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Complete Game Logic with Sabotage: A Unification of Logic, Games, and Fixpoints


Centrala begrepp
Sabotage Game Logic (GLs) is a simple and natural extension of Parikh's Game Logic that allows players to lay traps for the opponent to avoid. GLs is expressively equivalent to the modal μ-calculus, revealing a close connection between the nested recursion inherent in modal fixpoint logics and adversarial dynamic rule changes characteristic for sabotage games.
Sammanfattning

The paper introduces Sabotage Game Logic (GLs), a new extension of Parikh's Game Logic (GL) that adds a single primitive to allow players to lay traps for their opponent. This simple and natural mechanism of imperative game play is shown to be expressively equivalent to the functional mechanism of unstructured nested named recursion with fixpoint variables in the alternating fixpoints of the modal μ-calculus.

The key insights are:

  • GLs can express sufficient adversarial dynamics to capture the alternating fixpoints of the modal μ-calculus, but lacks a suitable way to refer to fixpoints by their respective fixpoint variables.
  • GLs remedies this by allowing players to dynamically change the rules of the game by laying traps, which can be used to change the meaning of atomic games.
  • The role the sabotage operator ∼a plays in establishing the equiexpressiveness reveals an interesting connection between games with sabotage and the nesting of fixpoints in the modal μ-calculus.
  • By the equivalence of the modal μ-calculus and GLs, many desirable properties of the modal μ-calculus, such as decidability and small model property, can be transferred to GLs.
  • The paper also presents a sound and complete proof calculus for GLs, and uses this to obtain the first complete proof calculus for the original Game Logic.
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Statistik
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Citat
"GLs promises to be a useful tool for understanding GL. This is evidenced by the completeness of an extension of Parikh's axiomatization for GL obtained from the complete proof calculus for GLs." "The embedding from sabotage game logic to the modal μ-calculus also suggests the possibility that the same property can be expressed significantly more concisely in sabotage game logic than in the modal μ-calculus."

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by Noah... arxiv.org 04-16-2024

https://arxiv.org/pdf/2404.09873.pdf
Complete Game Logic with Sabotage

Djupare frågor

How can the conciseness of properties expressed in Sabotage Game Logic compared to the modal μ-calculus be formally characterized and quantified?

In order to formally characterize and quantify the conciseness of properties expressed in Sabotage Game Logic compared to the modal μ-calculus, we can consider the syntactic and semantic differences between the two logics. Syntactic Conciseness: Sabotage Game Logic introduces a simple and natural extension with the addition of the primitive ∼a, allowing players to lay traps for opponents. This additional primitive can lead to more concise and intuitive expressions of adversarial dynamics compared to the modal μ-calculus. The syntax of Sabotage Game Logic is more straightforward and game-theoretic, making it easier to understand and work with in the context of game semantics. Semantic Conciseness: The semantics of Sabotage Game Logic involve the concept of traps and dynamic rule changes during gameplay, which can capture complex adversarial strategies in a concise manner. By using the game operator ∼a to change the rules dynamically, Sabotage Game Logic can succinctly represent adversarial interactions and strategic maneuvers in a game setting. The equivalence of Sabotage Game Logic to the modal μ-calculus reveals that the expressive power of the two logics is the same, indicating that Sabotage Game Logic can capture the same properties and behaviors in a more concise way. To quantify the conciseness formally, one could compare the sizes of equivalent expressions in Sabotage Game Logic and the modal μ-calculus, considering the number of symbols, operators, and complexity of the logical structures. Additionally, one could analyze the complexity of proofs and model-checking algorithms in both logics to determine the efficiency and succinctness of reasoning in each formalism.

What other applications or extensions of Sabotage Game Logic could be explored, beyond the connections to the modal μ-calculus shown in this work?

Beyond its connections to the modal μ-calculus, Sabotage Game Logic has the potential for various applications and extensions in different domains. Some possible avenues for exploration include: Cybersecurity: Sabotage Game Logic can be applied to model cybersecurity scenarios where attackers lay traps or exploit vulnerabilities in systems. It can help in analyzing adversarial strategies and designing robust defense mechanisms. Multi-Agent Systems: Sabotage Game Logic can be used to model interactions between multiple agents in dynamic environments. It can capture strategic behaviors, deception, and sabotage tactics among autonomous agents. Artificial Intelligence: Sabotage Game Logic can be integrated into AI systems to enhance decision-making processes in competitive settings. It can enable AI agents to anticipate and respond to adversarial actions effectively. Game Theory: Sabotage Game Logic can contribute to the study of game theory by providing a formal framework for analyzing strategic interactions, game dynamics, and optimal decision-making strategies in competitive games. Robotics: In robotics, Sabotage Game Logic can be utilized to model interactions between robots in shared environments, considering scenarios where robots may interfere with each other's tasks or objectives. Exploring these applications and extensions can further demonstrate the versatility and utility of Sabotage Game Logic in modeling complex systems and strategic interactions.

Are there other logics or formalisms that could provide a similarly intuitive game-theoretic perspective on nested fixpoint logics as Sabotage Game Logic does?

While Sabotage Game Logic offers a unique and intuitive game-theoretic perspective on nested fixpoint logics, there are other logics and formalisms that could potentially provide similar insights and perspectives. Some alternatives to consider include: Temporal Logics: Temporal logics, such as Linear Temporal Logic (LTL) and Computational Tree Logic (CTL), are commonly used to reason about temporal properties and behaviors in systems. These logics could be adapted to incorporate game-theoretic elements and capture adversarial dynamics in a similar manner to Sabotage Game Logic. Epistemic Logics: Epistemic logics focus on modeling knowledge, belief, and uncertainty in multi-agent systems. By integrating game-theoretic concepts and strategic reasoning into epistemic logics, a similar intuitive perspective on nested fixpoint logics could be achieved. Dynamic Epistemic Logics: Dynamic Epistemic Logics extend epistemic logics to include actions, updates of knowledge, and communication. By incorporating game dynamics and strategic interactions, these logics could provide a game-theoretic perspective on nested fixpoint logics. Probabilistic Logics: Probabilistic logics, such as Probabilistic Temporal Logic (PTL) or Probabilistic Epistemic Logic, could offer a probabilistic and game-theoretic view on nested fixpoint logics, considering uncertainty and probabilistic reasoning in strategic settings. By exploring the integration of game-theoretic elements into these logics and formalisms, it is possible to develop alternative approaches that provide an intuitive perspective on nested fixpoint logics similar to Sabotage Game Logic.
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