74 results on '"Guy Avni"'
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52. Parameterized Weighted Containment.
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Guy Avni and Orna Kupferman
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- 2013
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53. Automatic Generation of Quality Specifications.
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Shaull Almagor, Guy Avni, and Orna Kupferman
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- 2013
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54. Making Weighted Containment Feasible: A Heuristic Based on Simulation and Abstraction.
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Guy Avni and Orna Kupferman
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- 2012
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55. An Abstraction-Refinement Framework for Trigger Querying.
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Guy Avni and Orna Kupferman
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- 2011
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56. An abstraction-refinement framework for trigger querying.
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Guy Avni and Orna Kupferman
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- 2014
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57. Parameterized Weighted Containment.
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Guy Avni and Orna Kupferman
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- 2014
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58. When does abstraction help?
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Guy Avni and Orna Kupferman
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- 2013
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59. Computing Threshold Budgets in Discrete-Bidding Games
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Guy Avni and Suman Sadhukhan, Avni, Guy, Sadhukhan, Suman, Guy Avni and Suman Sadhukhan, Avni, Guy, and Sadhukhan, Suman
- Abstract
In a two-player zero-sum graph game, the players move a token throughout the graph to produce an infinite play, which determines the winner of the game. Bidding games are graph games in which in each turn, an auction (bidding) determines which player moves the token: the players have budgets, and in each turn, both players simultaneously submit bids that do not exceed their available budgets, the higher bidder moves the token, and pays the bid to the lower bidder. We distinguish between continuous- and discrete-bidding games. In the latter, the granularity of the players' bids is restricted, e.g., bids must be given in cents. Continuous-bidding games are well understood, however, from a practical standpoint, discrete-bidding games are more appealing. In this paper we focus on discrete-bidding games. We study the problem of finding threshold budgets; namely, a necessary and sufficient initial budget for winning the game. Previously, the properties of threshold budgets were only studied for reachability games. For parity discrete-bidding games, thresholds were known to exist, but their structure was not understood. We describe two algorithms for finding threshold budgets in parity discrete-bidding games. The first algorithm is a fixed-point algorithm, and it reveals the structure of the threshold budgets in these games. Second, we show that the problem of finding threshold budgets is in NP and coNP for parity discrete-bidding games. Previously, only exponential-time algorithms where known for reachability and parity objectives. A corollary of this proof is a construction of strategies that use polynomial-size memory.
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- 2022
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60. An Updated Survey of Bidding Games on Graphs (Invited Talk)
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Guy Avni and Thomas A. Henzinger, Avni, Guy, Henzinger, Thomas A., Guy Avni and Thomas A. Henzinger, Avni, Guy, and Henzinger, Thomas A.
- Abstract
A graph game is a two-player zero-sum game in which the players move a token throughout a graph to produce an infinite path, which determines the winner or payoff of the game. In bidding games, both players have budgets, and in each turn, we hold an "auction" (bidding) to determine which player moves the token. In this survey, we consider several bidding mechanisms and their effect on the properties of the game. Specifically, bidding games, and in particular bidding games of infinite duration, have an intriguing equivalence with random-turn games in which in each turn, the player who moves is chosen randomly. We summarize how minor changes in the bidding mechanism lead to unexpected differences in the equivalence with random-turn games.
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- 2022
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61. AI Verification : First International Symposium, SAIV 2024, Montreal, QC, Canada, July 22–23, 2024, Proceedings
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Guy Avni, Mirco Giacobbe, Taylor T. Johnson, Guy Katz, Anna Lukina, Nina Narodytska, Christian Schilling, Guy Avni, Mirco Giacobbe, Taylor T. Johnson, Guy Katz, Anna Lukina, Nina Narodytska, and Christian Schilling
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- Artificial intelligence
- Abstract
This LNCS volume constitutes the proceedings of the First International Symposium on AI Verification, SAIV 2024, in Montreal, QC, Canada, during July 2024. The scope of the topics was broadly categorized into two groups. The first group, formal methods for artificial intelligence, comprised: formal specifications for systems with AI components; formal methods for analyzing systems with AI components; formal synthesis methods of AI components; testing approaches for systems with AI components; statistical approaches for analyzing systems with AI components; and approaches for enhancing the explainability of systems with AI components. The second group, artificial intelligence for formal methods, comprised: AI methods for formal verification; AI methods for formal synthesis; AI methods for safe control; and AI methods for falsification.
