Julian Gutierrez 0001

dblp:75/4014 · DBLP profile ↗
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42ranked-venue papers
35as first author
14since 2021 · last 2026
0000-0002-1091-8232ORCID · verified

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Theory of computation · 28 · 26 first-author · 7 since 2021Artificial intelligence and machine learning · 16 · 12 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 2 since 2021Software engineering, systems software and programming languages · 3 · 2 first-author · 1 since 2021
YearPublicationVenuePosition
2026 No-Opponent-Cycle Propagators for Solving Parity Games
Gonzalo Hernandez, Julian Garcia, Julian Gutierrez 0001, Guido Tack
CPAIOR3
2026 Semantic Foundations of Neuro-Symbolic Multi-Agent Systems
abstract
Neuro-symbolic AI aims to integrate learning-based and symbolic reasoning components within a unified framework. While most existing work focuses on single-agent settings and engineering architectures, formal foundations for neuro-symbolic multi-agent systems remain limited. In this paper, we introduce a game-theoretic formal model capturing the interaction between probabilistic neural evaluation and symbolic strategic reasoning in multi-agent environments. The framework extends logical models of strategic reasoning while embedding probabilistic propositional inference into a distributed setting. We establish basic properties of the model and provide a comprehensive complexity-theoretic analysis of optimally stable strategic behaviour. In particular, for one-shot games, we show that utility evaluation corresponds to weighted model counting and characterise the complexity of the main associated Nash equilibrium problems, ranging from FP and #P to PP and Sigma^PP_2. We further study an iterated variant of the core model, showing PSPACE-completeness for the main decision problem in such a class of multi-player games. These results provide formal foundations for reasoning about neuro-symbolic multi-agent systems and clarify the computational limits of combining learning, uncertainty, and strategic interaction within the same formal reasoning framework.
Julian Gutierrez 0001
KR1
2024 Characterising and Verifying the Core in Concurrent Multi-Player Mean-Payoff Games
abstract
Concurrent multi-player mean-payoff games are important models for systems of agents with individual, non-dichotomous preferences. Whilst these games have been extensively studied in terms of their equilibria in non-cooperative settings, this paper explores an alternative solution concept: the core from cooperative game theory. This concept is particularly relevant for cooperative AI systems, as it enables the modelling of cooperation among agents, even when their goals are not fully aligned. Our contribution is twofold. First, we provide a characterisation of the core using discrete geometry techniques and establish a necessary and sufficient condition for its non-emptiness. We then use the characterisation to prove the existence of polynomial witnesses in the core. Second, we use the existence of such witnesses to solve key decision problems in rational verification and provide tight complexity bounds for the problem of checking whether some/every equilibrium in a game satisfies a given LTL or GR(1) specification. Our approach is general and can be adapted to handle other specifications expressed in various fragments of LTL without incurring additional computational costs.
Julian Gutierrez 0001, Anthony Widjaja Lin, Muhammad Najib, Thomas Steeples, Michael J. Wooldridge
CSL1
2024 Endogenous Energy Reactive Modules Games: Modelling Side Payments among Resource-Bounded Agents
Julian Gutierrez 0001, David Hyland, Muhammad Najib, Giuseppe Perelli, Michael J. Wooldridge
IJCAI1
2024 Designing Equilibria in Concurrent Games with Social Welfare and Temporal Logic Constraints
abstract
In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we explore the concept of equilibrium design, where incentives are designed to obtain a desirable equilibrium that satisfies a specific temporal logic property. Our study is based on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players' goals as mean-payoff objectives. We consider system specifications given by LTL and GR(1) formulae, and show that designing incentives to ensure that a given temporal logic property is satisfied on some/every Nash equilibrium of the game can be achieved in PSPACE for LTL properties and in NP/{\Sigma}P 2 for GR(1) specifications. We also examine the complexity of related decision and optimisation problems, such as optimality and uniqueness of solutions, as well as considering social welfare, and show that the complexities of these problems lie within the polynomial hierarchy. Equilibrium design can be used as an alternative solution to rational synthesis and verification problems for concurrent games with mean-payoff objectives when no solution exists or as a technique to repair concurrent games with undesirable Nash equilibria in an optimal way. Comment: arXiv admin note: substantial text overlap with arXiv:2106.10192
Julian Gutierrez 0001, Muhammad Najib, Giuseppe Perelli, Michael J. Wooldridge
Log. Methods Comput. Sci.1
2023 Principal-Agent Boolean Games
abstract
We introduce and study a computational version of the principal-agent problem -- a classic problem in Economics that arises when a principal desires to contract an agent to carry out some task, but has incomplete information about the agent or their subsequent actions. The key challenge in this setting is for the principal to design a contract for the agent such that the agent's preferences are then aligned with those of the principal. We study this problem using a variation of Boolean games, where multiple players each choose valuations for Boolean variables under their control, seeking the satisfaction of a personal goal formula. In our setting, the principal can only observe some subset of these variables, and the principal chooses a contract which rewards players on the basis of the assignments they make for the variables that are observable to the principal. The principal's challenge is to design a contract so that, firstly, the principal's goal is achieved in some or all Nash equilibrium choices, and secondly, that the principal is able to verify that their goal is satisfied. In this paper, we formally define this problem and completely characterise the computational complexity of the most relevant decision problems associated with it.
