Giuseppe Perelli

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47ranked-venue papers
0as first author
22since 2021 · last 2025
0000-0002-8687-6323ORCID · verified

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Artificial intelligence and machine learning · 29 · 16 since 2021Theory of computation · 22 · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 14 · 7 since 2021Software engineering, systems software and programming languages · 2 · 1 since 2021
YearPublicationVenuePosition
2025 Synthesising Minimum Cost Dynamic Norms
abstract
A key problem in the design of normative multi-agent systems is the cost of enforcing a norm (for the system operator) or complying with the norm (for the system users). If the cost is too high, ensuring compliant behavior may be uneconomic, or users may be deterred from participating in the MAS. In this paper, we consider the problem of synthesizing minimum cost dynamic norms to satisfy a system-level objective specified in Alternating Time Temporal Logic with Strategy Contexts (ATLsc∗). We show that synthesizing a dynamic norm under a bound on the cost of any prohibited set of actions has the same complexity as synthesizing arbitrary norms. We also show that synthesizing norms that minimize the average cost of the prohibited set of actions is unsolvable; however, synthesizing ε-optimal norms is possible.
Natasha Alechina, Brian Logan 0001, Giuseppe Perelli
IJCAI3
2025 LTL Synthesis Under Multi-Agent Environment Assumptions
abstract
We investigate LTL synthesis under structured assumptions about the environment. In our setting, the environment is viewed by the protagonist as a collection of peer agents acting together in a shared world. In contrast to the symmetrical frameworks typically studied in multi-agent systems, we take a strikingly asymmetric first-person perspective in which the protagonist ascribes a specification to each of its peer agents and the world, capturing its understanding of their possible strategies. We show that in this setting, LTL synthesis has the same computational complexity as standard LTL synthesis, i.e., 2EXPTIME-complete. We establish this via a sophisticated, yet fully implementable, argument that builds on the notion of traces compatible with strategies: we use the fact that if the basic specification of the world and of each agent is given in LTL then the sets of traces compatible with the strategies describing the behaviors of the agents are omega-regular. This enables the use of word-automata rather than the more complicated tree-automata.
Benjamin Aminof, Giuseppe De Giacomo, Giuseppe Perelli, Sasha Rubin
KR3
2025 Behavioral QLTL
Giuseppe De Giacomo, Giuseppe Perelli
Auton. Agents Multi Agent Syst.2
2024 Pure-Past Action Masking
abstract
We present Pure-Past Action Masking (PPAM), a lightweight approach to action masking for safe reinforcement learning. In PPAM, actions are disallowed (“masked”) according to specifications expressed in Pure-Past Linear Temporal Logic (PPLTL). PPAM can enforce non-Markovian constraints, i.e., constraints based on the history of the system, rather than just the current state of the (possibly hidden) MDP. The features used in the safety constraint need not be the same as those used by the learning agent, allowing a clear separation of concerns between the safety constraints and reward specifications of the (learning) agent. We prove formally that an agent trained with PPAM can learn any optimal policy that satisfies the safety constraints, and that they are as expressive as shields, another approach to enforce non-Markovian constraints in RL. Finally, we provide empirical results showing how PPAM can guarantee constraint satisfaction in practice.
Giovanni Varricchione, Natasha Alechina, Mehdi Dastani, Giuseppe De Giacomo, Brian Logan 0001, Giuseppe Perelli
AAAI6
2024 Synthesis of Reward Machines for Multi-Agent Equilibrium Design
abstract
Mechanism design is a well-established game-theoretic paradigm for designing games to achieve desired outcomes. This paper addresses a closely related but distinct concept, equilibrium design. Unlike mechanism design, the designer’s authority in equilibrium design is more constrained; she can only modify the incentive structures in a given game to achieve certain outcomes without the ability to create the game from scratch. We study the problem of equilibrium design using dynamic incentive structures, known as reward machines. We use weighted concurrent game structures for the game model, with goals (for the players and the designer) defined as mean-payoff objectives. We show how reward machines can be used to represent dynamic incentives that allocate rewards in a manner that optimises the designer’s goal. We also introduce the main decision problem within our framework, the payoff improvement problem. This problem essentially asks whether there exists a dynamic incentive (represented by some reward machine) that can improve the designer’s payoff by more than a given threshold value. We present two variants of the problem: strong and weak. We demonstrate that both can be solved in polynomial time using a Turing machine equipped with an NP oracle. Furthermore, we also establish that these variants are either NP-hard or coNP-hard. Finally, we show how to synthesise the corresponding reward machine if it exists.
