parity game
ATL*AS: An Automata-Theoretic Approach and Tool for the Verification of Strategic Abilities in Multi-Agent Systems
Garcia-Alcalde, Sofia Garcia de Blas, Belardinelli, Francesco
We present two novel symbolic algorithms for model checking the Alternating-time Temporal Logic ATL*, over both the infinite-trace and the finite-trace semantics. In particular, for infinite traces we design a novel symbolic reduction to parity games. We implement both methods in the ATL*AS model checker and evaluate it using synthetic benchmarks as well as a cybersecurity scenario. Our results demonstrate that the symbolic approach significantly outperforms the explicit-state representation and we find that our parity-game-based algorithm offers a more scalable and efficient solution for infinite-trace verification, outperforming previously available tools. Our results also confirm that finite-trace model checking yields substantial performance benefits over infinite-trace verification. As such, we provide a comprehensive toolset for verifying multiagent systems against specifications in ATL*.
- Information Technology > Security & Privacy (1.00)
- Government > Military > Cyberwarfare (0.34)
Maximal Adaptation, Minimal Guidance: Permissive Reactive Robot Task Planning with Humans in the Loop
Gitelson, Oz, Nayak, Satya Prakash, Raha, Ritam, Schmuck, Anne-Kathrin
We present a novel framework for human-robot \emph{logical} interaction that enables robots to reliably satisfy (infinite horizon) temporal logic tasks while effectively collaborating with humans who pursue independent and unknown tasks. The framework combines two key capabilities: (i) \emph{maximal adaptation} enables the robot to adjust its strategy \emph{online} to exploit human behavior for cooperation whenever possible, and (ii) \emph{minimal tunable feedback} enables the robot to request cooperation by the human online only when necessary to guarantee progress. This balance minimizes human-robot interference, preserves human autonomy, and ensures persistent robot task satisfaction even under conflicting human goals. We validate the approach in a real-world block-manipulation task with a Franka Emika Panda robotic arm and in the Overcooked-AI benchmark, demonstrating that our method produces rich, \emph{emergent} cooperative behaviors beyond the reach of existing approaches, while maintaining strong formal guarantees.
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DFAMiner: Mining minimal separating DFAs from labelled samples
Dell'Erba, Daniele, Li, Yong, Schewe, Sven
We propose DFAMiner, a passive learning tool for learning minimal separating deterministic finite automata (DFA) from a set of labelled samples. Separating automata are an interesting class of automata that occurs generally in regular model checking and has raised interest in foundational questions of parity game solving. We first propose a simple and linear-time algorithm that incrementally constructs a three-valued DFA (3DFA) from a set of labelled samples given in the usual lexicographical order. This 3DFA has accepting and rejecting states as well as don't-care states, so that it can exactly recognise the labelled examples. We then apply our tool to mining a minimal separating DFA for the labelled samples by minimising the constructed automata via a reduction to solving SAT problems. Empirical evaluation shows that our tool outperforms current state-of-the-art tools significantly on standard benchmarks for learning minimal separating DFAs from samples. Progress in the efficient construction of separating DFAs can also lead to finding the lower bound of parity game solving, where we show that DFAMiner can create optimal separating automata for simple languages with up to 7 colours. Future improvements might offer inroads to better data structures.
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- Workflow (0.46)
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Predicting Winning Regions in Parity Games via Graph Neural Networks (Extended Abstract)
Hecking, Tobias, Muthukrishnan, Swathy, Weinert, Alexander
Solving parity games is a major building block for numerous applications in reactive program verification and synthesis. While they can be solved efficiently in practice, no known approach has a polynomial worst-case runtime complexity. We present a incomplete polynomial-time approach to determining the winning regions of parity games via graph neural networks. Our evaluation on 900 randomly generated parity games shows that this approach is effective and efficient in practice. It correctly determines the winning regions of $\sim$60\% of the games in our data set and only incurs minor errors in the remaining ones. We believe that this approach can be extended to efficiently solve parity games as well.
