ATLES). In the present work, we extend ATLES with fixpoint operators and strategy disjunction, arriving at the alternating-time $\mu$-calculus with disjunctive explicit strategies (AMCDES), which allows for a more flexible formulation of temporal properties (e.g. fairness) and, through strategy disjunction, a form of controlled nondeterminism in commitments. Our main result is an ExpTime upper bound for satisfiability checking (which is thus ExpTime-complete). We also prove upper bounds QP (quasipolynomial time) and NP $\cap$ coNP for model checking under fixed interpretations of explicit strategies, and NP under open interpretation. Our key technical tool is a treatment of the AMCDES within the generic framework of coalgebraic logic, which in particular reduces the analysis of most reasoning tasks to the treatment of a very simple one-step logic featuring only propositional operators and next-step operators without nesting; we give a new model construction principle for this one-step logic that relies on a set-valued variant of first-order resolution.
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General Game Playing with Imperfect Information
Schofield, Michael, Thielscher, Michael
General Game Playing is a field which allows the researcher to investigate techniques that might eventually be used in an agent capable of Artificial General Intelligence. Game playing presents a controlled environment in which to evaluate AI techniques, and so we have seen an increase in interest in this field of research. Games of imperfect information offer the researcher an additional challenge in terms of complexity over games with perfect information. In this article, we look at imperfect-information games: their expression, their complexity, and the additional demands of their players. We consider the problems of working with imperfect information and introduce a technique called HyperPlay, for efficiently sampling very large information sets, and present a formalism together with pseudo code so that others may implement it. We examine the design choices for the technique, show its soundness and completeness then provide some experimental results and demonstrate the use of the technique in a variety of imperfect-information games, revealing its strengths, weaknesses, and its efficiency against randomly generating samples. Improving the technique, we present HyperPlay-II, capable of correctly valuing information-gathering moves. Again, we provide some experimental results and demonstrate the use of the new technique revealing its strengths, weaknesses and its limitations.
Solving the Inferential Frame Problem in the General Game Description Language
Davila, Javier Romero (University of Potsdam) | Saffidine, Abdallah (University of New South Wales) | Thielscher, Michael (University of New South Wales)
The Game Description Language GDL is the standard input language for general game-playing systems. While players can gain a lot of traction by an efficient inference algorithm for GDL, state-of-the-art reasoners suffer from a variant of a classical KR problem, the inferential frame problem. We present a method by which general game players can transform any given game description into a representation that solves this problem. Our experimental results demonstrate that with the help of automatically generated domain knowledge, a significant speedup can thus be obtained for the majority of the game descriptions from the AAAI competition.
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Decentralised Coordination of Mobile Sensors Using the Max-Sum Algorithm
Stranders, Ruben (University of Southampton) | Farinelli, Alessandro (University of Southampton) | Rogers, Alex (University of Southampton) | Jennings, Nicholas R. (University of Southampton)
In this paper, we introduce an on-line, decentralised coordination algorithm for monitoring and predicting the state of spatial phenomena by a team of mobile sensors. These sensors have their application domain in disaster response, where strict time constraints prohibit path planning in advance. The algorithm enables sensors to coordinate their movements with their direct neighbours to maximise the collective information gain, while predicting measurements at unobserved locations using a Gaussian process. It builds upon the max-sum message passing algorithm for decentralised coordination, for which we present two new generic pruning techniques that result in speed-up of up to 92% for 5 sensors. We empirically evaluate our algorithm against several on-line adaptive coordination mechanisms, and report a reduction in root mean squared error up to 50% compared to a greedy strategy.
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