21 results on '"Gutierrez, Julian"'
Search Results
2. On the complexity of rational verification.
- Author
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Gutierrez, Julian, Najib, Muhammad, Perelli, Giuseppe, and Wooldridge, Michael
- Abstract
Rational verification refers to the problem of checking which temporal logic properties hold of a concurrent/multiagent system, under the assumption that agents in the system choose strategies that form a game theoretic equilibrium. Rational verification can be understood as a counterpart to model checking for multiagent systems, but while classical model checking can be done in polynomial time for some temporal logic specification languages such as CTL, and polynomial space with LTL specifications, rational verification is much harder: the key decision problems for rational verification are 2EXPTIME-complete with LTL specifications, even when using explicit-state system representations. Against this background, our contributions in this paper are threefold. First, we show that the complexity of rational verification can be greatly reduced by restricting specifications to GR(1), a fragment of LTL that can represent a broad and practically useful class of response properties of reactive systems. In particular, we show that for a number of relevant settings, rational verification can be done in polynomial space and even in polynomial time. Second, we provide improved complexity results for rational verification when considering players' goals given by mean-payoff utility functions—arguably the most widely used approach for quantitative objectives in concurrent and multiagent systems. Finally, we consider the problem of computing outcomes that satisfy social welfare constraints. To this end, we consider both utilitarian and egalitarian social welfare and show that computing such outcomes is either PSPACE-complete or NP-complete. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
3. Measurement-Based Large-Scale Propagation Characterization in 5G Micro-Cells At 3.8 GHz.
- Author
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Gutierrez, Julian David Villegas and Oestges, Claude
- Subjects
- *
5G networks , *POWER law (Mathematics) , *STATISTICAL ensembles , *WIRELESS communications , *DISTRIBUTION (Probability theory) , *ANTENNA arrays - Abstract
Large-scale propagation characterization for multiple measurements in a micro-cell scenario is carried out at 5G frequency (3.8 GHz). Distance-based path loss is computed for routes with line-of-sight, non-line-of-sight and obstructed-line-of-sight conditions, assuming a simple power law model. Path Loss exponents are computed for the whole routes, giving an effective understanding of the propagation environment. Empirical shadowing distribution is fitted to red Gaussian and non-Gaussian probability distributions. All previous propagation parameters are also found assuming measurements with similar transmitter locations come from the same channel conditions. This assumption is tested. Finally, although frequently absent in standard channel models, and useful for statistical ensemble average approximations, stationary regions are computed for all the routes. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
4. Mean-Payoff Games with ω-Regular Specifications.
- Author
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Gutierrez, Julian, Steeples, Thomas, and Wooldridge, Michael
- Abstract
Multi-player mean-payoff games are a natural formalism for modelling the behaviour of concurrent and multi-agent systems with self-interested players. Players in such a game traverse a graph, while attempting to maximise a (mean-)payoff function that depends on the play generated. As with all games, the equilibria that could arise may have undesirable properties. However, as system designers, we typically wish to ensure that equilibria in such systems correspond to desirable system behaviours, for example, satisfying certain safety or liveness properties. One natural way to do this would be to specify such desirable properties using temporal logic. Unfortunately, the use of temporal logic specifications causes game theoretic verification problems to have very high computational complexity. To address this issue, we consider ω-regular specifications. These offer a concise and intuitive way of specifying system behaviours with a comparatively low computational overhead. The main results of this work are characterisation and complexity bounds for the problem of determining if there are equilibria that satisfy a given ω-regular specification in a multi-player mean-payoff game in a number of computationally relevant game-theoretic settings. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
5. Equilibria for games with combined qualitative and quantitative objectives.
- Author
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Gutierrez, Julian, Murano, Aniello, Perelli, Giuseppe, Rubin, Sasha, Steeples, Thomas, and Wooldridge, Michael
- Subjects
- *
MULTIAGENT systems , *NASH equilibrium , *EQUILIBRIUM , *GAMES - Abstract
The overall aim of our research is to develop techniques to reason about the equilibrium properties of multi-agent systems. We model multi-agent systems as concurrent games, in which each player is a process that is assumed to act independently and strategically in pursuit of personal preferences. In this article, we study these games in the context of finite-memory strategies, and we assume players' preferences are defined by a qualitative and a quantitative objective, which are related by a lexicographic order: a player first prefers to satisfy its qualitative objective (given as a formula of linear temporal logic) and then prefers to minimise costs (given by a mean-payoff function). Our main result is that deciding the existence of a strict ϵ Nash equilibrium in such games is 2ExpTime-complete (and hence decidable), even if players' deviations are implemented as infinite-memory strategies. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
