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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Workshop</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Hybrid Games</institution>
          ,
          <addr-line>Hybrid systems, Discrete Games, Verification</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Karlsruhe Institute of Technology (KIT)</institution>
          ,
          <addr-line>Am Fasanengarten 5, 76131 Karlsruhe</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Hybrid games are a highly expressive way to model the interaction between cyber-physical systems. This high expressivity comes at the price of decidability. This work proposes an extension to hybrid games that adds the conditions prompting agents to move. We call this extension hybrid games with triggers (HGT). We show how this extension makes it possible to translate a hybrid game into a discrete game with countable state space. Modelling the interaction between multiple cyber-physical systems (CPS) is a critical problem in computer science, particularly in formal methods. Many approaches were presented to model and reason about this interaction, such as dynamic diferential logic [ 1], and its extension to diferential game logic [2], algebraic [3] and coalgebraic [4] approaches among many others.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>(1)
(2) Unlike time, a small set of formulas like 1 could be suficient to model a complete system. (3) As we
show in this paper, given a countable language of real arithmetic [11], triggers reduce the hybrid game
into a discrete game with countable state space.
https://mase.kastel.kit.edu/team_qais_hamarneh.php (Q. Hamarneh)</p>
      <p>CEUR</p>
      <p>ceur-ws.org</p>
      <p>In the next Section 1.1, we briefly overview the related work. Section 2 defines the hybrid games this
work is based on. The main contribution of this work is presented in sections 3 and 4. In Section 3,
we introduce the syntax and semantics of hybrid games with triggers, and we informally define the
algorithm to create a discrete game based on an HGT in Section 4. We conclude in Section 5 with a
summary and a look at future work.</p>
      <sec id="sec-1-1">
        <title>1.1. Related Work</title>
        <p>
          This work can be seen as a hybrid extension of de Alfaro et al.’s timed games [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Multiple points were
taken directly from the timed games, like the winning conditions and what happens when multiple
triggers are satisfied simultaneously. However, the discretization algorithm is entirely diferent. The
discretization in the timed games relies on the existence of a finite bisimulation of timed automata as a
region automata. Hybrid automata do not always ofer a finite bisimulation [
        </p>
        <p>
          As already discussed, other ways to discretize hybrid games exist [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ][
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], but where these methods
restrict the game dynamics to allow discretization, our approach rely on adding more information to
the game instead of restricting it.
        </p>
        <p>Tight durational concurrent game structures (TDCGS) [13] are intuitively similar to hybrid game
with triggers. Transitions in TDCGS carry an integer time delay. This time, however, is treated as a
cost and does not reflect the evolution of the continuous dynamics.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Preliminaries</title>
      <sec id="sec-2-1">
        <title>Hybrid Game</title>
        <p>
          This definition of a hybrid game is adopted from [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]. The hybrid game is defined over a finite set of
real-valued variables  . The set of all valuations  ∶  →
R is called  
(
 ). We extend the notation 
to arithmetic terms over  .
        </p>
        <p>Given a valuation  ∈</p>
        <p>is the set of all real arithmetic quantifier-free formulas over  .
(
 ) and an arithmetic term  , we write  [ / ] for the valuation where all
variables have the same value as in  , except  [ / ]( ) =
 ( ). This definition is extended to ordered
sets of assignments, where the assignments are executed in order. Given a set of diferential equations
has passed. A hybrid game G is a tuple:
 , we write  [ ,  ] for the valuation updated according to the equations in  
after some time  ∈ R≥0

 0 ∈ 


a finite nonempty set of real-valued variables with typical elements  0,  1.
a continuous transition relation that assigns each location  ∈ 
a set of diferential equations  
associate each location with an invariant.
{ 1, 2, … ,  } a finite nonempty set of agents.</p>
        <p>( ) = {  ̇ =   ∣   ∈  }.
1 ⊍ 
2 ⊍ … ⊍</p>
        <p>a disjoint union of finite nonempty sets of agents’ actions.</p>
        <p>The typical actions of agent  ∈</p>
        <p>are   ,   .
a finite nonempty set of edges representing discrete transition relation
with typical elements (, , 
 , ,</p>
        <p>′) such that:
● ,  ′ ∈  ,
●  ∈   
●   ∈ 
●</p>
        <p>called a guard,
 an action for some  ∈</p>
        <p>, and
 is a finite (possibly empty) ordered set of assignments called a jump.</p>
        <p>( ),  
( ),  ( ), 
( ) and 
( ) to reference the components of</p>
        <sec id="sec-2-1-1">
          <title>We use the functions  an edge  ∈  .</title>
          <p>A valuation  enables the edge  = (, , , ,</p>
          <p>′) ∈  (we say the action  ( ) is enabled) if:
●  ⊧ 
( ), ●  ⊧ ,
and ●  [ ] ⊧  ( ′)
 ∈  


⟨,  ⟩ Ð</p>
          <p>→
⟨,  ⟩ Ð→ ⟨</p>
          <p>In a hybrid game, a configuration is a pair ⟨,  ⟩ representing the game’s location  ∈ 
and valuation
( ). ⟨ 0,  0⟩ is the initial configuration. Two types of transitions are possible: A time transition
⟨, 
( ),  ]⟩ for  ∈  ≥0 is legal if for all  ′ ∈ [0,  ],  [ 
( ),  ′] ⊧ 
( ). An edge transition
agent  that takes the action</p>
          <p>( ) ∈ 
( )]⟩ for an edge  ∈ 
with 
( ) =</p>
          <p>
            is a legal transition if  enables  . The
 is called to blame for the edge transition. The other agents are
called blameless. A play is an infinite sequence of configurations
starts at the initial configuration and for each  ∈ N0, there exists a legal transition ⟨  ,   ⟩ → ⟨  +1,   +1⟩.