Muhammad Najib, Giuseppe Perelli
ECAI2
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
IJCAI4
2024 Strategies in Spatio-Temporal Logics for Multi-agent Systems
Paolo Bottoni, Anna Labella, Giuseppe Perelli
ISoLA (1)3
2024 Incentive Design for Rational Agents
abstract
We introduce Incentive Design: a new class of problems for equilibrium verification in multi-agent systems. In our model, agents attempt to maximize their utility functions, which are expressed as formulae in LTL[F], a quantitative extension of Linear Temporal Logic with functions computable in polynomial time. We assume agents are rational, in the sense that they adopt strategies consistent with game theoretic solution concepts such as Nash equilibrium. For each solution concept we consider, we analyze the problems of verifying whether an incentive scheme achieves a societal objective and finding one that does so, whether it be social welfare or any other aggregate measure of collective well-being. We study both static and dynamic incentive schemes, showing that the latter are more powerful than the former. Finally, we solve the incentive verification and synthesis problems for all the solution concepts we consider, and analyze their complexity.
David Hyland, Munyque Mittelmann, Aniello Murano, Giuseppe Perelli, Michael J. Wooldridge
KR4
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.3
2023 Strategy Repair in Reachability Games
abstract
We introduce Strategy Repair, the problem of finding a minimal amount of modifications to turn a strategy for a reachability game from losing into winning. The problem is relevant for a number of settings in Planning and Synthesis, where solutions essentially correspond to winning strategies in a suitably defined reachability game. We show, via reduction from Vertex Cover, that Strategy Repair is NP-complete and devise two algorithms, one optimal and exponential and one polynomial but sub-optimal, which we compare experimentally. The reported experimentation includes some heuristics for strategy modification, which proved crucial in dramatically improving performance.
Pierre Gaillard, Fabio Patrizi, Giuseppe Perelli
ECAI3
2023 Optimal Alignment of Temporal Knowledge Bases
abstract
Answering temporal CQs over temporalized Description Logic knowledge bases (TKB) is a main technique to realize ontology-based situation recognition. In case the collected data in such a knowledge base is inaccurate, important query answers can be missed. In this paper we introduce the TKB Alignment problem, which computes a variant of the TKB that minimally changes the TKB, but entails the given temporal CQ and is in that sense (cost-) optimal. We investigate this problem for ALC TKBs and conjunctive queries with LTL operators and devise a solution technique to compute (cost-optimal) alignments of TKBs that extends techniques for the alignment problem for propositional LTL over finite traces.
Oliver Fernandez Gil, Fabio Patrizi, Giuseppe Perelli, Anni-Yasmin Turhan
ECAI3
2023 Behavioral QLTL
Giuseppe De Giacomo, Giuseppe Perelli
EUMAS2
2023 Reasoning about Quality and Fuzziness of Strategic Behaviors
abstract
Temporal logics are extensively used for the specification of on-going behaviors of computer systems. Two significant developments in this area are the extension of traditional temporal logics with modalities that enable the specification of on-going strategic behaviors in multi-agent systems, and the transition of temporal logics to a quantitative setting, where different satisfaction values enable the specifier to formalize concepts such as certainty or quality. In the first class, SL ( Strategy Logic ) is one of the most natural and expressive logics describing strategic behaviors. In the second class, a notable logic is LTL[ℱ] , which extends LTL with quality operators . In this work, we introduce and study SL[ℱ] , which enables the specification of quantitative strategic behaviors. The satisfaction value of an SL[ℱ] formula is a real value in [0,1], reflecting “how much” or “how well” the strategic on-going objectives of the underlying agents are satisfied. We demonstrate the applications of SL[ℱ] in quantitative reasoning about multi-agent systems, showing how it can express and measure concepts like stability in multi-agent systems, and how it generalizes some fuzzy temporal logics. We also provide a model-checking algorithm for SL[ℱ] , based on a quantitative extension of Quantified CTL ⋆ . Our algorithm provides the first decidability result for a quantitative extension of Strategy Logic. In addition, it can be used for synthesizing strategies that maximize the quality of the systems’ behavior.