David Hyland, Julian Gutierrez 0001, Michael J. Wooldridge
IJCAI2
2023 A Matrix-Based Approach to Parity Games
abstract
Abstract Parity games are two-player zero-sum games of infinite duration played on finite graphs for which no solution in polynomial time is still known. Solving a parity game is an $$\text{ NP }\cap \text{ co-NP }$$ NP ∩ co-NP problem, with the best worst-case complexity algorithms available in the literature running in quasi-polynomial time. Given the importance of parity games within automated formal verification, several practical solutions have been explored showing that considerably large parity games can be solved somewhat efficiently. Here, we propose a new approach to solving parity games guided by the efficient manipulation of a suitable matrix-based representation of the games. Our results show that a sequential implementation of our approach offers very competitive performance, while a parallel implementation using GPUs outperforms the current state-of-the-art techniques. Our study considers both real-world benchmarks of structured games as well as parity games randomly generated. We also show that our matrix-based approach retains the optimal complexity bounds of the best recursive algorithm to solve large parity games in practice.
Saksham Aggarwal, Alejandro Stuckey de la Banda, Luke Yang, Julian Gutierrez 0001
TACAS (1)4
2023 Cooperative concurrent games
abstract
In rational verification , the aim is to verify which temporal logic properties will obtain in a multi-agent system, under the assumption that agents (“players”) in the system choose strategies for acting that form a game theoretic equilibrium. Preferences are typically defined by assuming that agents act in pursuit of individual goals, specified as temporal logic formulae. To date, rational verification has been studied using non-cooperative solution concepts—Nash equilibrium and refinements thereof. Such non-cooperative solution concepts assume that there is no possibility of agents forming binding agreements to cooperate, and as such they are restricted in their applicability. In this article, we extend rational verification to cooperative solution concepts, as studied in the field of cooperative game theory . We focus on the core , as this is the most fundamental (and most widely studied) cooperative solution concept. We begin by presenting a variant of the core that seems well-suited to the concurrent game setting, and we show that this version of the core can be characterised using ATL ⁎ . We then study the computational complexity of key decision problems associated with the core, which range from problems in PSpace to problems in 3ExpTime . We also investigate conditions that are sufficient to ensure that the core is non-empty, and explore when it is invariant under bisimilarity. We then introduce and study a number of variants of the main definition of the core, leading to the issue of credible deviations, and to stronger notions of collective stable behaviour. Finally, we study cooperative rational verification using an alternative model of preferences, in which players seek to maximise the mean-payoff they obtain over an infinite play in games where quantitative information is allowed.