(⟨ 0,  0⟩, ⟨ 1,  1⟩, ⟨ 2,  2⟩, … ) which
Remark 1. In this paper, we assume all diferential equations to be solvable. Even with solvable diferential
equations, the question of whether there exists a play that reaches a certain configuration is undecidable in
a hybrid game [
            <xref ref-type="bibr" rid="ref7">7</xref>
            ].
2.0.1. Example
          </p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Hybrid Game with Triggers (HGT)</title>
      <p>In this section, we introduce an extension to the definition of hybrid games. We call this extension
hybrid games with triggers or (HGT) for short. A trigger is an agent-declared quantifier-free formula
of real arithmetic that, once satisfied, prompts the agent to take an action. Intuitively, the trigger is
the reason the agent moves. An autonomous vehicle could set a trigger to be not enough free space
ahead or the desired intersection is reached. According to the case that comes first, the car would have
to take an action. An edge transition only happens when some agent has a satisfied trigger. With
each edge transition, each agent gets to update their triggers. We call the set of all possible triggers
  
for every location  , (,   , ⊥, ∅, 
configuration is ⟨ 0,  0, trig0⟩.</p>
      <p>0,  ,  0,   ,  , , 
⊥,  ⊥,</p>
      <p>, trig0)
is the initial triggers function. The set 
⊥ includes a stutter
, available for every agent. If an agent’s trigger is satisfied and this agent has no enabled
, the agent must take the stutter action ⊥. This indicates that there is a self-loop edge
) ∈  ⊥. A configuration in a HGT is a triplet ⟨, , trig⟩. The initial
if and only if its solution set is a closed set under the usual topology in R∣ ∣.</p>
      <p>Trigger Formula:</p>
      <p>A formula  is called a trigger formula if and only if for every valuation  and
every map</p>
      <p>assigning a diferential equation to each variable in  , there exists a minimum time
satisfied, i.e.  [  , 
 ∈ R≥0 to satisfy  , i.e. such that  [  , 
] ⊭  for all  ∈ R≥0. In other words, a formula  is a trigger formula ( ∈   
  )
] ⊧  and for all 0 ≤  ′
&lt;  ,  [  , 
′
] ⊭  , or if  is never
This restriction eliminates formulas like  &gt; 2 for a variable  ∈ 
where no exact time exists when
it is first satisfied if the valuation
formula.</p>
      <p>Given a valuation  , a flow  
is extended to configurations
formulas if such a time exists:
 ( ) = 0 and</p>
      <p>( ) = 1. On the contrary,  ≥ 2 is a valid trigger
and a trigger  , we define the function time to trigger or   (,   , 
)
⟨, , trig⟩ to return the minimum time required to satisfy any of the
to return the minimum time required to satisfy the trigger  if it exists and ∞ otherwise. This definition
  (⟨, , trig⟩) = min {   (
,   ,
trig( )) ∣  ∈ 
}
.</p>
      <p>The definition of legal transitions in HGT is more restrictive than that in hybrid games. A transition
is ⟨, , trig⟩ → ⟨ ′,  ′, trig′⟩ legal if and only if it fulfils the following conditions:
• ⟨,  ⟩ → ⟨ ′,  ′⟩ is legal in the hybrid game,
• a time transition ⟨, , trig⟩ Ð→ ⟨, 
and  ≤   (⟨, , trig⟩), and
blame for the transition.
• an edge transition ⟨, , trig⟩ Ð→ ⟨</p>
      <p>( ), trig], trig⟩ does not change the triggers function trig,
( ),  [
( )], trig′⟩ if  ⊧  
( ) for the agent  ∈ 
to
Along with each edge transition, each player  gets to choose a new trigger   ∈   
time, the agent who gets to take an action is chosen at random.</p>
      <p>
        ( ) =  . Similar to [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], if more than one trigger is satisfied at the same
3.0.1. Example
trigger:
We go back to the example shown in Figure 1. In the current configurations, the green robot has the
 .
=  
(ℎ1,  4) ∨ free-ahead( .
) ≤ braking-distance( .
)
      </p>
      <sec id="sec-3-1">
        <title>The orange robot’s trigger is similar but has</title>
        <p>In this example, we can notice that robots (agents) do not need to calculate the time needed for the
trigger to be satisfied when selecting one. Another observation is that a small set of trigger formulas is
often suficient for many systems. This feature makes reasoning about the system significantly easier.