Patricia Bouyer, Orna Kupferman, Nicolas Markey, Bastien Maubert, Aniello Murano, Giuseppe Perelli
ACM Trans. Comput. Log.6
2022 Automatic Synthesis of Dynamic Norms for Multi-Agent Systems
Natasha Alechina, Giuseppe De Giacomo, Brian Logan 0001, Giuseppe Perelli
KR4
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
TIME3
2021 HyperLDLf: a Logic for Checking Properties of Finite Traces Process Logs
abstract
Temporal logics over finite traces, such as LTLf and its extension LDLf, have been adopted in several areas, including Business Process Management (BPM), to check properties of processes whose executions have an unbounded, but finite, length. These logics express properties of single traces in isolation, however, especially in BPM it is also of interest to express properties over the entire log, i.e., properties that relate multiple traces of the log at once. In the case of infinite-traces, HyperLTL has been proposed to express these ``hyper'' properties. In this paper, motivated by BPM, we introduce HyperLDLf, a logic that extends LDLf with the hyper features of HyperLTL. We provide a sound, complete and computationally optimal technique, based on DFAs manipulation, for the model checking problem in the relevant case where the set of traces (i.e., the log) is a regular language. We illustrate how this form of model checking can be used for verifying log of business processes and for advanced forms of process mining.
Giuseppe De Giacomo, Paolo Felli, Marco Montali, Giuseppe Perelli
IJCAI4
2021 Synthesis with Mandatory Stop Actions
abstract
We study the impact of the need for the agent to obligatorily instruct the action stop in her strategies. More specifically we consider synthesis (i.e., planning) for LTLf goals under LTL environment specifications in the case the agent must mandatorily stop at a certain point. We show that this obligation makes it impossible to exploit the liveness part of the LTL environment specifications to achieve her goal, effectively reducing the environment specifications to their safety part only. This has a deep impact on the efficiency of solving the synthesis, which can sidestep handling Buchi determinization associated to LTL synthesis, in favor of finite-state automata manipulation as in LTLf synthesis. Next, we add to the agent goal, expressed in LTLf, a safety goal, expressed in LTL. Safety goals must hold forever, even when the agent stops, since the environment can still continue its evolution. Hence the agent, before stopping, must ensure that her safety goal will be maintained even after she stops. To do synthesis in this case, we devise an effective approach that mixes a synthesis technique based on finite-state automata (as in the case of LTLf goals) and model-checking of nondeterministic Buchi automata. In this way, again, we sidestep Buchi automata determinization, hence getting a synthesis technique that is intrinsically simpler than standard LTL synthesis.
Giuseppe De Giacomo, Antonio Di Stasio 0001, Giuseppe Perelli, Shufang Zhu 0001
KR3
2021 Timed Trace Alignment with Metric Temporal Logic over Finite Traces
abstract
Trace Alignment is a prominent problem in Declarative Process Mining, which consists in identifying a minimal set of modifications that a log trace (produced by a system under execution) requires in order to be made compliant with a temporal specification. In its simplest form, log traces are sequences of events from a finite alphabet and specifications are written in DECLARE, a strict sublanguage of linear-time temporal logic over finite traces (LTLf ). The best approach for trace alignment has been developed in AI, using cost-optimal planning, and handles the whole LTLf . In this paper, we study the timed version of trace alignment, where events are paired with timestamps and specifications are provided in metric temporal logic over finite traces (MTLf ), essentially a superlanguage of LTLf . Due to the infiniteness of timestamps, this variant is substantially more challenging than the basic version, as the structures involved in the search are (uncountably) infinite-state, and calls for a more sophisticated machinery based on alternating (timed) automata, as opposed to the standard finite-state automata sufficient for the untimed version. The main contribution of the paper is a provably correct, effective technique for Timed Trace Alignment that takes advantage of results on MTLf decidability as well as on reachability for well-structured transition systems.
Giuseppe De Giacomo, Aniello Murano, Fabio Patrizi, Giuseppe Perelli
KR4
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 Informatica3
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.7
2021 Multi-player games with LDL goals over finite traces
Julian Gutierrez 0001, Giuseppe Perelli, Michael J. Wooldridge
Inf. Comput.2
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.3
2020 Reasoning About Quality and Fuzziness of Strategic Behaviours
abstract
[No abstract available]
Patricia Bouyer, Orna Kupferman, Nicolas Markey, Bastien Maubert, Aniello Murano, Giuseppe Perelli
ECAI6
2020 Automated temporal equilibrium analysis: Verification and synthesis of multi-player games
Julian Gutierrez 0001, Muhammad Najib, Giuseppe Perelli, Michael J. Wooldridge
Artif. Intell.3
2020 Hierarchical cost-parity games
Laura Bozzelli, Aniello Murano, Giuseppe Perelli, Loredana Sorrentino
Theor. Comput. Sci.3
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
CONCUR3
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
IJCAI3
2019 Reasoning about Quality and Fuzziness of Strategic Behaviours
abstract
We introduce and study SL[F], a quantitative extension of SL (Strategy Logic), one of the most natural and expressive logics describing strategic behaviours. The satisfaction value of an SL[F] formula is a real value in [0,1], reflecting ``how much'' or ``how well'' the strategic on-going objectives of the underlying agents are satisfied. We demonstrate the applications of SL[F] in quantitative reasoning about multi-agent systems, by showing how it can express concepts of stability in multi-agent systems, and how it generalises some fuzzy temporal logics. We also provide a model-checking algorithm for ourlogic, based on a quantitative extension of Quantified CTL*.
