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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Recent Results on Strategy Logic with Imperfect Information (short paper)?</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bastien Maubert</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Universit degli studi di Napoli \Federico II"</institution>
          ,
          <addr-line>Napoli</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this communication we present recent advances in the eld of logics for strategic reasoning, and more precisely about the popular Strategy Logic (SL) in the context of systems with imperfect information. As a consequence of Reif's seminal result on multiplayer games with imperfect information, model checking SL is undecidable when agents observe the game imperfectly but remember everything they observe. However, in the case of multiplayer games or distributed synthesis la Pnueli and Rosner, some additional hypothesis are known to bring back decidability. The main ones consist in assuming that information is hierarchical among agents, or that actions are public. We report recent results that, under similar assumptions, establish the decidability of the model-checking problem for di erent variants and extensions of SL.</p>
      </abstract>
      <kwd-group>
        <kwd>Strategy Logic Imperfect Information Knowledge Pushdown systems Model checking</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Since the introduction of Alternating-time Temporal Logic (ATL) by Alur,
Henzinger and Kupferman [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] to reason about strategic abilities of agents and
coalitions in multi-agent systems, research on the topic has thrived to develop more
expressive formalisms and solve related algorithmic problems on di erent classes
of systems. One important contribution has been the introduction of Strategy
Logic (SL) [
        <xref ref-type="bibr" rid="ref18 ref9">9, 18</xref>
        ], a very expressive logic that extends ATL and gives the
possibility to express a number of important game-theoretic concepts. In particular,
equilibria such as Nash equilibria, subgame-perfect equilibria or core equilibria
can all be expressed very naturally in SL.
      </p>
      <p>
        Since multi-agent systems often display some kind of imperfect information
due to agents having only partial view of their common environment and/or of
other agents' state, variants of both ATL and SL have been introduced to model
and reason about systems with imperfect information. An important challenge
is that, while imperfect-information games are decidable for two players [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ],
they become undecidable when more players are involved [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], which is typically
the case in multi-agent systems. However it is known that assuming a total
? Copyright 2021 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
order on the agents where \higher" agents know more than \lower" ones, a
situation known as hierarchical information, can bring back decidability of a
number of related strategic problems [
        <xref ref-type="bibr" rid="ref11 ref12 ref19 ref22">22, 12, 19, 11</xref>
        ]. Similarly, variants around
the idea that all new information must be observed similarly by all agents also
yield decidability results [
        <xref ref-type="bibr" rid="ref17 ref24 ref7">17, 24, 7</xref>
        ].
      </p>
      <p>Recently these ideas have been applied to logics for strategic reasoning, and
in particular Strategy Logic, leading to a number of decidability results, the rst
ones obtained for such logics in the context of agents with imperfect information
and memory (alternative memoryless semantics exist in which agents have no
memory of the past and are restricted to using only positional strategies, which
usually also leads to decidable model-checking problems on nite systems). We
brie y present several such results, obtained in collaboration with a number of
co-authors over the last few years.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Strategy Logic</title>
      <p>Before considering extensions with imperfect information, we rst recall usual
SL with perfect information.</p>
      <p>Let us x a nite set of atomic propositions AP, a nite set of agents or
players Ag and a nite set of variables Var.</p>
      <p>De nition 1. The syntax of classic SL is de ned by the following grammar:
' := p j :' j ' _ ' j X' j 'U' j 9s:' j (a; s)'
where p 2 AP, s 2 Var, and a 2 Ag.</p>
      <p>Boolean operators and temporal operators, X (\next") and U (\until"), have
the usual meaning. The strategy quanti er 9s is a rst-order-like quanti cation
on strategies: 9s:' reads as \there exists a strategy s such that ' holds", where s
is a strategy variable. The binding operator (a; s) assigns a strategy to an agent:
(a; s)' reads as \when agent a plays strategy s, ' holds".</p>
      <p>The models of SL are classic concurrent game structures.</p>
      <p>De nition 2 (CGS). A concurrent game structure (or CGS for short) is a
tuple G = (Ac; V; ; `; v ) where Ac is a nite non-empty set of actions, V is a
nite non-empty set of positions, : V AcAg ! V is a transition function,
` : V ! 2AP is a labelling function, and v 2 V is an initial position.</p>
      <p>In a position v 2 V , each player a chooses an action a 2 Ac and the
game proceeds to position (v; ), where 2 AcAg stands for the joint
action ( a)a2Ag. A play is an in nite sequence of positions and joint actions
= v0 1v1 : : : that respect the transition relation, and a history is a nite
pre x of a play. We let i denote vi, and Hist be the set of histories. A strategy
is a function : Hist ! Ac, and we let Str be the set of all strategies.</p>
      <p>An assignment : Ag [ Var ! Str is a function assigning strategies to agents
and variables. A history is consistent with an assignment if, at each step of
, all agents follow the strategy assigned to them by .</p>
      <p>
        The semantics of SL formulas is de ned given a CGS G, an assignment and
a history . The semantics for Boolean and temporal connectives being standard,
we just give the semantics of the strategy quanti er and the binding operator,
and refer the reader to [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] for more details. A formula 9s:' is true in G; ; ,
written G; ; j= 9s:', if there exists a strategy such that G; [s 7! ]; j= ',
and G; ; j= (a; s)' if G; [a 7! (s)]; j= '.
