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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>OVERLAY</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Formally Reasoning about Strategies in Mechanisms</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Munyque Mittelmann</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Università degli Studi di Napoli Federico II</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2022</year>
      </pub-date>
      <volume>4</volume>
      <abstract>
        <p>In this paper, we present recently published work that proposes a new approach for Mechanism Design, the problem of designing games for aggregating preferences into social decisions. This approach is based on formal methods and logics for strategic reasoning in Multi-Agent Systems.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Strategic Reasoning</kwd>
        <kwd>Formal Methods</kwd>
        <kwd>Multi-Agent Systems</kwd>
        <kwd>Mechanism Design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        When considering settings with multiple agents, two main possible situations arise. The first is
when all agents can be assumed to share a common purpose. For instance, teams of cooperating
agents have been considered in a wide range of applications including operations for search and
rescue, surveillance, and space exploration [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. However, a second scenario happens when some
(or all) agents in the environment have their own, possibly conflicting, goals and preferences
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This is the case, for instance, when considering voting systems: agents may not share the
same preference over the candidates. Moreover, some agents may even try to manipulate the
results of an election through bribing and coercion to convince others to change their votes.
      </p>
      <p>
        Much progress has been done in the development of logics for strategic reasoning in
MultiAgent Systems, including the formulation of Alternating-Time Temporal Logic (ATL) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], Strategy
Logic (SL) [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ] and its extensions to imperfect information [
        <xref ref-type="bibr" rid="ref6 ref7 ref8">6, 7, 8</xref>
        ], and quantitative semantics
(denoted SL[ℱ ]) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. On the other side, research in economics has been concerned with the design
of games (aka mechanisms) for aggregating individual preferences, while motivating agents to
behave well (e.g., being truthful) and ensuring the quality of social decisions (e.g., allocative
eficiency) [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. The real-world applications of designing and verifying mechanisms for social
choice are manifold, including the classic problems on auctions, markets, and government
policies. Furthermore, new and trending applications include fair division protocols [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ],
secure voting [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], and even the formulation of human rights for economical development
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. The problem of formally reasoning about mechanisms is, however, nontrivial: it requires
considering quantitative information (e.g., utilities and payments), non-determinism, incomplete
(e.g., Bayesian) and imperfect information about the participant’s preferences, and complex
strategic concepts (such as strategy dominance and equilibria).
      </p>
      <p>
        In this paper, we present recently published work [
        <xref ref-type="bibr" rid="ref14 ref15 ref16">14, 15, 16</xref>
        ] that proposes a new approach
for Mechanism Design (MD) based on the logics developed for strategic reasoning in MAS. By
enhancing the connection between diferent research communities, we aim to facilitate the
adoption of techniques from each field (for instance, the synthesis of game arenas from the
algorithms for solving satisfiability). The logical formalization of MD may provide an inherently
diferent view of social choice problems from the classical characterizations.
      </p>
      <p>We start by presenting the base logic on which this approach of mechanism design is built,
namely the Quantitative Strategy Logic, SL[ℱ ]. Next, we summarize some recent results in
extending and applying such logic for reasoning about mechanisms. Finally, we conclude with
a short discussion and directions for future work.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Quantitative Strategy Logic</title>
      <sec id="sec-2-1">
        <title>Let us first present SL[ℱ ] [9] syntax and semantics.</title>
        <p>Definition 1.</p>
      </sec>
      <sec id="sec-2-2">
        <title>The syntax of SL[ℱ ] is defined by the grammar</title>
        <p>
          ::=  | ∃.  | (i, ) |  (, ...,  ) | X |  U
where  ∈ AP is an atomic proposition,  ∈ Var is a strategy variable, i ∈ N is an agent, and
 ∈ ℱ is a function in [
          <xref ref-type="bibr" rid="ref1">− 1, 1</xref>
          ].
        </p>
        <p>
          The intuitive reading is: ∃.  means that there exists a strategy such that  holds; (i, )
means that when strategy  is assigned to agent i,  holds; X and U are the usual temporal
operators “next” and “until”. The meaning of  ( 1, ...,  ) depends on the function  . We use
⊤, ∨, and ¬ to denote, resp., function 1, function ,  ↦→ max(, ) and function  ↦→ − .
Definition 2. A weighted concurrent game structure (wCGS) is a tuple  = (ℬ, ,  , , ℓ ) where
(i) ℬ is a finite set of actions; (ii)  is a finite set of positions; (iii)  ∈  is an initial position; (iv)
 :  × ℬ N →  is a transition function; (v) ℓ :  × AP → [
          <xref ref-type="bibr" rid="ref1">− 1, 1</xref>
          ] is a weight function assigning
a value in [
          <xref ref-type="bibr" rid="ref1">− 1, 1</xref>
          ] to each atomic proposition in each position.