Julian Gutierrez 0001, Szymon Kowara, Sarit Kraus, Thomas Steeples, Michael J. Wooldridge
Artif. Intell.1
2022 Giving Instructions in Linear Temporal Logic
abstract
Our aim is to develop a formal semantics for giving instructions to taskable agents, to investigate the complexity of decision problems relating to these semantics, and to explore the issues that these semantics raise. In the setting we consider, agents are given instructions in the form of Linear Temporal Logic (LTL) formulae; the intuitive interpretation of such an instruction is that the agent should act in such a way as to ensure the formula is satisfied. At the same time, agents are assumed to have inviolable and immutable background safety requirements, also specified as LTL formulae. Finally, the actions performed by an agent are assumed to have costs, and agents must act within a limited budget. For this setting, we present a range of interpretations of an instruction to achieve an LTL task Υ, intuitively ranging from “try to do this but only if you can do so with everything else remaining unchanged” up to “drop everything and get this done.” For each case we present a formal pre-/post-condition semantics, and investigate the computational issues that they raise.
Julian Gutierrez 0001, Sarit Kraus, Giuseppe Perelli, Michael J. Wooldridge
TIME1
2021 Rational Verification for Probabilistic Systems
abstract
Rational verification is the problem of determining which temporal logic properties will hold in a multi-agent system, under the assumption that agents in the system act rationally, by choosing strategies that collectively form a game-theoretic equilibrium. Previous work in this area has largely focussed on deterministic systems. In this paper, we develop the theory and algorithms for rational verification in probabilistic systems. We focus on concurrent stochastic games (CSGs), which can be used to model uncertainty and randomness in complex multi-agent environments. We study the rational verification problem for both non-cooperative games and cooperative games in the qualitative probabilistic setting. In the former case, we consider LTL properties satisfied by the Nash equilibria of the game and in the latter case LTL properties satisfied by the core. In both cases, we show that the problem is 2EXPTIME-complete, thus not harder than the much simpler verification problem of model checking LTL properties of systems modelled as Markov decision processes (MDPs).
Julian Gutierrez 0001, Lewis Hammond, Anthony Widjaja Lin, Muhammad Najib, Michael J. Wooldridge
KR1
2021 Equilibria for games with combined qualitative and quantitative objectives
Julian Gutierrez 0001, Aniello Murano, Giuseppe Perelli, Sasha Rubin, Thomas Steeples, Michael J. Wooldridge
Acta Informatica1
2021 Rational verification: game-theoretic verification of multi-agent systems
abstract
Abstract We provide a survey of the state of the art ofrational verification: the problem of checking whether a given temporal logic formulaϕis satisfied in some or all game-theoretic equilibria of a multi-agent system – that is, whether the system will exhibit the behaviorϕrepresents under the assumption that agents within the system act rationally in pursuit of their preferences. After motivating and introducing the overall framework of rational verification, we discuss key results obtained in the past few years as well as relevant related work in logic, AI, and computer science.
Alessandro Abate, Julian Gutierrez 0001, Lewis Hammond, Paul Harrenstein, Marta Z. Kwiatkowska, Muhammad Najib, Giuseppe Perelli, Thomas Steeples, Michael J. Wooldridge
Appl. Intell.2
2021 Multi-player games with LDL goals over finite traces
Julian Gutierrez 0001, Giuseppe Perelli, Michael J. Wooldridge
Inf. Comput.1
2021 Expressiveness and Nash Equilibrium in Iterated Boolean Games
abstract
We define and investigate a novel notion of expressiveness for temporal logics that is based on game theoretic equilibria of multi-agent systems. We use iterated Boolean games as our abstract model of multi-agent systems [Gutierrez et al. 2013, 2015a]. In such a game, each agent <?TeX $i$?> has a goal <?TeX $\gamma _i$?> , represented using (a fragment of) Linear Temporal Logic ( <?TeX $\mathrm{LTL}$?> ) . The goal <?TeX $\gamma _i$?> captures agent <?TeX $i$?> ’s preferences, in the sense that the models of <?TeX $\gamma _i$?> represent system behaviours that would satisfy <?TeX $i$?> . Each player controls a subset of Boolean variables <?TeX $\Phi _i$?> , and at each round in the game, player <?TeX $i$?> is at liberty to choose values for variables <?TeX $\Phi _i$?> in any way that she sees fit. Play continues for an infinite sequence of rounds, and so as players act they collectively trace out a model for <?TeX $\mathrm{LTL}$?> , which for every player will either satisfy or fail to satisfy their goal. Players are assumed to act strategically, taking into account the goals of other players, in an attempt to bring about computations satisfying their goal. In this setting, we apply the standard game-theoretic concept of (pure) Nash equilibria. The (possibly empty) set of Nash equilibria of an iterated Boolean game can be understood as inducing a set of computations, each computation representing one way the system could evolve if players chose strategies that together constitute a Nash equilibrium. Such a set of equilibrium computations expresses a temporal property—which may or may not be expressible within a particular <?TeX $\mathrm{LTL}$?> fragment. The new notion of expressiveness that we formally define and investigate is then as follows: What temporal properties are characterised by the Nash equilibria of games in which agent goals are expressed in specific fragments of <?TeX $\mathrm{LTL}$?> ? We formally define and investigate this notion of expressiveness for a range of <?TeX $\mathrm{LTL}$?> fragments. For example, a very natural question is the following: Suppose we have an iterated Boolean game in which every goal is represented using a particular fragment <?TeX $L$?> of <?TeX $\mathrm{LTL}$?> : is it then always the case that the equilibria of the game can be characterised within <?TeX $L$?> ? We show that this is not true in general.