6. Imperfect information in Reactive Modules games.
- Author
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Gutierrez, Julian, Perelli, Giuseppe, and Wooldridge, Michael
- Subjects
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MODULES (Algebra) , *GAME theory , *MULTIAGENT systems , *ADAPTIVE computing systems , *COMPUTER simulation - Abstract
Reactive Modules is a high-level modelling language for concurrent, distributed, and multi-agent systems, which is used in a number of practical model checking tools. Reactive Modules Games are a game-theoretic extension of Reactive Modules, in which system components are assumed to act strategically in an attempt to satisfy a temporal logic formula representing their individual goal. Reactive Modules Games with perfect information have been extensively studied, and the complexity of game theoretic decision problems relating to such games (such as the existence of Nash equilibria) have been comprehensively classified. In this article, we study Reactive Modules Games in which agents have only partial visibility of their environment. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
7. Imperfect information in Reactive Modules games.
- Author
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Gutierrez, Julian, Perelli, Giuseppe, and Wooldridge, Michael
- Subjects
- *
MODULES (Algebra) , *MULTIAGENT systems , *COMPUTER simulation , *GAME theory , *ADAPTIVE computing systems - Abstract
Reactive Modules is a high-level modelling language for concurrent, distributed, and multi-agent systems, which is used in a number of practical model checking tools. Reactive Modules Games are a game-theoretic extension of Reactive Modules, in which system components are assumed to act strategically in an attempt to satisfy a temporal logic formula representing their individual goal. Reactive Modules Games with perfect information have been extensively studied, and the complexity of game theoretic decision problems relating to such games (such as the existence of Nash equilibria) have been comprehensively classified. In this article, we study Reactive Modules Games in which agents have only partial visibility of their environment. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
8. Unintended consequences of conservation: Estimating the impact of protected areas on violence in Colombia.
- Author
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Canavire-Bacarreza, Gustavo, Diaz-Gutierrez, Julian Eduardo, and Hanauer, Merlin M.
- Subjects
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PROTECTED areas , *VIOLENCE , *ECOSYSTEM services , *POVERTY , *ENVIRONMENTAL impact analysis , *CONSERVATION & restoration - Abstract
Protected areas are designed to conserve ecosystems and their services, but the restrictions they impose create the potential for unintended consequences. For instance, poverty advocates have long voiced concerns that protected areas might exacerbate poverty in surrounding communities. Here we examine another potential unintended consequence of protected areas: illegal activities. We use data from Colombia to estimate the impact that protected areas had on violence perpetrated by guerrilla groups. We find protected areas that were established prior to 2002 significantly increased the number of guerrilla attacks in affected municipalities during the surge of violence in the mid-2000s. Our results are robust to the choice of estimator and numerous additional tests. We find evidence that guerrillas were using protected areas as havens to conduct their operations and that our impact estimates are largely driven by protection in the most rural areas. [ABSTRACT FROM AUTHOR]
- Published
- 2018
- Full Text
- View/download PDF
9. From model checking to equilibrium checking: Reactive modules for rational verification.
- Author
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Gutierrez, Julian, Harrenstein, Paul, and Wooldridge, Michael
- Subjects
- *
MULTIAGENT systems , *NASH equilibrium , *LOGIC , *GAME theory , *DETERMINISTIC games , *ARTIFICIAL intelligence - Abstract
Model checking is the best-known and most successful approach to formally verifying that systems satisfy specifications, expressed as temporal logic formulae. In this article, we develop the theory of equilibrium checking , a related but distinct problem. Equilibrium checking is relevant for multi-agent systems in which system components (agents) are assumed to be acting rationally in pursuit of delegated goals, and is concerned with understanding what temporal properties hold of such systems under the assumption that agents select strategies in equilibrium. The formal framework we use to study this problem assumes agents are modelled using Reactive Modules , a system modelling language that is used in a range of practical model checking systems. Each agent (or player ) in a Reactive Modules game is specified as a nondeterministic guarded command program, and each player's goal is specified with a temporal logic formula that the player desires to see satisfied. A strategy for a player in a Reactive Modules game defines how that player selects enabled guarded commands for execution over successive rounds of the game. For this general setting, we investigate games in which players have goals specified in Linear Temporal Logic (in which case it is assumed that players choose deterministic strategies) and in Computation Tree Logic (in which case players select nondeterministic strategies). For each of these cases, after formally defining the game setting, we characterise the complexity of a range of problems relating to Nash equilibria (e.g., the computation or the verification of existence of a Nash equilibrium or checking whether a given temporal formula is satisfied on some Nash equilibrium). We then go on to show how the model we present can be used to encode, for example, games in which the choices available to players are specified using STRIPS planning operators. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
