# verifying_pushdown_multiagent_systems_against_strategy_logics__d7535c77.pdf Verifying Pushdown Multi-Agent Systems against Strategy Logics Taolue Chen Department of Computer Science Middlesex University London, UK Fu Song Shanghai Key Laboratory of Trustworthy Computing East China Normal University, China Zhilin Wu State Key Laboratory of Computer Science Institute of Software, Chinese Academy of Sciences, China In this paper, we investigate model checking algorithms for variants of strategy logic over pushdown multi-agent systems, modeled by pushdown game structures (PGSs). We consider various fragments of strategy logic, i.e., SL[CG], SL[DG], SL[1G] and BSIL. We show that the model checking problems on PGSs for SL[CG], SL[DG] and SL[1G] are 3EXTIME-complete, which are not harder than the problem for the subsumed logic ATL . When BSIL is concerned, the model checking problem becomes 2EXPTIME-complete. Our algorithms are automata-theoretic and based on the saturation technique, which are amenable to implementations. 1 Introduction A multi-agent system (MAS), in a nutshell, is a complex decentralized computing system composed of multiple interacting intelligent agents within an environment, in which the behavior of each agent is determined by its observed information of the system. One of the most important models for multi-agent systems is (finite-state) concurrent game structures. Very recently (at IJCAI 15), a class of infinite-state multi-agent systems, i.e., pushdown multi-agent systems, was also studied [Murano and Perelli, 2015]. These infinite MASs are modeled naturally by pushdown game structures (PGSs), which are the main focus of the current paper. To specify the behavior of MASs, a well-known logical formalism is Alternating-Time Logic (ATL), or its extension ATL where more complex temporal properties can be expressed [Alur et al., 2002]. In contrast to traditional reactive systems, for MASs, properties expressing cooperation and enforcement of agents must be taken into account. When these properties are concerned, ATL-like logics suffer, unfortunately, from significant limitations, which has been observed in a number of recent papers (e.g., [Chatterjee et al., 2010; Mogavero et al., 2012; 2014]). In particular, in these logics one is unable to refer explicitly to specific strategies a group of agents might take, which handicap the specification Equal contribution. of many important MAS-specific properties, typically involving game-theoretic notions of agents in a cooperative and/or adversarial setting. To remedy these shortcomings, strategy logic (SL, [Mogavero et al., 2014]) has recently been put forward. In SL, strategies are explicitly referred to by using first-order quantifiers and bindings to agents. As a result, sophisticated concepts such as Nash equilibria, which cannot be expressed in ATL , can naturally be encoded in SL. On the other hand, it is probably not surprising that the expressiveness of SL comes with a price of high computational complexity. For instance, its satisfiability problem is at least NON-ELEMENTARY hard. In light of this, several fragments of SL have been studied, for instance, Nested-Goal, Boolean-Goal, Conjunctivegoal, Disjunctive-goal, and One-Goal Strategy Logic, respectively denoted by SL[NG], SL[BG], SL[CG], SL[DG], SL[1G] [Mogavero et al., 2013; 2014; Cerm ak et al., 2015]. Independently, Wang et al [Wang et al., 2015] put forward basic strategy-interaction logic (BSIL), which is a proper extension of ATL (but incomparable to ATL ). The main technical ingredient of BSIL is a new modal operator, viz, strategy interaction quantifier. As a specification language, BSIL bears an appropriate and natural balance between the expressiveness and the verification complexity. For verification, we are mostly interested in model checking, a well-established formal method that allows to automatically verify correctness of systems. Model checking finite-state concurrent game structures is well-understood now. In particular, it is known that model checking SL[NG] or SL[BG] is already NON-ELEMENTARY hard [Mogavero et al., 2014; Bouyer et al., 2015], SL[CG], SL[DG] or SL[1G] is 2EXPTIME-complete, and BSIL is PSPACE-complete. In contrast, much less is known for PGSs. Only very recently, model checking ATL and alternating-time µ-calculus is shown to be 3EXPTIME-complete and EXPTIME-complete respectively [Murano and Perelli, 2015; Chen et al., 2016]. An obvious question is, how to model check PGSs against strategy logic? The current paper aims to fill in this gap. It is known that SL[NG]/SL[BG] semantics might admit non-behavioral strategies, meaning that a choice of an agent at a given point of a play may depend on choices other agents can make in the future or in counter-factual plays [Mogavero Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence (IJCAI-16) et al., 2013; Wang et al., 2015]. This is not interesting from an MAS perspective. For this reason, we only consider the following subclasses: SL[CG], SL[DG], SL[1G] and BSIL. We show that the model checking