        </p>
        <p>In a position  ∈  , each player i chooses an action i ∈ ℬ, and the game proceeds to position
 (, ) where  = (i)i∈N is the action profile (i.e., , a tuple with an action for each agent). We
write  for a tuple of objects (i)i∈N, one for each agent, and such tuples are called profiles .
Given a profile  and i ∈ N, we let i be agent i’ component, and − i is (r)r̸=i. Similarly, we let
N− i = N ∖ {i}. A play  = 12... is an infinite sequence of positions such that for every  ≥ 1
there exists an action profile  such that  (, ) = +1. A history ℎ is a finite prefix of a play.
A strategy is a function  : Hist → ℬ that maps each history to an action. We let Str be the
set of strategies. An assignment  : N ∪ Var → Str is a function from players and variables to
strategies. For an assignment , an agent i and a strategy  for i, [ ↦→  ] is the assignment
that maps  to  and is otherwise equal to , and [ ↦→  ] is defined similarly, where  is a
variable.</p>
        <p>
          Definition 3. (Partial, see complete def. in [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]) Let  be a wCGS, and  an assignment. The
satisfaction value   (ℎ) ∈ [
          <xref ref-type="bibr" rid="ref1">− 1, 1</xref>
          ] of an SL[ℱ ] formula  in a history ℎ is defined as follows:
J K
  (ℎ) = ℓ(last(ℎ), )
        </p>
        <p>J K</p>
        <p>J∃.  K(ℎ) =  m∈SatxrJ K[↦→ ](ℎ)</p>
        <p>J(i, ) K(ℎ) = J K[i↦→()](ℎ)</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Reasoning about Mechanisms</title>
      <sec id="sec-3-1">
        <title>We now briefly describe recent work at extending and applying SL[ℱ ] to MD.</title>
        <sec id="sec-3-1-1">
          <title>3.1. Verification of Mechanisms under Imperfect Information</title>
          <p>
            In [
            <xref ref-type="bibr" rid="ref14">14</xref>
            ] we propose an epistemic extension of SL[ℱ ], denoted SLK[ℱ ], for considering imperfect
information about agents’ preferences (or types). We show how SLK[ℱ ] can express solution
concepts (such as Nash equilibria) and fundamental properties from mechanisms, including
budget-balance, individual rationality, strategyproofness and Pareto optimality. We prove that
our encoding of such properties is correct w.r.t. the classical definitions from economics.
          </p>
          <p>
            For instance, a strategy profile is a Nash equlibrium (NE) if no agent can increase her utility
with a unilateral change of strategy [
            <xref ref-type="bibr" rid="ref17">17</xref>
            ]. Which is expressed with the SLK[ℱ ]-formula:
NE() =def ⋀︁ ∀. [︀ (N− i, − i)(i, )Futili ≤ (N, )Futili]︀
          </p>
          <p>
            i∈N
where  = (i)i∈N is a profile of strategy variables (for details, see [
            <xref ref-type="bibr" rid="ref14">14</xref>
            ]).
          </p>
          <p>Similarly, individual rationality (IR) is a property of mechanisms in which each agent can
ensure to always get nonnegative utility [18], which is encoded with our approach by evaluating
the formula IR =def ⋀︀i∈N 0 ≤ utili in strategic equilibrium.</p>
          <p>We then consider epistemic aspects and show how, thanks to the epistemic operators in
SLK[ℱ ], we can express properties relating agents’ revenues with their knowledge about other
agents’ preferences. Verifying that a mechanism satisfies a property then consists in model
checking an SLK[ℱ ]formula, which we show can be done in Pspace for memoryless strategies.</p>
        </sec>
        <sec id="sec-3-1-2">
          <title>3.2. Mechanisms with Natural Strategies</title>
          <p>
            A Natural Strategy [19, 20] is a list of condition-action pairs, denoting the action the agent will
take in case the condition is met. In [
            <xref ref-type="bibr" rid="ref15">15</xref>
            ] we have extended SL[ℱ ] to handle this type of strategies.
The resulting language, denoted NatSL[ℱ ], provides a tool for reasoning about mechanisms
in relation to strategies with bounded complexity. We demonstrated the usefulness of our
approach by modeling and evaluating strategies for repeated keyword auctions. In terms of
technical results, we proved that the model checking problem for NatSL[ℱ ] is Pspace-complete,
that is, no harder than model checking for the much less expressive language of quantitative
LTL (LTL[ℱ ]). We also showed that NatSL[ℱ ] has incomparable distinguishing and expressive
power to SL[ℱ ]. This means that the characterizations based on simple bounded strategies
ofer an inherently diferent view of mechanisms from characterizations using combinatorial
strategies of arbitrary complexity.
