Title: Concurrent Games in Verification
1Concurrent Games in Verification
- Rupak Majumdar
- University of California, Los Angeles
2Games on Components
- Model synchronous interactions between components
in an open system - Games as models of interaction
- Reactive systems repeated game
- Controller synthesis
- Does the controller have a strategy to ensure the
composition obeys good properties?
3Component Composition
- Inputs and outputs behave in different ways
- Related to co- and contra-variance in type theory
- Interface automata
4Robust Planning
- Suppose that environment actions are not known
precisely - Can formulate planning problems as two-player
games - the environment is allowed disturbance inputs
- Such plans oblivious to uncertainties
5Games on Graphs
- Our games will be played on graphs.
- Moves correspond to moving from one vertex to a
neighbor - Games will be played for infinite number of
rounds - The outcome of a game is an infinite sequence of
vertices of the graph - Vertices States
6Turn-based Games
a
b
c
d
c
e
Models asynchronous interaction, Full
Information
- Algorithm
- Start with P
- Iterate a Controllable Pre
- Until convergence
Reachability Ensure that some set P is reached
7History Infinite Games
- Two person games studied in logic, automata
theory, economics, - Infinite games of perfect information are not
determined GaleStewart53,Mazur? - Open and closed games are determined GS53
- ?2 games determined Wolfe55
- ?3 games determined Davis64
- TheoremMartin75 Borel games are determined.
- Axiom of Determinacy
8History Automata Theory
- Churchs Problem Church62 Synthesis Problem
for S1S - Solved by Buchi Landweber 69
- Rabins Tree Theorem (Decidability of S2S)
- Gurevich and Harringtons Proof using Games
GH82 - Muchnik84, YY90, Zeitman94
- McNaughton Infinite Games on Finite Graphs
McN93 - Synthesis Problem for LTL
- AbadiLamportWolper89,PnueliRosner89
KupfermanVardi00 - Realizability Problem
- Receptiveness Dill89,AbadiLamport93
- Supervisory Control RamadgeWonham89
9History Concurrent Games
- Incomplete Information
- Players simultaneously and independently choose
moves - Perfect recall
- Concurrent Games in verification
- Concurrent Games, ?-regular objectives
- Deterministic Strategies
- ATL AlurHenzingerKupferman97,AlurHenzingerKupfe
rmanVardi98 - Applications to verification Mang03
- Theories of compatibility of interfaces
deAlfaroHenzinger01,others
10History Probabilistic Concurrent Games in
Verification
- Qualitative Winning Conditions win with
probability 1 - deAlfaroHenzingerKupferman98, deAlfaroHenzinger00
- JurdzinskiKupfermanHenzinger02
- Quantitative Winning Conditions maximal
probability - deAlfaroM01 (This talk)
- Quantitative ? calculus characterization
- 2EXP algorithm
- Special case of Turn-based probabilistic
ChatterjeeJurdzinskiHenzinger03,04
11History Probabilistic Concurrent Games
- Minmax Theorem vN28,vNM44
- One shot zero sum game
- Randomized Strategies
- Markov Decision Processes (40s, 50s)
- Value exists for discounted stochastic games
Shapley53 - Value for ?2 payoffs Blackwell67
- Value for limiting average criterion
MertensNeyman81 - Value exists for payoff limsup f, f Borel
MaitraSuddherth95 - Value for ?3 payoffs Vervoort00
- Martin98 Concurrent games with Borel payoff are
determined.
12Concurrent Games Example
01 10
01 10
00 11
00 11
Probability to win with deterministic strategies
is 0
Player 1 has a randomized strategy to win with
probability 1/2
Quantitative winning!