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Guessing Winning Policies in LTL Synthesis by Semantic Learning
Kretinsky, Jan, Meggendorfer, Tobias, Prokop, Maximilian, Rieder, Sabine
We provide a learning-based technique for guessing a winning strategy in a parity game originating from an LTL synthesis problem. A cheaply obtained guess can be useful in several applications. Not only can the guessed strategy be applied as best-effort in cases where the game's huge size prohibits rigorous approaches, but it can also increase the scalability of rigorous LTL synthesis in several ways. Firstly, checking whether a guessed strategy is winning is easier than constructing one. Secondly, even if the guess is wrong in some places, it can be fixed by strategy iteration faster than constructing one from scratch. Thirdly, the guess can be used in on-the-fly approaches to prioritize exploration in the most fruitful directions. In contrast to previous works, we (i) reflect the highly structured logical information in game's states, the so-called semantic labelling, coming from the recent LTL-to-automata translations, and (ii) learn to reflect it properly by learning from previously solved games, bringing the solving process closer to human-like reasoning.
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Automated Temporal Equilibrium Analysis: Verification and Synthesis of Multi-Player Games
Gutierrez, Julian, Najib, Muhammad, Perelli, Giuseppe, Wooldridge, Michael
In the context of multi-agent systems, the rational verification problem is concerned with checking which temporal logic properties will hold in a system when its constituent agents are assumed to behave rationally and strategically in pursuit of individual objectives. Typically, those objectives are expressed as temporal logic formulae which the relevant agent desires to see satisfied. Unfortunately, rational verification is computationally complex, and requires specialised techniques in order to obtain practically useable implementations. In this paper, we present such a technique. This technique relies on a reduction of the rational verification problem to the solution of a collection of parity games. Our approach has been implemented in the Equilibrium Verification Environment (EVE) system. The EVE system takes as input a model of a concurrent/multi-agent system represented using the Simple Reactive Modules Language (SRML), where agent goals are represented as Linear Temporal Logic (LTL) formulae, together with a claim about the equilibrium behaviour of the system, also expressed as an LTL formula. EVE can then check whether the LTL claim holds on some (or every) computation of the system that could arise through agents choosing Nash equilibrium strategies; it can also check whether a system has a Nash equilibrium, and synthesise individual strategies for players in the multi-player game. After presenting our basic framework, we describe our new technique and prove its correctness. We then describe our implementation in the EVE system, and present experimental results which show that EVE performs favourably in comparison to other existing tools that support rational verification.
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Solving Random Parity Games in Polynomial Time
Combes, Richard, Touati, Mikael
We consider the problem of solving random parity games. We prove that parity games exibit a phase transition threshold above $d_P$, so that when the degree of the graph that defines the game has a degree $d > d_P$ then there exists a polynomial time algorithm that solves the game with high probability when the number of nodes goes to infinity. We further propose the SWCP (Self-Winning Cycles Propagation) algorithm and show that, when the degree is large enough, SWCP solves the game with high probability. Furthermore, the complexity of SWCP is polynomial $O\Big(|{\cal V}|^2 + |{\cal V}||{\cal E}|\Big)$. The design of SWCP is based on the threshold for the appearance of particular types of cycles in the players' respective subgraphs. We further show that non-sparse games can be solved in time $O(|{\cal V}|)$ with high probability, and emit a conjecture concerning the hardness of the $d=2$ case.
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A Simple Probabilistic Extension of Modal Mu-calculus
Liu, Wanwei (National University of Defense Technology) | Song, Lei (University of Technology Sydeny) | Wang, Ji (National University of Defense Technology) | Zhang, Lijun (Chinese Academy of Sciences)
Probabilistic systems are an important theme in AI domain. As the specification language, PCTL is the most frequently used logic for reasoning about probabilistic properties. In this paper, we present a natural and succinct probabilistic extension of Mu-calculus, another prominent logic in the concurrency theory. We study the relationship with PCTL. Surprisingly, the expressiveness is highly orthogonal with PCTL. The proposed logic captures some useful properties which cannot be expressed in PCTL. We investigate the model checking and satisfiability problem, and show that the model checking problem is in UP and co-UP, and the satisfiability checking can be decided via reducing into solving parity games. This is in contrast to PCTL as well, whose satisfiability checking is still an open problem.
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