problems on PGSs for SL[CG], SL[DG] and SL[1G] are 3EXTIMEcomplete, which is not harder than the problem for the subsumed logic ATL , while the problem becomes 2EXPTIMEcomplete when considering BSIL. These results confirm the observation that SL[CG], SL[DG], SL[1G] do not increase the verification complexity in the asymptotic sense, comparing to ATL , and that BSIL indeed is simpler in terms of verification complexity. Our model checking algorithms are automata-theoretic and evidently are also applicable to concurrent (finite) game structures. One of the distinguished features is that they are able to perform global model checking, i.e., to compute (a finite representation of) the set of states that satisfy a given property. The importance of global model checking has been discussed in, e.g., [Piterman and Vardi, 2004]. It is crucial when repeated checks are required, or where the model checking is only a component of the verification process. It is also very useful when studying coverage metrics [Chockler et al., 2006] for model checking, which could be used when an MAS practitioner cannot guarantee the correctness of specifications or system models. Specifically for the pushdown structures, our model checking algorithms are also saturationbased, which are amenable to implementations. Moreover, they can deal with regular valuations rather than simple valuations of atomic propositions. By regular valuations one atomic proposition can denote an infinite (but regular) set of configurations. For two reasons we consider regular valuations of atomic propositions: (1) the algorithm iteratively computes, for a (sub-)formula, a possibly infinite, but regular set of configurations. This (sub-)formula will then be replaced by a fresh atomic proposition with the regular set as the valuation, (2) Regular valuations do not bring extra cost to our algorithm, but may make the specification more convenient, see e.g. [Esparza et al., 2003]. As another contribution, we also clarify the expressiveness of BSIL and SL. While it seems that BSIL is incomparable with SL[1G], we show that it is strictly less expressive than SL[CG] and SL[DG]. This was not known before to the best of our knowledge. Related Work. LTL/CTL model checking on pushdown systems were well studied in the literature which can be used to verify infinite-state closed systems (see [Carayol and Hague, 2014] for a survey). Two-player games or module checking on pushdown systems were also extensively studied; see, e.g., [Walukiewicz, 2001; Hague and Ong, 2009; L oding et al., 2004; Serre, 2003; Aminof et al., 2013; Bozzelli et al., 2010] which can be used to verify infinitestate open systems. However, as discussed in [Jamroga and Murano, 2014], module checking (model checking open systems) is incomparable to model checking MAS. Model checking techniques were extended to verify finitestate MASs against variants of temporal logics, typically based on ATL. For instance, [Bourahla and Benmohamed, 2005; Bulling and Jamroga, 2011; Jamroga and Murano, 2015]; see [Chen et al., 2016] for further references. The most closely related work is [Cerm ak et al., 2015]. The authors provided symbolic model checking algorithms for SL[1G], but restricted to finite MASs. In contrast, we consider infinite MASs and much more expressive fragments of SL. We note that [Wang et al., 2015] also presented automatabased model checking algorithms for BSIL. However, their method was based on tree automata, which is considerably different from ours. 2 Pushdown Game Structures We write [n] = {1, 2, . . . , n}. Let AP be a finite set of atomic propositions, Ag be a finite set of agents, Ac be a finite set of actions that can be made by agents, Dc = Ac Ag be the set of decisions of the agents in Ag. For each agent a 2 Ag and decision d 2 Dc, let d(a) denote the action chosen by a in d. Definition 1 (Pushdown Game Structures, [Murano and Perelli, 2015]). A Pushdown Game Structure (PGS) is a tuple P = (P, Γ, , λ), where P is a finite set of control states, Γ is a finite stack alphabet, : P Γ Dc ! P Γ is a transition function, λ : P Γ ! 2AP is a labeling function that assigns to each hp, !i 2 P Γ a set of atomic propositions. W.l.o.g., we assume that ? 2 Γ is a special bottom stack symbol never popped up from the stack. A configuration hp, !i of the PGS P consists of a state p 2 P, a stack content ! 2 Γ . We denote by CP the set P Γ . For every (p, γ, d) 2 P Γ Dc with (hp, γi, d) = (p0, !), we usually write hp, γi d,!P hp0, !i instead. The transition relation =)P: CP Dc CP of the PGS P is defined by the following rule: for every !0 2 Γ , d =)P hp0, !!0i if hp, γi d,!P hp0, !i. The transition relation =)P represents possible concurrent moves of the players involved in the game. A track of P is a finite sequence = c0...cn over C P such that 8i : 0 i < n, ci d =)P ci+1. A path of P is an infinite sequence = c0c1... over CP such that 8i 0, ci d =)P ci+1. Given a track = c0...cn (resp. path = c0c1...), for every i : 0 i n (resp. i 0), let i denote ci, i denote ci...cn (resp. cici+1...) of ,