Patricia Bouyer, Orna Kupferman, Nicolas Markey, Bastien Maubert, Aniello Murano, Giuseppe Perelli
IJCAI6
2019 Nash Equilibrium and Bisimulation Invariance
Julian Gutierrez 0001, Paul Harrenstein, Giuseppe Perelli, Michael J. Wooldridge
Log. Methods Comput. Sci.3
2018 EVE: A Tool for Temporal Equilibrium Analysis
Julian Gutierrez 0001, Muhammad Najib, Giuseppe Perelli, Michael J. Wooldridge
ATVA3
2018 Synthesis of Controllable Nash Equilibria in Quantitative Objective Game
abstract
In Rational Synthesis, we consider a multi-agent system in which some of the agents are controllable and some are not. All agents have objectives, and the goal is to synthesize strategies for the controllable agents so that their objectives are satisfied, assuming rationality of the uncontrollable agents. Previous work on rational synthesis considers objectives in LTL, namely ones that describe on-going behaviors, and in Objective-LTL, which allows ranking of LTL formulas. In this paper, we extend rational synthesis to LTL[F] -- an extension of LTL by quality operators. The satisfaction value of an LTL[F] formula is a real value in [0,1], where the higher the value is, the higher is the quality in which the computation satisfies the specification. The extension significantly strengthens the framework of rational synthesis and enables a study its game- and social-choice theoretic aspects. In particular, we study the price of stability and price of anarchy of the rational-synthesis game and use them to explain the cooperative and non-cooperative settings of rational synthesis. Our algorithms make use of strategy logic and decision procedures for it. Thus, we are able to handle the richer quantitative setting using existing tools. In particular, we show that the cooperative and non-cooperative versions of quantitative rational synthesis are 2EXPTIME-complete and in 3EXPTIME, respectively -- not harder than the complexity known for their Boolean analogues.
Shaull Almagor, Orna Kupferman, Giuseppe Perelli
IJCAI3
2018 Cycle detection in computation tree logic
Gaëlle Fontaine, Fabio Mogavero, Aniello Murano, Giuseppe Perelli, Loredana Sorrentino
Inf. Comput.4
2018 Imperfect information in Reactive Modules games
Julian Gutierrez 0001, Giuseppe Perelli, Michael J. Wooldridge
Inf. Comput.2
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
CONCUR3
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
IJCAI3
2017 Hierarchical Cost-Parity Games
abstract
Cost-parity games are a fundamental tool in system design for the analysis of reactive and distributed systems that recently have received a lot of attention from the formal methods research community. They allow to reason about the time delay on the requests granted by systems, with a bounded consumption of resources, in their executions. In this paper, we contribute to research on Cost-parity games by combining them with hierarchical systems, a successful method for the succinct representation of models. We show that determining the winner of a Hierarchical Cost-parity Game is PSpace-Complete, thus matching the complexity of the proper special case of Hierarchical Parity Games. This shows that reasoning about temporal delay can be addressed at a free cost in terms of complexity.
Laura Bozzelli, Aniello Murano, Giuseppe Perelli, Loredana Sorrentino
TIME3
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
AAAI5
2016 Imperfect Information in Reactive Modules Games
Julian Gutierrez 0001, Giuseppe Perelli, Michael J. Wooldridge
KR2
2016 Solving Parity Games Using an Automata-Based Algorithm
Antonio Di Stasio 0001, Aniello Murano, Giuseppe Perelli, Moshe Y. Vardi
CIAA3
2016 Checking interval properties of computations
Alberto Molinari, Angelo Montanari, Aniello Murano, Giuseppe Perelli, Adriano Peron
Acta Informatica4
2015 Binding Forms in First-Order Logic
abstract
Aiming to pinpoint the reasons behind the decidability of some complex extensions of modal logic, we propose a new classification criterion for sentences of first-order logic, which is based on the kind of binding forms admitted in their expressions, i.e., on the way the arguments of a relation can be bound to a variable. In particular, we describe a hierarchy of four fragments focused on the Boolean combinations of these forms, showing that the less expressive one is already incomparable with several first-order limitations proposed in the literature, as the guarded and unary negation fragments. We also prove, via a novel model-theoretic technique, that our logic enjoys the finite-model property, Craig's interpolation, and Beth's definability. Furthermore, the associated model-checking and satisfiability problems are solvable in PTime and Sigma_3^P, respectively.
