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P2 Perspective Games

视角博弈(Perspective Games)
LICS 2019 34th Annual ACM/IEEE Symposium on Logic in Computer Science (LICS)2019匹配度 4/10 · 论文属于形式化验证与多智能体博弈理论,涉及部分可见性、ATL*模型检测和策略表达能力,与“AI→PL/程序验证”有基础关联;但它不涉及静态分析、LLM/Agent、浮点程序分析或贝叶斯程序分析,也未体现LLM与形式化验证的交叉,因此与用户核心研究方向只是边缘相关。引用 5 inbox
Orna Kupferman, Gal Vardi
crossref: 2026-09-12

AI 速览

一句话:提出视角博弈模型,其中玩家仅观察自己拥有的顶点,并研究其获胜策略判定、ATL*模型检测及策略表达能力。

论文引入视角博弈,建模玩家仅能观察自有顶点的多智能体系统。博弈图顶点由玩家划分,玩家在自有顶点选择后继;视角策略只依赖其自有顶点的访问历史。与基于观察的部分可见性不同,这里的不确定性是横向的:玩家完全观察属于自己的历史顶点。判定玩家是否存在获胜视角策略。纯策略下,确定性/通用奇偶自动机目标为 EXPTIME-完全,LTL 目标为 2EXPTIME-完全,Perspective-ATL* 模型检测同复杂度;对图大小复杂度为多项式,比观察型部分可见博弈指数级容易。概率情形下,几乎获胜随机视角策略不可判定。最后研究 ω-正则目标,比较视角与无记忆策略,并给出允许视角策略的 LTL 片段。

问题
在玩家只能观察自己拥有的顶点的多智能体系统中,如何定义视角策略并判定玩家是否存在获胜策略,以及相关模型检测的复杂度。
方法
将视角策略形式化为依赖玩家自有顶点访问历史的策略,并利用自动机、LTL 与 ω-正则目标分析纯策略和概率策略设定,同时通过 Perspective-ATL* 扩展 ATL* 来刻画视角策略。
评估
理论复杂度分析:证明纯策略判定在确定性/通用奇偶自动机目标下为 EXPTIME-完全、LTL 目标下为 2EXPTIME-完全,概率几乎获胜不可判定,并比较视角策略与无记忆策略的能力。
原文摘要(Abstract)

We introduce and study perspective games, which model multi-agent systems in which agents can view only the parts of the system that they own. As in standard multi-player turn-based games, the vertices of the game graph are partitioned among the players. Starting from an initial vertex, the players jointly generate a computation, with each player deciding the successor vertex whenever the generated computation reaches a vertex she owns. A perspective strategy for a player depends only on the history of visits in her vertices. Thus, unlike observation-based models of partial visibility, where uncertainty is longitudinal - players partially observe all vertices in the history, uncertainty in the perspective model is transverse - players fully observe part of the vertices in the history. Perspective games are not determined, and we study the problem of deciding whether a player has a winning perspective strategy. In the pure setting, we show that the problem is EXPTIME-complete for objectives given by a deterministic or universal parity automaton over an alphabet that labels the vertices of the game, and is 2EXPTIME-complete for LTL objectives. Accordingly, so is the model-checking complexity of Perspective-ATL*- an extension of ATL* with path quantification that captures perspective strategies. In all cases, the complexity in the size of the graph is polynomial - exponentially easier than games with observation-based partial visibility. In the probabilistic setting, we show that deciding whether a player has an almost-winning randomized perspective strategy is undecidable. Finally, we study perspective games with objectives given by ω-regular conditions over the set of vertices. In particular, we compare the power of perspective and memoryless strategies and show, for example, that while the generalized-Büchi and the Streett objectives do not admit memoryless strategies, generalized Büehl admits perspective strategies, and Streett does not. We also describe a fragment of LTL that admits perspective strategies.

链接与引用

DOI 原文 ·

BibTeX
@inproceedings{paperbot5002,
  title = {Perspective Games},
  author = {Orna Kupferman and Gal Vardi},
  booktitle = {LICS},
  year = {2019},
  doi = {10.1109/lics.2019.8785662}
}