10. Reasoning about equilibria in game-like concurrent systems.
- Author
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Gutierrez, Julian, Harrenstein, Paul, and Wooldridge, Michael
- Subjects
- *
GAME theory , *NASH equilibrium , *COMPUTER software , *COMPUTATIONAL complexity , *MULTIAGENT systems , *SEMANTICS - Abstract
In this paper we study techniques for reasoning about game-like concurrent systems, where the components of the system act rationally and strategically in pursuit of logically-specified goals. Specifically, we start by presenting a computational model for such concurrent systems, and investigate its computational, mathematical, and game-theoretic properties. We then define and investigate a branching-time temporal logic for reasoning about the equilibrium properties of game-like concurrent systems. The key operator in this temporal logic is a novel path quantifier [ N E ] φ , which asserts that φ holds on all Nash equilibrium computations of the system. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
11. Cooperative concurrent games.
- Author
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Gutierrez, Julian, Kowara, Szymon, Kraus, Sarit, Steeples, Thomas, and Wooldridge, Michael
- Subjects
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COOPERATIVE game theory , *MULTIAGENT systems , *STATISTICAL decision making , *NASH equilibrium , *BINDING agents - Abstract
In rational verification , the aim is to verify which temporal logic properties will obtain in a multi-agent system, under the assumption that agents ("players") in the system choose strategies for acting that form a game theoretic equilibrium. Preferences are typically defined by assuming that agents act in pursuit of individual goals, specified as temporal logic formulae. To date, rational verification has been studied using non-cooperative solution concepts—Nash equilibrium and refinements thereof. Such non-cooperative solution concepts assume that there is no possibility of agents forming binding agreements to cooperate, and as such they are restricted in their applicability. In this article, we extend rational verification to cooperative solution concepts, as studied in the field of cooperative game theory. We focus on the core , as this is the most fundamental (and most widely studied) cooperative solution concept. We begin by presenting a variant of the core that seems well-suited to the concurrent game setting, and we show that this version of the core can be characterised using ATL⁎. We then study the computational complexity of key decision problems associated with the core, which range from problems in PSpace to problems in 3ExpTime. We also investigate conditions that are sufficient to ensure that the core is non-empty, and explore when it is invariant under bisimilarity. We then introduce and study a number of variants of the main definition of the core, leading to the issue of credible deviations, and to stronger notions of collective stable behaviour. Finally, we study cooperative rational verification using an alternative model of preferences, in which players seek to maximise the mean-payoff they obtain over an infinite play in games where quantitative information is allowed. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
- View/download PDF
12. CORE TYPE THEORY.
- Author
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van Dijk, Emma, Ripley, David, and Gutierrez, Julian
- Subjects
- *
PROPOSITION (Logic) , *LOGIC - Abstract
Neil Tennant's core logic is a type of bilateralist natural deduction system based on proofs and refutations. We present a proof system for propositional core logic, explain its connections to bilateralism, and explore the possibility of using it as a type theory, in the same kind of way intuitionistic logic is often used as a type theory. Our proof system is not Tennant's own, but it is very closely related. The difference matters for our purposes, and we discuss this. We then turn to the question of strong normalization, showing that although Tennant's proof system for core logic is not strongly normalizing, our modified system is. [ABSTRACT FROM AUTHOR]
- Published
- 2023
- Full Text
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13. Iterated Boolean games.
- Author
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Gutierrez, Julian, Harrenstein, Paul, and Wooldridge, Michael
- Subjects
- *
GAME theory , *COMPUTATIONAL complexity , *BOOLEAN algebra , *DECISION making , *NASH equilibrium , *PROBLEM solving - Abstract
Iterated games are well-known in the game theory literature. We study iterated Boolean games . These are games in which players repeatedly choose truth values for Boolean variables they have control over. Our model of iterated Boolean games assumes that players have goals given by formulae of Linear Temporal Logic (LTL), a formalism for expressing properties of state sequences. In order to represent the strategies of players in such games, we use a finite state machine model. After introducing and formally defining iterated Boolean games, we investigate the computational complexity of their associated game-theoretic decision problems, as well as semantic conditions characterising classes of LTL properties that are preserved by equilibrium points (pure-strategy Nash equilibria) whenever they exist. [ABSTRACT FROM AUTHOR]