Julian Gutierrez 0001, Paul Harrenstein, Giuseppe Perelli, Michael J. Wooldridge
ACM Trans. Comput. Log.1
2020 Automated temporal equilibrium analysis: Verification and synthesis of multi-player games
Julian Gutierrez 0001, Muhammad Najib, Giuseppe Perelli, Michael J. Wooldridge
Artif. Intell.1
2019 Equilibrium Design for Concurrent Games
abstract
In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we study the design of incentives so that a desirable equilibrium is obtained, for instance, an equilibrium satisfying a given temporal logic property - a problem that we call equilibrium design. We base our study on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players' goals as mean-payoff objectives. In particular, we consider system specifications given by LTL and GR(1) formulae, and show that implementing a mechanism to ensure that a given temporal logic property is satisfied on some/every Nash equilibrium of the game, whenever such a mechanism exists, can be done in PSPACE for LTL properties and in NP/Sigma^P_2 for GR(1) specifications. We also study the complexity of various related decision and optimisation problems, such as optimality and uniqueness of solutions, and show that the complexities of all such problems lie within the polynomial hierarchy. As an application, equilibrium design can be used as an alternative solution to the rational synthesis and verification problems for concurrent games with mean-payoff objectives whenever no solution exists, or as a technique to repair, whenever possible, concurrent games with undesirable rational outcomes (Nash equilibria) in an optimal way.
Julian Gutierrez 0001, Muhammad Najib, Giuseppe Perelli, Michael J. Wooldridge
CONCUR1
2019 On Computational Tractability for Rational Verification
abstract
Rational verification involves checking which temporal logic properties hold of a concurrent and multiagent system, under the assumption that agents in the system choose strategies in game theoretic equilibrium. Rational verification can be understood as a counterpart of model checking for multiagent systems, but while model checking can be done in polynomial time for some temporal logic specification languages such as CTL, and polynomial space with LTL specifications, rational verification is much more intractable: it is 2EXPTIME-complete with LTL specifications, even when using explicit-state system representations. In this paper we show that the complexity of rational verification can be greatly reduced by restricting specifications to GR(1), a fragment of LTL that can represent most response properties of reactive systems. We also provide improved complexity results for rational verification when considering players' goals given by mean-payoff utility functions -- arguably the most widely used quantitative objective for agents in concurrent and multiagent systems. In particular, we show that for a number of relevant settings, rational verification can be done in polynomial space or even in polynomial time.