Fabio Mogavero, Giuseppe Perelli
CSL2
2015 Pushdown Multi-Agent System Verification
Aniello Murano, Giuseppe Perelli
IJCAI2
2015 Multi-agent Path Planning in Known Dynamic Environments
Aniello Murano, Giuseppe Perelli, Sasha Rubin
PRIMA2
2014 Synthesis with Rational Environments
Orna Kupferman, Giuseppe Perelli, Moshe Y. Vardi
EUMAS2
2014 Checking Interval Properties of Computations
abstract
Model checking is a powerful method widely explored in formal verification. Given a model of a system, e.g. A Kripke structure, and a formula specifying its expected behavior, one can verify whether the system meets the behavior by checking the formula against the model. Classically, system behavior is given as a formula of a temporal logic, such as LTL and the like. These logics are "point-wise" interpreted, as they describe how the system evolves state-by-state. However, there are relevant properties, such as those involving temporal aggregations, which are inherently "interval-based", and thus asking for an interval temporal logic. In this paper, we give a formalization of the model checking problem in an interval logic setting. First, we provide an interpretation of formulas of Halpern and Shoham's interval temporal logic HS over Kripke structures, which allows one to check interval properties of computations. Then, we prove that the model checking problem for HS against Kripke structures is decidable by a suitable small model theorem, and we outline a PSpace decision procedure for the meaningful fragments AAbarBBbar and AAbarEEbar.
Angelo Montanari, Aniello Murano, Giuseppe Perelli, Adriano Peron
TIME3
2014 Reasoning About Strategies: On the Model-Checking Problem
abstract
In open systems verification, to formally check for reliability, one needs an appropriate formalism to model the interaction between agents and express the correctness of the system no matter how the environment behaves. An important contribution in this context is given by modal logics for strategic ability, in the setting of multiagent games, such as Atl, Atl*, and the like. Recently, Chatterjee, Henzinger, and Piterman introducedStrategy Logic, which we denote here by CHP-Sl, with the aim of getting a powerful framework for reasoning explicitly about strategies. CHP-Slis obtained by using first-order quantifications over strategies and has been investigated in the very specific setting of two-agents turned-based games, where a nonelementary model-checking algorithm has been provided. While CHP-Slis a very expressive logic, we claim that it does not fully capture the strategic aspects of multiagent systems. In this article, we introduce and study a more general strategy logic, denoted Sl, for reasoning about strategies in multiagent concurrent games. As a key aspect, strategies in Slare not intrinsically glued to a specific agent, but an explicit binding operator allows an agent to bind to a strategy variable. This allows agents to share strategies or reuse one previously adopted. We prove that Slstrictly includes CHP-Sl, while maintaining a decidable model-checking problem. In particular, the algorithm we propose is computationally not harder than the best one known for CHP-Sl. Moreover, we prove that such a problem for Slis NonElementary. This negative result has spurred us to investigate syntactic fragments of Sl, strictly subsuming Atl*, with the hope of obtaining an elementary model-checking problem. Among others, we introduce and study the sublogics Sl[ng], Sl[bg], and Sl[1g]. They encompass formulas in a special prenex normal form having, respectively, nested temporal goals, Boolean combinations of goals, and, a single goal at a time. Intuitively, for a goal, we mean a sequence of bindings, one for each agent, followed by an Ltlformula. We prove that the model-checking problem for Sl[1g] is 2ExpTime-complete, thus not harder than the one for Atl*. In contrast, Sl[ng] turns out to be NonElementary-hard, strengthening the corresponding result for Sl. Regarding Sl[bg], we show that it includes CHP-Sland its model-checking is decidable with a 2ExpTimelower-bound. It is worth enlightening that to achieve the positive results about Sl[1g], we introduce a fundamental property of the semantics of this logic, calledbehavioral, which allows to strongly simplify the reasoning about strategies. Indeed, in a nonbehavioral logic such as Sl[bg] and the subsuming ones, to satisfy a formula, one has to take into account that a move of an agent, at a given moment of a play, may depend on the moves taken by any agent in another counterfactual play.
Fabio Mogavero, Aniello Murano, Giuseppe Perelli, Moshe Y. Vardi
ACM Trans. Comput. Log.3
2012 What Makes Atl* Decidable? A Decidable Fragment of Strategy Logic
Fabio Mogavero, Aniello Murano, Giuseppe Perelli, Moshe Y. Vardi
CONCUR3