- Published
- 2015
- Full Text
- View/download PDF
14. The μ-calculus alternation hierarchy collapses over structures with restricted connectivity.
- Author
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Gutierrez, Julian, Klaedtke, Felix, and Lange, Martin
- Subjects
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GRAPH connectivity , *FIXED point theory , *INFINITY (Mathematics) , *CALCULUS of operations , *MATHEMATICAL bounds , *MACHINE theory - Abstract
The alternation hierarchy of least and greatest fixpoint operators in the μ -calculus is strict. However, the strictness of the hierarchy does not necessarily carry over when considering restricted classes of structures. For instance, over the class of infinite words the alternation-free fragment of the μ -calculus is already as expressive as the full logic. Our current understanding of when and why the μ -calculus alternation hierarchy is (and is not) strict is limited. This article makes progress in answering these questions by showing that the alternation hierarchy of the μ -calculus collapses to the alternation-free fragment over some classes of structures, including infinite nested words and finite graphs with feedback vertex sets of a bounded size. Common to these classes is that the connectivity between the components in a structure from such a class is restricted in the sense that the removal of certain vertices from the structure's graph decomposes it into graphs in which all paths are of finite length. The collapse results herein are obtained in an automata-theoretic setting. They subsume, generalize, and strengthen several prior results on the expressivity of the μ -calculus over restricted classes of structures. [ABSTRACT FROM AUTHOR]
- Published
- 2014
- Full Text
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15. On the determinacy of concurrent games on event structures with infinite winning sets.
- Author
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Gutierrez, Julian and Winskel, Glynn
- Subjects
- *
DETERMINANTS (Mathematics) , *GAME theory , *INFINITY (Mathematics) , *SET theory , *PROBLEM solving , *MATHEMATICAL bounds - Abstract
Abstract: We consider nondeterministic concurrent games played on event structures and study their determinacy problem—the existence of winning strategies. It is known that when the winning conditions of the games are characterised by a collection of finite winning sets/plays, a restriction (called race-freedom) on the boards where the games are played guarantees determinacy. However the games may no longer be determined when the winning sets are infinite. This paper provides a study of concurrent games and nondeterministic winning strategies by analysing conditions that ensure determinacy when infinitely many events are played, that is, when the winning sets are infinite. The main result is a determinacy theorem for a class of games with a bounded concurrency property and infinite winning sets shown to be finitely decidable. [Copyright &y& Elsevier]
- Published
- 2014
- Full Text
- View/download PDF
16. Mean-Payoff Games with ω -Regular Specifications.
- Author
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Gutierrez, Julian, Steeples, Thomas, and Wooldridge, Michael
- Subjects
- *
MULTIPLAYER games , *MULTIAGENT systems , *RECREATIONAL mathematics , *GAMES , *COMPUTATIONAL complexity - Abstract
Multi-player mean-payoff games are a natural formalism for modelling the behaviour of concurrent and multi-agent systems with self-interested players. Players in such a game traverse a graph, while attempting to maximise a (mean-)payoff function that depends on the play generated. As with all games, the equilibria that could arise may have undesirable properties. However, as system designers, we typically wish to ensure that equilibria in such systems correspond to desirable system behaviours, for example, satisfying certain safety or liveness properties. One natural way to do this would be to specify such desirable properties using temporal logic. Unfortunately, the use of temporal logic specifications causes game theoretic verification problems to have very high computational complexity. To address this issue, we consider ω -regular specifications. These offer a concise and intuitive way of specifying system behaviours with a comparatively low computational overhead. The main results of this work are characterisation and complexity bounds for the problem of determining if there are equilibria that satisfy a given ω -regular specification in a multi-player mean-payoff game in a number of computationally relevant game-theoretic settings. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