          </p>
        </sec>
        <sec id="sec-3-1-3">
          <title>3.3. Mechanism Synthesis</title>
          <p>
            In [
            <xref ref-type="bibr" rid="ref16">16</xref>
            ], we rephrased the problem of designing new mechanisms in terms of synthesis from
SL[ℱ ]-specifications. Such specifications may include not only game rules but also requirements
over the strategic behavior of participants and quality of the outcome. While mechanism
synthesis from SL[ℱ ]formulas is undecidable, we solve it in two cases: when the number of
actions is bounded, and when agents play in turn. These two restrictions still preserve enough
expressiveness to model relevant scenarios of mechanism synthesis, which we illustrate with
examples based on auctions. The quantitative semantics of SL[ℱ ] makes it possible to synthesize
mechanisms that approximate a specification (satisfy it as much as possible), or maximize some
value (such as social welfare in an equilibrium), which is not possible with SL.
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discussion</title>
      <p>In this paper, we discuss a novel approach for Automated Mechanism Design in which
mechanisms can be automatically (i) verified with respect to epistemic and quantitative properties (ii)
verified with respect to natural strategies, and (ii) generated (or synthesized) from partial or
complete specifications in a rich logical language. An advantage of our approach lies in the high
expressivity and generality of logics for strategic reasoning. Moreover, by relying on precise
semantics, formal methods provide tools for rigorously analyzing the correctness of systems,
which is important to improve trust in mechanisms (fully or partially) created by machines.
The ability of SL to naturally express key strategic concepts such as Nash Equilibria, and the
possibility to extend it with quantitative aspects and epistemic operators, as we do with SLK[ℱ ],
make it a perfect candidate to become a standard logic for verifying mechanisms.</p>
      <p>
        The present setting is enough to capture many kinds of mechanisms where memoryless
strategies are suficient to represent the agents’ behavior, such as one-shot or English auctions.
However, when participating in sequential auctions, agents could gather information from
other agents’ behavior and act based on what happened in previous steps of the game [21].
For such situations we plan to study further the model-checking problem for SLK[ℱ ] with
perfect recall. In the qualitative setting already, imperfect information yields undecidability,
but known decidable cases exist [
        <xref ref-type="bibr" rid="ref6 ref7">7, 6</xref>
        ]. We will investigate them in the quantitative case. Yet
another interesting direction for future work is to study the complexity of synthesizing from
SL[ℱ ]-fragments, inspired from the SL-fragments One-Goal SL [22, 23] and Simple-Goal SL [24],
for instance. These fragments are usually computationally easier than full SL, and we can hope
that similar results can be established in the quantitative setting.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgments</title>
      <p>I am very grateful to my co-authors Laurent Perrussel, Aniello Murano, Bastien Maubert,
Francesco Belardinelli, Wojtek Jamroga, Vadim Malvone. This research is supported by the ANR
project AGAPE ANR-18-CE23-0013 and the PRIN project RIPER (No. 20203FFYLK).
computational eficiency, University of Pennsylvania Philadelphia, PA, 2001.
[18] N. Nisan, T. Roughgarden, É. Tardos, V. Vazirani, Algorithmic Game Theory, Cambridge</p>
      <p>University Press, 2007.
[19] W. Jamroga, V. Malvone, A. Murano, Natural strategic ability, Artificial Intelligence 277
(2019) 103170.
[20] W. Jamroga, V. Malvone, A. Murano, Natural strategic ability under imperfect information,
in: Proceedings of the International Conference on Autonomous Agents and MultiAgent
Systems (AAMAS 2019), International Foundation for Autonomous Agents and Multiagent
Systems, Richland, 2019, p. 962–970.
[21] T. D. Jeitschko, Learning in sequential auctions, Southern Economic Journal (1998) 98–112.
[22] F. Mogavero, A. Murano, G. Perelli, M. Y. Vardi, Reasoning about strategies: on the
satisfiability problem, Logical Methods in Computer Science 13 (2017). URL: https://doi.
org/10.23638/LMCS-13(1:9)2017. doi:10.23638/LMCS-13(1:9)2017.
[23] P. Cermák, A. Lomuscio, A. Murano, Verifying and synthesising multi-agent systems
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Artificial Intelligence (AAAI 2015), 2015.
[24] F. Belardinelli, W. Jamroga, D. Kurpiewski, V. Malvone, A. Murano, Strategy logic with
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