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- 2024
62. All-Pay Bidding Games on Graphs
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Josef Tkadlec, Guy Avni, and Rasmus Ibsen-Jensen
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Vertex (graph theory) ,FOS: Computer and information sciences ,Computer science ,Computer Science - Artificial Intelligence ,ComputingMilieux_PERSONALCOMPUTING ,0102 computer and information sciences ,02 engineering and technology ,General Medicine ,Bidding ,01 natural sciences ,Graph ,Artificial Intelligence (cs.AI) ,010201 computation theory & mathematics ,Computer Science - Computer Science and Game Theory ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,Common value auction ,Mathematical economics ,Computer Science and Game Theory (cs.GT) - Abstract
In this paper we introduce and study {\em all-pay bidding games}, a class of two player, zero-sum games on graphs. The game proceeds as follows. We place a token on some vertex in the graph and assign budgets to the two players. Each turn, each player submits a sealed legal bid (non-negative and below their remaining budget), which is deducted from their budget and the highest bidder moves the token onto an adjacent vertex. The game ends once a sink is reached, and \PO pays \PT the outcome that is associated with the sink. The players attempt to maximize their expected outcome. Our games model settings where effort (of no inherent value) needs to be invested in an ongoing and stateful manner. On the negative side, we show that even in simple games on DAGs, optimal strategies may require a distribution over bids with infinite support. A central quantity in bidding games is the {\em ratio} of the players budgets. On the positive side, we show a simple FPTAS for DAGs, that, for each budget ratio, outputs an approximation for the optimal strategy for that ratio. We also implement it, show that it performs well, and suggests interesting properties of these games. Then, given an outcome $c$, we show an algorithm for finding the necessary and sufficient initial ratio for guaranteeing outcome $c$ with probability~$1$ and a strategy ensuring such. Finally, while the general case has not previously been studied, solving the specific game in which \PO wins iff he wins the first two auctions, has been long stated as an open question, which we solve., The full version of a paper published in AAAI 2020
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- 2019
63. A Survey of Bidding Games on Graphs (Invited Paper)
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Guy Avni and Thomas A. Henzinger, Avni, Guy, Henzinger, Thomas A., Guy Avni and Thomas A. Henzinger, Avni, Guy, and Henzinger, Thomas A.
- Abstract
A graph game is a two-player zero-sum game in which the players move a token throughout a graph to produce an infinite path, which determines the winner or payoff of the game. In bidding games, both players have budgets, and in each turn, we hold an "auction" (bidding) to determine which player moves the token. In this survey, we consider several bidding mechanisms and study their effect on the properties of the game. Specifically, bidding games, and in particular bidding games of infinite duration, have an intriguing equivalence with random-turn games in which in each turn, the player who moves is chosen randomly. We show how minor changes in the bidding mechanism lead to unexpected differences in the equivalence with random-turn games.
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- 2020
- Full Text
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64. An Abstraction-Refinement Methodologyfor Reasoning about Network Games†
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Shibashis Guha, Orna Kupferman, and Guy Avni
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Statistics and Probability ,Theoretical computer science ,Computer science ,004 Data processing & computer science ,0102 computer and information sciences ,02 engineering and technology ,01 natural sciences ,lcsh:Technology ,Nash equilibrium ,lcsh:Social Sciences ,symbols.namesake ,Regular language ,ddc:330 ,0202 electrical engineering, electronic engineering, information engineering ,State space ,abstraction-refinement ,network formation games ,Formal verification ,Abstraction (linguistics) ,business.industry ,lcsh:T ,Applied Mathematics ,social optimum ,Généralités ,020207 software engineering ,Directed graph ,Network planning and design ,lcsh:H ,010201 computation theory & mathematics ,symbols ,020201 artificial intelligence & image processing ,Artificial intelligence ,State (computer science) ,Statistics, Probability and Uncertainty ,business - Abstract
Network games (NGs) are played on directed graphs and are extensively used in network design and analysis. Search problems for NGs include finding special strategy profiles such as a Nash equilibrium and a globally-optimal solution. The networks modeled by NGs may be huge. In formal verification, abstraction has proven to be an extremely effective technique for reasoning about systems with big and even infinite state spaces. We describe an abstraction-refinement methodology for reasoning about NGs. Our methodology is based on an abstraction function that maps the state space of an NG to a much smaller state space. We search for a global optimum and a Nash equilibrium by reasoning on an under-and an over-approximation defined on top of this smaller state space. When the approximations are too coarse to find such profiles, we refine the abstraction function. We extend the abstraction-refinement methodology to labeled networks, where the objectives of the players are regular languages. Our experimental results demonstrate the effectiveness of the methodology., SCOPUS: ar.j, info:eu-repo/semantics/published
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- 2018
65. Bidding Mechanisms in Graph Games