      </p>
      <p>For instance, if each agent ai 2 Ag = fa1; : : : ; ang has an LTL objective i,
the following SL formula expresses the existence of a Nash equilibrium:
9s1 : : : 9sn(a1; s1) : : : (an; sn) ^ 8s0i [((ai; s0i) i) !
i
i]
3</p>
    </sec>
    <sec id="sec-3">
      <title>SL with imperfect information</title>
      <p>
        Imperfect information extensions of SL have been considered for instance in [
        <xref ref-type="bibr" rid="ref2 ref8">2,
8</xref>
        ], considering purely semantical aspects or focusing on agents without memory.
The rst decidability result for an imperfect-information extension of SL for
agents with perfect recall was published in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] (see [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] for an extended version).
      </p>
      <p>
        In games with imperfect information, the fact that the lack of knowledge
reduces players' power is captured by the notion of uniform strategies : players
can only use strategies that assign the same move to situations that they
cannot distinguish. In SL, a problem when introducing imperfect information is to
know for which player(s) a strategy should be uniform: indeed, quanti cation
on strategies and assignment of a strategy to an agent are dissociated, and in
addition a strategy can be assigned to di erent agents. The solution adopted
in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] was to dissociate players and observational power: each strategy
quantier 9os is quanti ed with an observation symbol o, interpreted in the model by
an equivalence relation on positions: we specify directly with respect to which
observation the quanti ed strategy should be uniform.
      </p>
      <p>We thus consider a nite set of observation symbols Obs, and extend
concurrent game structures with a component called observation interpretation: a
CGS is now a tuple G = (Ac; V; ; `; v ; O), where (Ac; V; ; `; v ) is as before,
and O : Obs ! 2V V maps each observation symbol o 2 Obs to an equivalence
relation Obs(o) = o over the positions, that represents indistinguishability of
positions. To capture agents with synchronous perfect recall, we then extend
these relations to histories by letting o 0 if j j = j 0j and i o 0i for every
i 2 f0; : : : ; j j 1g. We then say that a strategy is o-uniform if for all histories
; 0 such that o 0, ( ) = ( 0).</p>
      <p>
        In the resulting logic, called SLiR, we can express for instance the problem of
distributed synthesis for two players a1 and a2 against an opponent a3. Assume
that agent ai observes the game through observation relation i, and that agents
a1; a2 aim at reaching a set of positions Reach V . De ne Obs(oi) = i, and
assume that positions in Reach are labeled with proposition pwin. Then the
existence of winning strategies for a1; a2 is expressed in SLiR as follows:
' = 9o1 s1 9o2 s2 8o3 s3 (a1; s1)(a2; s2)(a3; s3)Fpwin
As a direct consequence of Peterson and Reif's seminal result on the
undecidability of multiplayer games with imperfect information [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], model checking SLiR is
undecidable already for the single formula '. Our main result in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] is that it is
decidable on hierarchical instances, i.e., on the set of inputs where deeper
quanti ers (in the syntactic tree) are parameterized with ner observation relations.
For instance, if in CGS G we have Obs(o3) Obs(o2) Obs(o1), meaning that
agent a3 observes better than agent a2 who in turn observes better than agent
a1, then (G; ') is a hierarchical instance.