13Concurrent Games
- Two players
- Finite set of states S
- Finite set of actions S
- Action assignments ?1,?2S! 2?n
- Probabilistic transition function
- d(s, a1, a2)(t) Pr t s, a1, a2
14Overview of Types of Games
Deterministic
Probabilistic
Tic-tac-toe, Control of ?-automata
Control of probabilistic I/O automata
Turn based
Matching pennies, rock- Paper, scissors, Control
of synchronous components
Stochastic games Control of general Competitive
Markov Processes
Concurrent
15Overview of Types of Games
Deterministic
Probabilistic
8 s2 S.?1(s)1or ?2(s)1 8 a2?1(s)8
b2?2(s)?(s,a,b)1
8 s2 S.?1(s)1or ?2(s)1
Turn based
8 a2?1(s)8 b2?2(s)?(s,a,b)1
Concurrent
16Winning Conditions
- Outcome Sequence of states
- (or probability distribution over sequences of
states) - Winning Condition
- ?-regular language L
- Player 1s objective
- Ensure that the outcome is a member of L
17Winning Conditions w-regular sets
Safety
Reachability
B
Always in B
Reach B
B
Büchi
coBüchi
Visit B infinitely often
Eventually forever B
B
B
1
2
3
0
Rabin chain
The highest index visited infinitely often is even
18Strategies
- Deterministic Strategies
- Functions from histories to enabled moves given
a play s0s1 sk, - strategy ?i(s0s1...sk) a
- for some a 2 ?i(sk)
- Randomized strategies
- Functions from histories to lotteries over
enabled moves given a play s0s1 sk, - strategy ?i(s0s1sk) D
- for some distribution D over the enabled moves
19Level 1
- Algorithms for Deterministic Games
20Fundamental Question
- Given a deterministic turn based game and a
winning - condition, find the set of states from which
player 1 - can win. Also find a (deterministic) winning
strategy.
21One-Step Game
- Regions are sets of states
- Let U be a set
- From where can we reach U surely in one step?
- CPre1(U)
- s9 a2?1(s).?(s,a)2 U s8 b
2?2(s).?(s,b)2 U - CPre1 is a transformer on sets
- Similarly, we can define CPre2 for player 2
22Multistep Reachability
- On turn based deterministic games
- This is a least fixpoint
- ? x. P Ç CPre1(x)
P
.
CPre(P)
CPre2(P)
23The Propositional ? calculus
- A general logic of fixpoint operatorsKozen83
- Basic modal logic fixpoints
- ? p p ?1Ç?2 ?1 Æ ?2 EX? AX ?
- x ? x. ? ? x. ?
- Semantics is given over sets of states
- The ?-calculus provides fixpoint
characterizations for winning states in our games
24History ? Calculus
- Introduced by Kozen 83 as basic modal logic
fixpoints - Very expressive, usually all program logics can
be embedded - Provides symbolic algorithm schemas
- Satisfiability of the ? calculus
- Reduce to the solution of Parity Games
EmersonJutla91 - Solution of Parity Games expressed in the
?-calculus - Memoryless determinacy, NPÅ coNP
- Model Checking Problem for the ? calculus
- Equivalent to solving Parity Games
EmersonJutlaSistla93 - Efficient algorithms Jurdzinski99,JurdzinskiVoge0
0
25Multistep Reachability
- The proof is not yet complete.
- We can win from ? x. P Ç CPre1(x), to finish the
proof we must show we cannot win from the
complement
P
.
?
CPre(P)
CPre2(P)
26Complementation and Correctness
- At this point there are two ways to finish the
proof - Find spoiling strategies of player 2 in the
complement of the fixpoint - Trouble We have to construct a player 2
strategy, but the formula has CPre1 - Exploit the syntactic complementation of
m-calculus - For a formula f, there is a formula f such
that - f 1 f
- Construct a player 2 strategy from this
complement - When possible, this often allows easier arguments
27Proof Strategy
Strategy for Player 1 that ensures f
Proving h 1 iY f
Objective Y
negate Y
negate f
Strategy for Player 2 that ensures f
Proving h 1 iY f
Objective Y
28Winning Conditions w-regular sets
Safety
Reachability
B
Always in B
Reach B
B
Büchi
coBüchi
Visit B infinitely often
Eventually forever B
B
B
1
2
3
0
Rabin chain
The highest index visited infinitely often is even
self dual
29Lets try Safety
- Complement of ? x. UÇ CPre1(x) is
- ? x. U Æ CPre1( x)
- What is CPre1( x) ? CPre2(x)!!
- So we have
- ? x. U Æ CPre2(x)
- We show this is the solution of the safety game
always U for player 2
30Lets try Safety
- ? x. U Æ CPre1(x)
- Extract a strategy for player 1
- Let X U Æ CPre1(X)
- From a state in X, play according to CPre1(X)
- Repeat
- Thats it!