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Guy Avni and Thomas A. Henzinger and Đorđe Žikelić, Avni, Guy, Henzinger, Thomas A., Žikelić, Đorđe, Guy Avni and Thomas A. Henzinger and Đorđe Žikelić, Avni, Guy, Henzinger, Thomas A., and Žikelić, Đorđe
- Abstract
In two-player games on graphs, the players move a token through a graph to produce a finite or infinite path, which determines the qualitative winner or quantitative payoff of the game. We study bidding games in which the players bid for the right to move the token. Several bidding rules were studied previously. In Richman bidding, in each round, the players simultaneously submit bids, and the higher bidder moves the token and pays the other player. Poorman bidding is similar except that the winner of the bidding pays the "bank" rather than the other player. Taxman bidding spans the spectrum between Richman and poorman bidding. They are parameterized by a constant tau in [0,1]: portion tau of the winning bid is paid to the other player, and portion 1-tau to the bank. While finite-duration (reachability) taxman games have been studied before, we present, for the first time, results on infinite-duration taxman games. It was previously shown that both Richman and poorman infinite-duration games with qualitative objectives reduce to reachability games, and we show a similar result here. Our most interesting results concern quantitative taxman games, namely mean-payoff games, where poorman and Richman bidding differ significantly. A central quantity in these games is the ratio between the two players' initial budgets. While in poorman mean-payoff games, the optimal payoff of a player depends on the initial ratio, in Richman bidding, the payoff depends only on the structure of the game. In both games the optimal payoffs can be found using (different) probabilistic connections with random-turn games in which in each turn, instead of bidding, a coin is tossed to determine which player moves. While the value with Richman bidding equals the value of a random-turn game with an un-biased coin, with poorman bidding, the bias in the coin is the initial ratio of the budgets. We give a complete classification of mean-payoff taxman games that is based on a probabilistic connection
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- 2019
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66. Determinacy in Discrete-Bidding Infinite-Duration Games
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Milad Aghajohari and Guy Avni and Thomas A. Henzinger, Aghajohari, Milad, Avni, Guy, Henzinger, Thomas A., Milad Aghajohari and Guy Avni and Thomas A. Henzinger, Aghajohari, Milad, Avni, Guy, and Henzinger, Thomas A.
- Abstract
In two-player games on graphs, the players move a token through a graph to produce an infinite path, which determines the winner of the game. Such games are central in formal methods since they model the interaction between a non-terminating system and its environment. In bidding games the players bid for the right to move the token: in each round, the players simultaneously submit bids, and the higher bidder moves the token and pays the other player. Bidding games are known to have a clean and elegant mathematical structure that relies on the ability of the players to submit arbitrarily small bids. Many applications, however, require a fixed granularity for the bids, which can represent, for example, the monetary value expressed in cents. We study, for the first time, the combination of discrete-bidding and infinite-duration games. Our most important result proves that these games form a large determined subclass of concurrent games, where determinacy is the strong property that there always exists exactly one player who can guarantee winning the game. In particular, we show that, in contrast to non-discrete bidding games, the mechanism with which tied bids are resolved plays an important role in discrete-bidding games. We study several natural tie-breaking mechanisms and show that, while some do not admit determinacy, most natural mechanisms imply determinacy for every pair of initial budgets.
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- 2019
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67. Timed Network Games with Clocks
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Guy Avni and Shibashis Guha and Orna Kupferman, Avni, Guy, Guha, Shibashis, Kupferman, Orna, Guy Avni and Shibashis Guha and Orna Kupferman, Avni, Guy, Guha, Shibashis, and Kupferman, Orna
- Abstract
Network games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertices. The cost of traversing an edge depends on the load; namely, number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in determining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in a production system, actual sharing and congestion of resources crucially depends on time. In [G. Avni et al., 2017], we introduced timed network games, which add a time component to network games. Each vertex v in the network is associated with a cost function, mapping the load on v to the price that a player pays for staying in v for one time unit with this load. Each edge in the network is guarded by the time intervals in which it can be traversed, which forces the players to spend time in the vertices. In this work we significantly extend the way time can be referred to in timed network games. In the model we study, the network is equipped with clocks, and, as in timed automata, edges are guarded by constraints on the values of the clocks, and their traversal may involve a reset of some clocks. We argue that the stronger model captures many realistic networks. The addition of clocks breaks the techniques we developed in [G. Avni et al., 2017] and we develop new techniques in order to show that positive results on classic network games carry over to the stronger timed setting.