17. Partial Order Games.
- Author
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Zahoransky, Valeria, Gutierrez, Julian, Harrenstein, Paul, and Wooldridge, Michael
- Subjects
- *
NASH equilibrium , *GAMES , *EQUILIBRIUM - Abstract
We introduce a non-cooperative game model in which players' decision nodes are partially ordered by a dependence relation, which directly captures informational dependencies in the game. In saying that a decision node v is dependent on decision nodes v 1 , ... , v k , we mean that the information available to a strategy making a choice at v is precisely the choices that were made at v 1 , ... , v k . Although partial order games are no more expressive than extensive form games of imperfect information (we show that any partial order game can be reduced to a strategically equivalent extensive form game of imperfect information, though possibly at the cost of an exponential blowup in the size of the game), they provide a more natural and compact representation for many strategic settings of interest. After introducing the game model, we investigate the relationship to extensive form games of imperfect information, the problem of computing Nash equilibria, and conditions that enable backwards induction in this new model. [ABSTRACT FROM AUTHOR]
- Published
- 2022
- Full Text
- View/download PDF
18. Model-checking games for fixpoint logics with partial order models
- Author
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Gutierrez, Julian and Bradfield, Julian
- Subjects
- *
SEMANTIC computing , *MATHEMATICAL analysis , *CALCULUS , *SEMANTICS , *LITERATURE , *INFORMATION theory , *MODAL logic , *GAME theory - Abstract
Abstract: In this paper, we introduce model-checking games that allow local second-order power on sets of independent transitions in the underlying partial order models where the games are played. Since the interleaving semantics of such models is not considered, some problems that may arise when using interleaving representations are avoided and new decidability results for partial order models of concurrency are achieved. The games are shown to be sound and complete, and therefore determined. While in the interleaving case they coincide with the local model-checking games for the -calculus, in a partial order setting they verify properties of a number of fixpoint modal logics that can specify, in concurrent systems with partial order semantics, several properties not expressible with the -calculus. The games underpin a novel decision procedure for model-checking all temporal properties of a class of infinite and regular event structures, thus improving, in terms of temporal expressive power, previous results in the literature. [Copyright &y& Elsevier]
- Published
- 2011
- Full Text
- View/download PDF
19. Multi-player games with LDL goals over finite traces.
- Author
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Gutierrez, Julian, Perelli, Giuseppe, and Wooldridge, Michael
- Subjects
- *
MULTIPLAYER games , *LOW density lipoproteins , *MULTIAGENT systems , *NASH equilibrium , *FINITE, The , *REACTIVE extrusion - Abstract
Linear Dynamic Logic on finite traces (LDL F) is a powerful logic for reasoning about the behaviour of concurrent and multi-agent systems. In this paper, we investigate techniques for both the characterisation and verification of equilibria in multi-player games with goals/objectives expressed using logics based on LDL F. This study builds upon a generalisation of Boolean games , a logic-based game model of multi-agent systems where players have goals succinctly represented in a logical way. Because LDL F goals are considered, in the settings we study—Reactive Modules games and iterated Boolean games with goals over finite traces—players' goals can be defined to be regular properties while achieved in a finite, but arbitrarily large, trace. In particular, using alternating automata , the paper investigates automata-theoretic approaches to the characterisation and verification of (pure strategy Nash) equilibria, shows that the set of Nash equilibria in multi-player games with LDL F objectives is regular, and provides complexity results for the associated automata constructions. [ABSTRACT FROM AUTHOR]
- Published
- 2021
- Full Text
- View/download PDF
20. Automated temporal equilibrium analysis: Verification and synthesis of multi-player games.
- Author
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Gutierrez, Julian, Najib, Muhammad, Perelli, Giuseppe, and Wooldridge, Michael
- Subjects
- *
EQUILIBRIUM , *NASH equilibrium , *MULTIAGENT systems , *GAMES - Abstract
In the context of multi-agent systems, the rational verification problem is concerned with checking which temporal logic properties will hold in a system when its constituent agents are assumed to behave rationally and strategically in pursuit of individual objectives. Typically, those objectives are expressed as temporal logic formulae which the relevant agent desires to see satisfied. Unfortunately, rational verification is computationally complex, and requires specialised techniques in order to obtain practically useable implementations. In this paper, we present such a technique. This technique relies on a reduction of the rational verification problem to the solution of a collection of parity games. Our approach has been implemented in the E quilibrium V erification E nvironment (EVE) system. The EVE system takes as input a model of a concurrent/multi-agent system represented using the Simple Reactive Modules Language (SRML), where agent goals are represented as Linear Temporal Logic (Image 1) formulae, together with a claim about the equilibrium behaviour of the system, also expressed as an Image 1 formula. EVE can then check whether the Image 1 claim holds on some (or every) computation of the system that could arise through agents choosing Nash equilibrium strategies; it can also check whether a system has a Nash equilibrium, and synthesise individual strategies for players in the multi-player game. After presenting our basic framework, we describe our new technique and prove its correctness. We then describe our implementation in the EVE system, and present experimental results which show that EVE performs favourably in comparison to other existing tools that support rational verification. [ABSTRACT FROM AUTHOR]
- Published
- 2020
- Full Text
- View/download PDF
21. Preface to the SR-2015 special issue.
- Author
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Gutierrez, Julian and Wooldridge, Michael
- Subjects
- *
REASONING , *INTELLIGENT agents - Published
- 2018
- Full Text
- View/download PDF
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