- The game is determined
31Büchi and co-Büchi Games
- Büchi visiting a set U infinitely often
-
- coBüchi eventually always staying in a set U
-
n y. m x. (( U Æ Cpre(x)) Ç (U Æ Cpre(y)))
m x. n y. (( U Æ Cpre(x)) Ç (U Æ Cpre(y)))
32Relationship Deterministic Case
- A transition system is a game where only one
player makes a move - It is player 1 if player 1 makes all choices
- It is player 2 if player 2 makes all choices
- i-Verification Problem
- Given an objective ? and a player i transition
system, does ? hold? - Special cases of the game problem
- A solution ? to the game question also solves
the i-verification questions
33Relationship Deterministic Case
- What is the relationship between ? calculus
formulas that solve games with ? calculus
formulas that solve the verification problem? - For reachability ? x. P Ç Pre(x) solves the
verification problem - But there are objectives ? and ? calculus
formulas ? such that ? solves the 1-verification
problem, but not the control problem
34Extremal Model Theorem
- Theorem deAlfaroHenzingerM01 A ?-calculus
formula ?(Cpre) solves the game ? iff ?(Pre)
solves the 1-verification problem for ?, and
?(DPre) solves the 2-verification problem for ?. - Essentially a restatement of finite memory
determinacy
35Entering Level 2
36Winning Conditions Concurrent Games
- Value of a game is the maximal probability of
ensuring the outcome is in Y - h 1 iY(s) supx 1infx 2 Prsx 1x 2 Y
- (where Y Index set for Y)
- Fundamental Question Given a concurrent game and
a winning condition, find at each state the
maximal probability with which player 1 can
ensure the winning condition holds
37Turn-based vs Concurrent
38Algorithms
Turn-based
Concurrent
Qualitative
Quantitative
Safety Reachability Büchi coBüchi Rabin-chain
Win with probability 1 or limit probability
1 dAHK98 dAH00
Classical GH82 EJ91
Maximal probability of winning
39One-Step Game
- Regions are functions f S ! 0,1
- Suppose f is a payoff function on states
- From state s, players choose actions a1, a2
(simultaneously and independently) - The next state Q is chosen according to the
distribution d, and player 1 gets payoff f(Q)
40One-Step Game
- Player 1s value
- Maximal expectation of f(Q)
- Define the value
- Ppre (f) (s) supx 1infx 2ESf(Q)
41One-Step Game
- Monotone and continuous
- Equivalent to zero-sum matrix games
- Value and optimal randomized strategies exist for
both players vonNeumann28 - Can be computed by linear programming
42Reachability
- Maximal probability of reaching a set U of states
- Can be reduced to positive stochastic games
- Algorithm
- X0 0 Xn1 max(U, Ppre(Xn))
- X lim Xn
- Correctness is by induction on the n-step game
43Reachability Example
01 10
01 10
S3
00 11
00 11
S1
S2
S4
Computing the least fixed point solution m x.
max (s4, Ppre(x))
44Quantitative m calculus
- General theory of fixpoint operators
- f p x fÇf fÆf pre(f) m x.f n x.f
Normal m calculus
Quantitative m calculus
45Guiding Principle
- For reachability, f Ppre / Cpre gave
corresponding algorithm for concurrent games - Conjecture that the same holds for all properties
of interest
46Proof Strategy I
- Proof Strategy for h 1iY f
For the objective Y, for any e, produce a
strategy for player 1 guaranteeing f e
showing h 1iY f
47Proof Strategy II
- Proof Strategy for h 1iY f
For the objective Y, for any e, produce a
strategy for player 2 guaranteeing f e
showing h 2iY f or equivalently, h 1 i
Y f
48Proof Strategy
Let f m x. U Ç Ppre(y)
Strategy for Player 1 that ensures f - e
Proving h 1 iY f
Objective Reach U
negate Y
negate f
Strategy for Player 1 that ensures f - e
Proving h 1 iY f
Objective Stay in U
49Safety
- Maximal probability of staying forever in a set U
of states - m-calculus algorithm n x. UÆ Ppre(x)
- Complement of the reachability formula
- (m x. UÇ Ppre(x)) n x. U Æ Ppre(x)
- Iterative approximation
- X0 1 Xi1 U Æ Ppre(Xi)
50Safety
- Let w U Æ Ppre (w)
- Strategy While in U, play to maximize the
probability of going to w in one step - Define a random process (submartingale)
- Show that the nth stage of the random process
bounds the max probability of staying in U for n
steps - Finally, show that the limit of the process as n!
