In rational verification, the aim is to verify which temporal logic properties will obtain in a multi-agent system, under the assumption that agents ("players") in the system choose strategies for acting that form a game theoretic equilibrium. Preferences are typically defined by assuming that agents act in pursuit of individual goals, specified as temporal logic formulae. To date, rational verification has been studied using non-cooperative solution concepts - Nash equilibrium and refinements thereof. Such non-cooperative solution concepts assume that there is no possibility of agents forming binding agreements to cooperate, and as such they are restricted in their applicability. In this article, we extend rational verification to cooperative solution concepts, as studied in the field of cooperative game theory. We focus on the core, as this is the most fundamental (and most widely studied) cooperative solution concept. We begin by presenting a variant of the core that seems well-suited to the concurrent game setting, and we show that this version of the core can be characterised using ATL*. We then study the computational complexity of key decision problems associated with the core, which range from problems in PSPACE to problems in 3EXPTIME. We also investigate conditions that are sufficient to ensure that the core is non-empty, and explore when it is invariant under bisimilarity. We then introduce and study a number of variants of the main definition of the core, leading to the issue of credible deviations, and to stronger notions of collective stable behaviour. Finally, we study cooperative rational verification using an alternative model of preferences, in which players seek to maximise the mean-payoff they obtain over an infinite play in games where quantitative information is allowed.
翻译:在合理核查中,目的是核实在一个多试剂系统中,如果假设系统中的代理人(“玩家”)为形成游戏理论平衡而选择行动策略,那么将获得何种时间逻辑属性; 偏向的定义通常是假设代理人为追求个别目标而行动,具体地说是时间逻辑公式; 迄今,已经利用非合作性解决方案概念――纳什平衡及其改进――对合理核查进行了研究; 这种不合作性解决方案概念假定代理人不可能达成具有约束力的合作协议,因此其适用性受到限制。 在本条中,我们将合理核查扩大到合作性解决概念,正如在合作游戏理论领域研究的那样。 我们侧重于核心,因为这是最基本的(和最广泛研究的)合作性解决方案概念。 我们首先提出一个似乎与同时的游戏设置非常相适应的核心变量的变式,我们显示这一版本可以使用ATL* 来定性。 然后我们研究与核心相关的关键决定性游戏的计算复杂性,从PSPACE的问题到3EXPTIME的替代性概念。 我们侧重于核心(这是最根本的)的(也是最基本的),我们从核心的变式研究中找到一个最可靠的数据。