(ℎ2,  3).</p>
        <p>Remark 2. Contrary to guards and invariants, triggers are not part of the game structure but rather part
of the players’ strategies. A player could choose diferent triggers in the same location (see Example 3.0.1).
While it is possible to extend the game structure by adding more locations and more restrictive guards and
invariants to embed the triggers into the game structure, this is not always possible with a finite set of
locations.</p>
        <p>Winning Conditions:</p>
        <p>
          We adopt the winning conditions from [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The idea of these winning
conditions is that an agent cannot win by preventing time from progressing. A play is a winning
play for agent  if time diverges  and the play fulfils their goal   or if time converges  , but the
agent  is not to blame (
        </p>
        <p>) for the time convergence, i.e. the agent  only takes a finite number
of actions during the entire play. The set of winning plays for agent  with the desired outcome  
is ( 
(  ) ∩  ) ∪ (
 ⧵  ), where</p>
        <p>
          ( ) is the set of plays that fulfils  . As noted in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ],
according to these winning conditions, both agents can lose in a two-agent game where one agent
has the goal  and the other ¬ . This is when the two agents infinitely take turns blocking time from
progressing. I.e. time converges, and neither agent is
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Discretizing a Hybrid Game with Triggers</title>
      <p>In this section, we show an intuitive way to define a discrete game, such that agent  ∈  has a
winning strategy in the HGT if and only if the same  has a winning strategy in the discrete game. The
intuition of the discrete game is to skip any time steps where no triggers are satisfied. This allows
time to move in discrete steps. At any configuration ⟨, , trig⟩ with  ⊭ trig( ) for all  ∈  , the game
can progress by   (⟨, , trig⟩). If a trigger is satisfied, any enabled edge can be taken and the trigger
function gets updated.</p>
      <p>Due to space limitations, we only briefly describe the discrete game in this paper.</p>
      <p>The discrete game is structured as a concurrent game structure (CGS) [14]. The players are the agents
of the HGT  with the addition of the player  ∉  to select the agent who gets to take an
action when more than one trigger is satisfied. While only one action is taken in each step, the game
is concurrent to allow all agents to select new triggers simultaneously. The actions available for the
agents are  ×      . The actions available for  are the set  .</p>
      <p>The set of states  of the discrete game is defined inductively:
•  0 = ⟨ 0,  0, trig0⟩ ∈  is the initial state.
• If the state  = ⟨, , trig⟩ ∈  , then:
– if no trigger is satisfied  ⊭ trig( ) for all  ∈</p>
      <p>⟨,  [  ( ),   (⟨, , trig⟩)], trig⟩ ∈  ,
– otherwise for every  ∈  ⊥ enabled at  and for every function trig′ ∶  →    
state ⟨ ( ),  [  ( )], trig′⟩ ∈  .
and   (⟨, , trig⟩) ∈ R≥0, then
, the
A time-abstract game is visualized in Figure 2, where the game evolves only based on the players’
choices.</p>
      <p>
        Given that the number of edges  ⊥ is finite and the number of trigger formulas is countable [ 11], each
layer of the tree is countable. The state space of the entire discrete game is, therefore, countable. Each
discrete game state is labelled with formulas that its valuation satisfies and are relevant to the agents’
winning conditions. These formulas serve as atomic propositions in the discrete game. Additionally, the
states are labelled according to their position in the tree. We use a set of atomic propositions inspired
by [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] to prevent agents from winning by blocking the passing of time. The boolean proposition 
is true if the global time has passed an integer value compared to the state’s parent in the tree. The
atomic propositions   for  ∈  express the agent whose action reached this state.
      </p>
      <p>A play is winning for an agent  if (1) the play satisfies the desired outcome  (expressed as a temporal
property) and has an infinite number of states marked with  or (2) the play has a finite number of
states marked with  and a finite number of states marked with   . The existence of a winning
strategy for the agent  can be then expressed in the notation of ATL* [14] as follows:
⟪{  }⟫( ∧ ◻ ◇ 
) ∨ (◇ ◻ ¬
∧ ◇ ◻ ¬
 )
(2)
This reduces the winning conditions in a hybrid game with triggers to an ATL* model checking problem
over countable state space. This is shown to be decidable in [15, 16].</p>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion and Conclusion</title>
      <p>Extending hybrid games with triggers has multiple advantages and applications beyond the decidable
fragment of hybrid games brought on by triggers.</p>
      <p>In addition to the significant decidability results, triggers could help improve system understandability.
An AI system, for instance, could be trained to choose (or form) a trigger formula and not act again until
this formula is satisfied. Such a feature would have major benefits to AI verification and explainability.</p>
      <p>In summary, hybrid games with triggers (HGT) ofer a powerful framework for reasoning about and
verifying multi-agent hybrid systems. We show that by incorporating agents’ rationale into the game
model, HGT can efectively reduce a hybrid game to a decidable discrete game without restricting its
continuous or discrete dynamics.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgments References</title>
      <p>This research was supported by the Innovation Campus for Future Mobility (www.icm-bw.de) and by
the German Research Foundation (DFG) within the Collaborative Research Center (CRC) 1608 Convide
(www.sfb1608.kit.edu/index.php).
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