Abstract. We extend the framework of ATL model-checking to "simply timed" concurrent game structures, i.e., multi-agent structures where each transition carry an integral duration (or interval thereof). While the case of single durations is easily handled from the semantics point of view, intervals of durations raise several interesting questions. Moreover subtle algorithmic problems have to be handled when dealing with model checking. We propose a semantics for which we develop efficient (PTIME) algorithms for timed ATL without equality constraints, while the general case is shown to be EXPTIME-complete.
Abstract. ATL is a temporal logic geared towards the specification and verification of properties in multi-agents systems. It allows to reason on the existence of strategies for coalitions of agents in order to enforce a given property. In this paper, we first precisely characterize the complexity of ATL model-checking over Alternating Transition Systems and Concurrent Game Structures when the number of agents is not fixed. We prove that it is ∆ P 2 -and ∆ P 3 -complete, depending on the underlying multi-agent model (ATS and CGS resp.). We also consider the same problems for some extensions of ATL. We then consider expressiveness issues. We show how ATS and CGS are related and provide translations between these models w.r.t. alternating bisimulation. We also prove that the standard definition of ATL (built on modalities "Next", "Always" and "Until") cannot express the duals of its modalities: it is necessary to explicitely add the modality "Release".
Abstract. ATL is a temporal logic geared towards the specification and verification of properties in multi-agents systems. It allows to reason on the existence of strategies for coalitions of agents in order to enforce a given property. We prove that the standard definition of ATL (built on modalities "Next", "Always" and "Until") has to be completed in order to express the duals of its modalities: it is necessary to add the modality "Release". We then precisely characterize the complexity of ATL modelchecking when the number of agents is not fixed. We prove that it is Δ P 2 -and Δ P 3 -complete, depending on the underlying multi-agent model (ATS and CGS resp.). We also prove that ATL + model-checking is Δ P 3 -complete over both models, even with a fixed number of agents.
Abstract. We propose a new model for timed games, based on concurrent game structures (CGSs). Compared to the classical timed game automata of Asarin et al.[8], our timed CGSs are "more concurrent", in the sense that they always allow all the agents to act on the system, independently of the delay they want to elapse before their action. Timed CGSs weaken the "element of surprise" of timed game automata reported by de Alfaro et al. [15]. We prove that our model has nice properties, in particular that modelchecking timed CGSs against timed ATL is decidable via region abstraction, and in particular that strategies are "region-stable" if winning objectives are. We also propose a new extension of TATL, containing ATL * , which we call TALTL. We prove that model-checking this logic remains decidable on timed CGSs. Last, we explain how our algorithms can be adapted in order to rule out Zeno (co-)strategies, based on the ideas of Henzinger et al. [15,21].
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