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- 2018
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68. Infinite-Duration Bidding Games
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Ventsislav Chonev, Guy Avni, and Thomas A. Henzinger
- Subjects
FOS: Computer and information sciences ,Computer Science::Computer Science and Game Theory ,Computer Science - Logic in Computer Science ,Strongly connected component ,Computer science ,004 Data processing & computer science ,0102 computer and information sciences ,Security token ,01 natural sciences ,Computer Science - Computer Science and Game Theory ,Artificial Intelligence ,Reachability ,0502 economics and business ,050207 economics ,000 Computer science, knowledge, general works ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,TheoryofComputation_GENERAL ,Bidding ,Formal methods ,Graph ,Logic in Computer Science (cs.LO) ,010201 computation theory & mathematics ,Hardware and Architecture ,Control and Systems Engineering ,Computer Science ,Mathematical economics ,Software ,Computer Science and Game Theory (cs.GT) ,Information Systems - Abstract
Two-player games on graphs are widely studied in formal methods as they model the interaction between a system and its environment. The game is played by moving a token throughout a graph to produce an infinite path. There are several common modes to determine how the players move the token through the graph; e.g., in turn-based games the players alternate turns in moving the token. We study the {\em bidding} mode of moving the token, which, to the best of our knowledge, has never been studied in infinite-duration games. The following bidding rule was previously defined and called Richman bidding. Both players have separate {\em budgets}, which sum up to $1$. In each turn, a bidding takes place: Both players submit bids simultaneously, where a bid is legal if it does not exceed the available budget, and the higher bidder pays his bid to the other player and moves the token. The central question studied in bidding games is a necessary and sufficient initial budget for winning the game: a {\em threshold} budget in a vertex is a value $t \in [0,1]$ such that if Player $1$'s budget exceeds $t$, he can win the game, and if Player $2$'s budget exceeds $1-t$, he can win the game. Threshold budgets were previously shown to exist in every vertex of a reachability game, which have an interesting connection with {\em random-turn} games -- a sub-class of simple stochastic games in which the player who moves is chosen randomly. We show the existence of threshold budgets for a qualitative class of infinite-duration games, namely parity games, and a quantitative class, namely mean-payoff games. The key component of the proof is a quantitative solution to strongly-connected mean-payoff bidding games in which we extend the connection with random-turn games to these games, and construct explicit optimal strategies for both players., A short version appeared in CONCUR 2017. The paper is accepted to JACM
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- 2017
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69. Infinite-Duration Bidding Games
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Guy Avni and Thomas A. Henzinger and Ventsislav Chonev, Avni, Guy, Henzinger, Thomas A., Chonev, Ventsislav, Guy Avni and Thomas A. Henzinger and Ventsislav Chonev, Avni, Guy, Henzinger, Thomas A., and Chonev, Ventsislav
- Abstract
Two-player games on graphs are widely studied in formal methods as they model the interaction between a system and its environment. The game is played by moving a token throughout a graph to produce an infinite path. There are several common modes to determine how the players move the token through the graph; e.g., in turn-based games the players alternate turns in moving the token. We study the bidding mode of moving the token, which, to the best of our knowledge, has never been studied in infinite-duration games. Both players have separate budgets, which sum up to $1$. In each turn, a bidding takes place. Both players submit bids simultaneously, and a bid is legal if it does not exceed the available budget. The winner of the bidding pays his bid to the other player and moves the token. For reachability objectives, repeated bidding games have been studied and are called Richman games [Lazarus1999,Lazarus2012]. There, a central question is the existence and computation of threshold budgets; namely, a value t \in [0,1] such that if \PO's budget exceeds t, he can win the game, and if \PT's budget exceeds 1-t, he can win the game. We focus on parity games and mean-payoff games. We show the existence of threshold budgets in these games, and reduce the problem of finding them to Richman games. We also determine the strategy-complexity of an optimal strategy. Our most interesting result shows that memoryless strategies suffice for mean-payoff bidding games.