Julian Gutierrez 0001, Muhammad Najib, Giuseppe Perelli, Michael J. Wooldridge
IJCAI1
2019 Nash Equilibrium and Bisimulation Invariance
Julian Gutierrez 0001, Paul Harrenstein, Giuseppe Perelli, Michael J. Wooldridge
Log. Methods Comput. Sci.1
2018 EVE: A Tool for Temporal Equilibrium Analysis
Julian Gutierrez 0001, Muhammad Najib, Giuseppe Perelli, Michael J. Wooldridge
ATVA1
2018 Imperfect information in Reactive Modules games
Julian Gutierrez 0001, Giuseppe Perelli, Michael J. Wooldridge
Inf. Comput.1
2018 Preface to the SR-2015 special issue
Julian Gutierrez 0001, Michael J. Wooldridge
Inf. Comput.1
2018 On fixpoint logics and equivalences for processes with restricted nondeterminism
abstract
In concurrency, processes can be studied using a partial order or an interleaving semantics. In partial order semantics, at least four different kinds of behaviour can be recognized: concurrency, causality, conflict and confusion. In interleaving semantics, only conflicts can be observed. All these features can be characterized in logical terms, and various logics have been defined for this purpose. For instance, Hennessy–Milner logic is a modal language that captures strong bisimilarity, the standard bisimulation equivalence for processes with interleaving semantics. However, when considering processes with partial order semantics, stronger equivalences are used and more discriminating logics are needed. In the present article, we study conditions to ease the definition of such logics and equivalences for processes with partial order semantics. More specifically, we study the impact that nondeterminism can have on some fixpoint modal logics and bisimulation equivalences for concurrent and multi-agent systems, when it is systematically restricted within the four kinds of behaviours mentioned above. Our results show that when the concurrency and confusion relations are taken to be deterministic, then the main equivalence for causal behaviour can be completely captured (even in logical and game-theoretic terms) by a simpler, weaker, more local bisimulation relation. We also provide key examples of the kinds of processes that can be modelled using deterministic confusion to illustrate the expressive power of the general framework defined here.
Julian Gutierrez 0001
J. Log. Comput.1
2017 Nash Equilibrium and Bisimulation Invariance
abstract
Game theory provides a well-established framework for the analysis of concurrent and multi-agent systems. The basic idea is that concurrent processes (agents) can be understood as corresponding to players in a game; plays represent the possible computation runs of the system; and strategies define the behaviour of agents. Typically, strategies are modelled as functions from sequences of system states to player actions. Analysing a system in such a way involves computing the set of (Nash) equilibria in the game. However, we show that, with respect to the above model of strategies---the standard model in the literature---bisimilarity does not preserve the existence of Nash equilibria. Thus, two concurrent games which are behaviourally equivalent from a semantic perspective, and which from a logical perspective satisfy the same temporal formulae, nevertheless have fundamentally different properties from a game theoretic perspective. In this paper we explore the issues raised by this discovery, and investigate three models of strategies with respect to which the existence of Nash equilibria is preserved under bisimilarity. We also use some of these models of strategies to provide new semantic foundations for logics for strategic reasoning, and investigate restricted scenarios where bisimilarity can be shown to preserve the existence of Nash equilibria with respect to the conventional model of strategies in the literature.
Julian Gutierrez 0001, Paul Harrenstein, Giuseppe Perelli, Michael J. Wooldridge
CONCUR1
2017 Nash Equilibria in Concurrent Games with Lexicographic Preferences
abstract
We study concurrent games with finite-memory strategies where players are given a Buchi and a mean-payoff objective, which are related by a lexicographic order: a player first prefers to satisfy its Buchi objective, and then prefers to minimise costs, which are given by a mean-payoff function. In particular, we show that deciding the existence of a strict Nash equilibrium in such games is decidable, even if players' deviations are implemented as infinite memory strategies.
Julian Gutierrez 0001, Aniello Murano, Giuseppe Perelli, Sasha Rubin, Michael J. Wooldridge
IJCAI1
2017 From model checking to equilibrium checking: Reactive modules for rational verification
Julian Gutierrez 0001, Paul Harrenstein, Michael J. Wooldridge
Artif. Intell.1
2017 Reasoning about equilibria in game-like concurrent systems
Julian Gutierrez 0001, Paul Harrenstein, Michael J. Wooldridge
Ann. Pure Appl. Log.1
2016 Rational Verification: From Model Checking to Equilibrium Checking
abstract
Rational verification is concerned with establishing whether a given temporal logic formula φ is satisfied in some or all equilibrium computations of a multi-agent system – that is, whether the system will exhibit the behaviour φ under the assumption that agents within the system act rationally in pursuit of their preferences. After motivating and introducing the framework of rational verification, we present formal models through which rational verification can be studied, and survey the complexity of key decision problems. We give an overview of a prototype software tool for rational verification, and conclude with a discussion and related work.