      </p>
      <p>Theorem 1. Model checking SLiR on hierarchical instances is decidable.</p>
      <p>The proof goes through QCTLiR, an imperfect-information extension of
Quanti ed CTL (QCTL ) that we introduced to serve as a \compilation" logic, an
intermediary between SLiR and the tree automata machinery used to solve the
model-checking problem for QCTLiR. The complexity of the model-checking
problem is nonelementary: essentially we gain one more exponential for every
alternation between existential and universal strategy quanti ers, and at every
change of observation relation.</p>
      <p>
        While Theorem 1 considers nite concurrent game structures, we recently
extended this result to a class of in nite systems obtained as unfoldings of
pushdown systems. Informally a pushdown CGS, or PGS, is a CGS equipped with
a stack. Transitions depend both on the state (position) and the top symbol of
the stack, and each transition determines both the new state and an operation
to execute on the stack (essentially, either \pop" the top symbol, or \push" one
or several symbols). The set of possible con gurations in a PGS is thus in nite.
We proved in [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] that, as long as the stack is perfectly observed by all agents,
then the result from Theorem 1 can be extended to pushdown concurrent game
structures.
      </p>
      <p>Theorem 2. Model checking SLiR on pushdown CGS with visible stack is
decidable for hierarchical instances.</p>
      <p>Actually we proved a stronger result: the problem remains decidable even
if we consider the much more general class of higher-order pushdown systems,
always as long as the (higher-order) stack is visible.</p>
      <p>We now move to extensions of SL with imperfect information and knowledge
operators.
4</p>
    </sec>
    <sec id="sec-4">
      <title>SL with knowledge operators</title>
      <p>
        In systems with imperfect information it becomes relevant and useful to be
able to express and reason about what agents know or not about the state of
the system, about what other agents know, and about each other's strategic
abilities. Epistemic extensions of logics for strategic reasoning have thus been
studied, for instance in ATL [
        <xref ref-type="bibr" rid="ref13 ref14">14, 13</xref>
        ] or SL [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Typically, such logics add to
the language epistemic operators, the most important one being the knowledge
operator Ka', which reads as \agent a knows that ' holds" [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. However,
since such logics usually also require agents to play according to their knowledge
(uniform strategies), they are undecidable for agents with perfect recall. A rst
decidability result for SL with imperfect information and epistemic operators for
agents with perfect recall was established in [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] in the case where all actions are
public.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] we established a second decidability result for such an epistemic
extension of Strategy Logic with perfect recall, in the context of hierarchical
information. This result extends the one in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] by adding epistemic operators to SLiR
and extending the automata construction to deal with these.
      </p>
      <p>
        In this work we pointed out an important subtlety that arises when studying
together knowledge and strategic ability. We noted that two di erent semantics
are found in the literature, usually without mentioning that a choice is made
and what this choice represents. Informally, one semantics captures agents that
know everyone's strategy, while the other represents the situation where agents
do not know anyone's strategy. We call them respectively the informed
semantics and the uninformed semantics. These two semantics are di erent: as one
would expect, knowing everyone's strategy makes it possible to infer more from
one's observations, and thus under the informed semantics agents know more
facts about the system. The choice of semantics also impacts the complexity of
the model-checking problem: on the one hand it is proved in [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], which
implicitly uses the informed semantics, that the distributed synthesis for LTL with
knowledge is undecidable already for systems with hierarchical information. On
the other hand, Puchala proves in [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] that the same problem with uninformed
semantics is decidable when information is hierarchical.
      </p>
      <p>
        Our main result in [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] generalizes the latter, by showing that model checking
ESL (the extension of SLiR with knowledge operators) is decidable on hierarchical
instances. Here an instance is said to be hierarchical if, as before, deeper
quanti ers have ner observations, and in addition epistemic formulas do not refer
to strategies that are quanti ed before the knowledge operator. This is satis ed
if epistemic formulas do not talk about the future, or quantify on strategies for
all agents before doing so.
      </p>
      <p>Theorem 3. Model checking ESL with uninformed semantics is decidable on
hierarchical instances.</p>
      <p>
        Our last result in this line of work is a rst decidability result for SL with
knowledge and informed semantics. De ning formally this informed semantics
for ESL is not easy, but in [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] we provide such a de nition for ESL with Boolean
Goals (ESL[BG]), an important fragment of ESL; we study in detail the di erence
between informed and uninformed semantics, and x an inconsistency present in
the semantics of previous epistemic extensions of SL. We also prove that model
checking ESL[BG] is decidable on systems where all actions are public.
Theorem 4. Model checking ESL[BG] with informed semantics is decidable on
systems with public actions.
Acknowledgment. We thank our co-authors on the publications mentioned in
this communication: Francesco Belardinelli, Raphael Berthon, Sophia Knight,
Alessio Lomuscio, Aniello Murano, Olivier Serre, Sasha Rubin and Moshe Vardi.
      </p>
    </sec>
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