1 converges to the value of the safety game
51Safety Proof
- Let w n x. U Æ Ppre(x)
- Consider the following strategy p1 of player 1
- s2 U play optimally in Ppre(w)(s)
- sÏ U play arbitrary
52Safety Proof
- Let w n x. U Æ Ppre(x)
- Consider the following strategy p1 of player 1
- s2 U play optimally in Ppre(w)(s)
- sÏ U play arbitrary
- Fix a state t and a strategy p2 of player 2
53Safety Proof
- Define the process Hn as Hn w(Qn)
- For s2 U, we have w(s) Ppre(w)(s)
- From definition of p1 get for n 0
- Et Hn1 H0 Hn Hn
- So Et Hn H0 w(t)
- But Et Hn is bounded above by the event of
staying in U for at least n steps - Now take the limit as n! 1
54Reachability and Safety
- For reachability optimal strategies may not
exist, memoryless e-optimal strategies exist - For safety memoryless optimal strategies exist
- Strategies may require randomization
55No optimal strategy Example
01 10
00
11
Probability of winning is 1
Player 1 has a randomized strategy to win with
probability 1-e for all e
56Winning Conditions w-regular sets
Safety
Reachability
B
Always in B
Reach B
B
Büchi
coBüchi
Visit B infinitely often
Eventually forever B
B
B
1
2
3
0
Rabin chain
The highest index visited infinitely often is even
self dual
57Büchi and co-Büchi Games
- Büchi Maximal probability of visiting a set U
infinitely often -
- coBüchi Maximal probability of eventually
always staying in a set U -
n y. m x. (( U Æ Ppre(x)) Ç (U Æ Ppre(y)))
m x. n y. (( U Æ Ppre(x)) Ç (U Æ Ppre(y)))
58Büchi and co-Büchi Games
- Strategy construction uses arguments similar to
the safety case - Reach U, then reach the Büchi state again
- For given e, first play an e/2 optimal strategy,
then an e/4 optimal strategy, etc - Optimal strategies may not exist
- e-optimal strategies for Büchi games may require
infinite memory
59Rabin-chain games
- m calculus algorithm
- lN-1 m x1 n x0. Çi0N-1 (Ci Æ Ppre (xi))
- The classical algorithm EJ91 for boolean
turn-based game has an identical syntactic form - But the proof is different
- Infinite memory e-optimal strategies exist
60Rabin-chain games
- Winning condition
- Let C S ! 0, , N-1 be a coloring of the
states - A trace satisfies the Rabin-chain condition if
the maximum color appearing infinitely often is
even. - All LTL games can be reduced to a Rabin-chain
game on a product structure
61Algorithms for Concurrent games
- The m calculus expressions give fixpoint
characterizations - Problem Games do not have order field property
- A game with all rational constants can be
irrational - So no straightforward reduction to LP (as for
MDP)
62Reachability Game
a,b
a,b
s
t
u
Reach u (t) (-32p 5)/5
63Algorithms for Concurrent games
- However solution sets are semi-algebraic!!
- Ppre is semialgebraic in its arguments
- Fixpoint expressions can be expressed in (R, ,
.) - Using Tarskis Theorem, this gives an algorithm
to check if solution is within e of some value - Doubly exponential algorithm
- Theorem ChatterjeeJurdzinskiM03 Concurrent
reachability games can be ?-approximated in NPÅ
coNP
64Entering Level 3
65Non Zero Sum Games
- So far, our games had two players
- Player 1s goal was ?
- Player 2s goal was ?
- Strictly competitive!