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- 2017
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70. Timed Network Games
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Guy Avni and Shibashis Guha and Orna Kupferman, Avni, Guy, Guha, Shibashis, Kupferman, Orna, Guy Avni and Shibashis Guha and Orna Kupferman, Avni, Guy, Guha, Shibashis, and Kupferman, Orna
- Abstract
Network games are widely used as a model for selfish resource-allocation problems. In the classical model, each player selects a path connecting her source and target vertex. The cost of traversing an edge depends on the number of players that traverse it. Thus, it abstracts the fact that different users may use a resource at different times and for different durations, which plays an important role in defining the costs of the users in reality. For example, when transmitting packets in a communication network, routing traffic in a road network, or processing a task in a production system, the traversal of the network involves an inherent delay, and so sharing and congestion of resources crucially depends on time. We study timed network games, which add a time component to network games. Each vertex v in the network is associated with a cost function, mapping the load on v to the price that a player pays for staying in v for one time unit with this load. In addition, each edge has a guard, describing time intervals in which the edge can be traversed, forcing the players to spend time on vertices. Unlike earlier work that add a time component to network games, the time in our model is continuous and cannot be discretized. In particular, players have uncountably many strategies, and a game may have uncountably many pure Nash equilibria. We study properties of timed network games with cost-sharing or congestion cost functions: their stability, equilibrium inefficiency, and complexity. In particular, we show that the answer to the question whether we can restrict attention to boundary strategies, namely ones in which edges are traversed only at the boundaries of guards, is mixed.
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- 2017
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71. Foundations of Software Science and Computation Structures
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Guy Avni and Orna Kupferman
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- 2013
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72. Concurrency Theory
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Guy Avni and Orna Kupferman
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- 2012
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73. Congestion Games with Multisets of Resources and Applications in Synthesis
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Guy Avni and Orna Kupferman and Tami Tamir, Avni, Guy, Kupferman, Orna, Tamir, Tami, Guy Avni and Orna Kupferman and Tami Tamir, Avni, Guy, Kupferman, Orna, and Tamir, Tami
- Abstract
In classical congestion games, players' strategies are subsets of resources. We introduce and study multiset congestion games, where players' strategies are multisets of resources. Thus, in each strategy a player may need to use each resource a different number of times, and his cost for using the resource depends on the load that he and the other players generate on the resource. Beyond the theoretical interest in examining the effect of a repeated use of resources, our study enables better understanding of non-cooperative systems and environments whose behavior is not covered by previously studied models. Indeed, congestion games with multiset-strategies arise, for example, in production planing and network formation with tasks that are more involved than reachability. We study in detail the application of synthesis from component libraries: different users synthesize systems by gluing together components from a component library. A component may be used in several systems and may be used several times in a system. The performance of a component and hence the system's quality depends on the load on it. Our results reveal how the richer setting of multisets congestion games affects the stability and equilibrium efficiency compared to standard congestion games. In particular, while we present very simple instances with no pure Nash equilibrium and prove tighter and simpler lower bounds for equilibrium inefficiency, we are also able to show that some of the positive results known for affine and weighted congestion games apply to the richer setting of multisets.
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- 2015
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74. Repairing Multi-Player Games
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Shaull Almagor and Guy Avni and Orna Kupferman, Almagor, Shaull, Avni, Guy, Kupferman, Orna, Shaull Almagor and Guy Avni and Orna Kupferman, Almagor, Shaull, Avni, Guy, and Kupferman, Orna
- Abstract
Synthesis is the automated construction of systems from their specifications. Modern systems often consist of interacting components, each having its own objective. The interaction among the components is modeled by a multi-player game. Strategies of the components induce a trace in the game, and the objective of each component is to force the game into a trace that satisfies its specification. This is modeled by augmenting the game with omega-regular winning conditions. Unlike traditional synthesis games, which are zero-sum, here the objectives of the components do not necessarily contradict each other. Accordingly, typical questions about these games concern their stability - whether the players reach an equilibrium, and their social welfare - maximizing the set of (possibly weighted) specifications that are satisfied. We introduce and study repair of multi-player games. Given a game, we study the possibility of modifying the objectives of the players in order to obtain stability or to improve the social welfare. Specifically, we solve the problem of modifying the winning conditions in a given concurrent multi-player game in a way that guarantees the existence of a Nash equilibrium. Each modification has a value, reflecting both the cost of strengthening or weakening the underlying specifications, as well as the benefit of satisfying specifications in the obtained equilibrium. We seek optimal modifications, and we study the problem for various omega-regular objectives and various cost and benefit functions. We analyze the complexity of the problem in the general setting as well as in one with a fixed number of players. We also study two additional types of repair, namely redirection of transitions and control of a subset of the players.
- Published
- 2015
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