Michael J. Wooldridge, Julian Gutierrez 0001, Paul Harrenstein, Enrico Marchioni, Giuseppe Perelli, Alexis Toumi
AAAI2
2016 Imperfect Information in Reactive Modules Games
Julian Gutierrez 0001, Giuseppe Perelli, Michael J. Wooldridge
KR1
2015 Expresiveness and Complexity Results for Strategic Reasoning
abstract
This paper presents a range of expressiveness and complexity results for the specification, computation, and verification of Nash equilibria in multi-player non-zero-sum concurrent games in which players have goals expressed as temporal logic formulae. Our results are based on a novel approach to the characterisation of equilibria in such games: a semantic characterisation based on winning strategies and memoryful reasoning. This characterisation allows us to obtain a number of other results relating to the analysis of equilibrium properties in temporal logic. We show that, up to bisimilarity, reasoning about Nash equilibria in multi-player non-zero-sum concurrent games can be done in ATL^* and that constructing equilibrium strategy profiles in such games can be done in 2EXPTIME using finite-memory strategies. We also study two simpler cases, two-player games and sequential games, and show that the specification of equilibria in the latter setting can be obtained in a temporal logic that is weaker than ATL^*. Based on these results, we settle a few open problems, put forward new logical characterisations of equilibria, and provide improved answers and alternative solutions to a number of questions.
Julian Gutierrez 0001, Paul Harrenstein, Michael J. Wooldridge
CONCUR1
2015 A Mathematical Game Semantics of Concurrency and Nondeterminism
Julian Gutierrez 0001
ICTAC1
2015 A Tool for the Automated Verification of Nash Equilibria in Concurrent Games
Alexis Toumi, Julian Gutierrez 0001, Michael J. Wooldridge
ICTAC2
2015 Iterated Boolean games
Julian Gutierrez 0001, Paul Harrenstein, Michael J. Wooldridge
Inf. Comput.1
2014 Reasoning about Equilibria in Game-Like Concurrent Systems
Julian Gutierrez 0001, Paul Harrenstein, Michael J. Wooldridge
KR1
2014 On the determinacy of concurrent games on event structures with infinite winning sets
Julian Gutierrez 0001, Glynn Winskel
J. Comput. Syst. Sci.1
2014 The μ-calculus alternation hierarchy collapses over structures with restricted connectivity
Julian Gutierrez 0001, Felix Klaedtke, Martin Lange 0001
Theor. Comput. Sci.1
2013 Borel Determinacy of Concurrent Games
Julian Gutierrez 0001, Glynn Winskel
CONCUR1
2013 Iterated Boolean Games
Julian Gutierrez 0001, Paul Harrenstein, Michael J. Wooldridge
IJCAI1
2012 The Winning Ways of Concurrent Games
abstract
A bicategory of concurrent games, where nondeterministic strategies are formalized as certain maps of event structures, was introduced recently. This paper studies an extension of concurrent games by winning conditions, specifying players' objectives. The introduction of winning conditions raises the question of whether such games are determined, that is, if one of the players has a winning strategy. This paper gives a positive answer to this question when the games are well-founded and satisfy a structural property, race-freedom, which prevents one player from interfering with the moves available to the other. Uncovering the conditions under which concurrent games with winning conditions are determined opens up the possibility of further applications of concurrent games in areas such as logic and verification, where both winning conditions and determinacy are most needed. A concurrent-game semantics for predicate calculus is provided as an illustration.
Pierre Clairambault, Julian Gutierrez 0001, Glynn Winskel
LICS2
2011 Concurrent Logic Games on Partial Orders
Julian Gutierrez 0001
WoLLIC1
2011 Model-checking games for fixpoint logics with partial order models
Julian Gutierrez 0001, Julian C. Bradfield
Inf. Comput.1
2009 Model-Checking Games for Fixpoint Logics with Partial Order Models
Julian Gutierrez 0001, Julian C. Bradfield
CONCUR1
2009 Logics and Bisimulation Games for Concurrency, Causality and Conflict
Julian Gutierrez 0001
FoSSaCS1