- But systems are not (always) malicious
- Usually player 1 has a goal ?, player 2 has a
goal ? - Each is happy to ensure his own goal
- These games are naturally studied as non zero sum
games - Look for equilibrium solutions
66Simple Example
(s,s), (ns,ns)
(n,s)
(s,n)
(n,s)
(s,n)
(n,s)
(s,n)
67History Non Zero Sum Games
- Every finite n-player game has an equilibrium
Nash50 - Complexity of finding a Nash equilibrium is open
Pap94,Pap01 - Discounted stochastic n player games have a Nash
equilibrium Fick64,MertensParthasarathy86 - 2-player nonzero sum stochastic games with
limiting average payoff Vieille00 - Closed sets SuddherthSecchi02
- Open Sets (Reachability) ChatterjeeJurdzinskiM03
- (This talk)
68Nash Equilibrium in Reachability Games
- In the rest of the talk we sketch a proof for 2
players. - First some definitions.
- A non zero sum reachability game consists of
- A concurrent game G
- Two sets of states S1 and S2 of G
- Player 1s goal is to get to S1
- Player 2s goal is to get to S2
- Given strategies ?1 and ?2, Valuei(?1,?2) is the
probability with which the stochastic process
visits Si
69Nash Equilibrium in Reachability Games
- A pair of strategies (?1, ?2) is a Nash
equilibrium if - For all ?1, ?2
- Value2(?1, ?2) Value2(?1, ?2)
- Value1(?1, ?2) Value1(?1, ?2)
- That is, neither player has any advantage in
deviating from the equilibrium strategy - Note Existence of Nash equilibrium is not
trivial, as the game is not finite stage
70Nash Equilibrium in Reachability Games
- A pair of strategies (?1, ?2) is an ?-Nash
equilibrium if - For all ?1, ?2
- Value2(?1, ?2) Value2(?1, ?2) ?
- Value1(?1, ?2) Value1(?1, ?2) ?
- That is, neither player has more than ? advantage
in deviating from the equilibrium strategy.
71Total Reward Games
- In a total reward game, each player gets some
reward at each state, and the total reward is the
sum of all rewards obtained at each stage in the
game - From a reachability game, we can construct a
total reward game as follows. - Take 4 copies of the game.
- The game starts in copy 1.
- When player 1 reaches any state in his goal, he
gets reward 1 and the game moves to copy 2. - When player 2 reaches any state in his goal, he
gets reward 1 and the game moves to copy 3. - If they reach their goals simultaneously, the
game moves to copy 4 (each get reward 1). - Player 1 gets reward 0 in copies 2 and 4, player
2 gets reward 0 in copies 3 and 4.
72From Reachability to Discounted Games
- A ?-discounted reachability game is played as
follows. - At each stage, the game stops with probability ?,
and continues with probability 1- ?. - Theorem A ?-discounted reachability game has a
Nash equilibrium in memoryless strategies. - The proof is a standard application of Kakutanis
fixpoint theorem.
73Markov Decision Processes
- A Markov decision process (MDP) is a one player
game. - Reachability, discounted reachability is defined
on MDPs by restriction from games.
74Main Theorem
- Theorem A non zero sum reachability game has an
? Nash equilibrium in memoryless strategies for
all ?. - Idea of proof
- Consider a Nash equilibrium in the ?-discounted
reachability game for suitable ?. This
equilibrium can be approximated by strategies of
a simple form (k-uniform) - This strategy profile is an ?-Nash equilibrium in
the original game. - This is because if I fix the strategy of player
2, in the resulting MDP, the value is close
to the discounted value - Similarly for player 1
75Open Question
- Is there a nonzero sum version of Martins
Theorem? - For turn based games, the answer is yes.
- In fact, there is a general construction to
construct Nash equilibria if corresponding two
player zero sum games admit deterministic winning
strategies ThuijsmanRaghavan97. - A careful study of Martins determinacy proof
shows that we can construct ?-optimal pure
strategies - So turn based probabilistic games with Borel
payoffs have ?-Nash equilibria - From a result by ChatterjeeJurdzinskiHenzinger04
, it follows that turn based probabilistic games
with Rabin-chain objectives have Nash equilibria. - This is the best we can do there are turn-based
games with no (exact) Nash equilibria
76Credits
- Work done in collaboration with
- Luca de Alfaro
- Krishnendu Chatterjee
- Tom Henzinger
- Marcin Jurdzinski
77Thank You!
- http//www.eecs.berkeley.edu/rupak