KR Conference 2014 Conference Paper
- Julian Gutierrez
- Paul Harrenstein
- Michael Wooldridge
the assumption that they act rationally and strategically in pursuit of their goals. In this paper, we present a branching time logic that is explicitly intended for this purpose. Specifically, we provide a logic for reasoning about the equilibrium properties of game-like concurrent systems. Equilibrium concepts are the best-known and most widely applied analytical tools in the game theory literature, and of these Nash equilibrium is the best-known (Osborne and Rubinstein 1994). A Nash equilibrium is an outcome that obtains because no player has a rational incentive to deviate from it. If we consider Nash equilibrium in the context of game-like concurrent systems, then it is natural to ask which computations (runs, histories,...) will be generated in equilibrium? In (Gutierrez, Harrenstein, and Wooldridge 2013), this question was investigated using the Iterated Boolean Games (iBG) model. In this model, each player is assumed to control a set of Boolean variables, and the game is played over an infinite sequence of rounds, where at each round every player chooses values for its variables. Each player has a goal, expressed as an LTL formula, and acts strategically in pursuit of this goal. Given this, some computations of a game can be identified as being the result of Nash equilibrium strategies, and (Gutierrez, Harrenstein, and Wooldridge 2013) suggested that the key questions in the strategic analysis of the system are whether a given LTL formula holds in some or all equilibrium computations. While the iBG model of (Gutierrez, Harrenstein, and Wooldridge 2013) is useful for the purposes of exposition, it is not a realistic model of concurrent programs. Moreover, (Gutierrez, Harrenstein, and Wooldridge 2013) provides no language for reasoning about the equilibria of systems: such reasoning must be carried out at the meta-level. This paper fills those gaps. First, we present a computational model that is more appropriate for modelling concurrent systems than the iBG model. In this model, the goals (and thus preferences) of players are given as temporal logic formulae that the respective player aspires to satisfy. After exploring some properties of this model, we introduce Equilibrium Logic (EL) as a formalism for reasoning about the equilibria of such systems. EL is a branching time logic that provides a new path quantifier [NE]ϕ, which asserts that ϕ holds on all Nash equilibrium computations of the system. Thus, EL supports reasoning about equilibria directly in the object language. We then investigate some properties of this logic. Our aim is to develop techniques for reasoning about gamelike concurrent systems, where the components of the system act rationally and strategically in pursuit of logicallyspecified goals. We first present a computational model for such systems, and investigate its properties. We then define and investigate a branching-time logic for reasoning about the equilibrium properties of such systems. The key operator in this logic is a path quantifier [NE]ϕ, which asserts that ϕ holds on all Nash equilibrium computations of the system.