# Bastien MaubertUniversity of Naples Federico II | UNINA · Department of Electrical Engineering and Information Technology

Bastien Maubert

PhD in Computer Science, Université de Rennes 1

## About

50

Publications

3,614

Reads

**How we measure 'reads'**

A 'read' is counted each time someone views a publication summary (such as the title, abstract, and list of authors), clicks on a figure, or views or downloads the full-text. Learn more

247

Citations

Citations since 2016

Introduction

Additional affiliations

September 2014 - February 2015

## Publications

Publications (50)

Mechanism Design aims to design a game so that a desirable outcome is reached regardless of agents' self-interests. In this paper, we show how this problem can be rephrased as a synthesis problem, where mechanisms are automatically synthesized from a partial or complete specification in a high-level logical language. We show that Quantitative Strat...

Do agents know each others’ strategies? In multi-process software construction, each process has access to the processes already constructed; but in typical human-robot interactions, a human may not announce its strategy to the robot (indeed, the human may not even know their own strategy). This question has often been overlooked when modeling and...

Mechanism Design aims at defining mechanisms that satisfy a predefined set of properties, and Auction Mechanisms are of foremost importance. Core properties of mechanisms, such as strategy-proofness or budget-balance, involve: (i) complex strategic concepts such as Nash equilibria, (ii) quantitative aspects such as utilities, and often (iii) imperf...

In this article, we present a modal logic that extends the basic modal logic ML with two dynamic operators: copy (cp), which replicates the current model, labelling each copy with a different propositional symbol and respecting accessibility relations even between distinct copies; and remove (rm), which deletes paths in the model that satisfy certa...

We study the semantics of knowledge in strategic reasoning. Most existing works either implicitly assume that agents do not know one another’s strategies, or that all strategies are known to all; and some works present inconsistent mixes of both features. We put forward a novel semantics for Strategy Logic with Knowledge that cleanly models whose s...

We introduce an extension of Strategy Logic for the imperfect-information setting, called SL ii and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, this problem is undecidable; but we introduce a syntactical class of “hierarchical instances” for which, intuitively, as one goes down t...

We study alternating automata with qualitative semantics over infinite binary trees: Alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the automaton is accepting if almost all branches of the run are accepting. In this article, we prove a positive and...

Strategy Logic with imperfect information (SLiR) is a very expressive logic designed to express complex properties of strategic abilities in distributed systems. Previous work on SLiR focused on finite systems, and showed that the model-checking problem is decidable when information on the control states of the system is hierarchical among the play...

Action models of Dynamic Epistemic Logic (DEL) represent precisely how actions are perceived by agents. DEL has recently been used to define infinite multi-player games, and it was shown that they can be solved in some cases. However, the dynamics being defined by the classic DEL update product for individual actions, only turn-based games have bee...

Prompt-LTL extends Linear Temporal Logic with a bounded version of the ``eventually'' operator to express temporal requirements such as bounding waiting times. We study assume-guarantee synthesis for prompt-LTL: the goal is to construct a system such that for all environments satisfying a first prompt-LTL formula (the assumption) the system compose...

We introduce an extension of Strategy Logic for the imperfect-information setting, called SLii, and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, this problem is undecidable; but we introduce a syntactical class of "hierarchical instances" for which, intuitively, as one goes down t...

We study alternating automata with qualitative semantics over infinite binary trees: alternation means that two opposing players construct a decoration of the input tree called a run, and the qualitative semantics says that a run of the automaton is accepting if almost all branches of the run are accepting. In this paper we prove a positive and a n...

Dynamic Epistemic Logic (DEL) is a logical framework in which one can describe in great detail how actions are perceived by the agents, and how they affect the world. DEL games were recently introduced as a way to define classes of games with imperfect information where the actions available to the players are described very precisely. This framewo...

We propose an extension of Strategy Logic (SL), in which one can both reason about strategizing under imperfect information and about players' knowledge. One original aspect of our approach is that we do not force strategies to be uniform, i.e. consistent with the players' information, at the semantic level; instead, one can express in the logic it...

We establish the precise complexity of the model checking problem for the main logics of knowledge and time. While this problem was known to be non-elementary for agents with perfect recall, with a number of exponentials that increases with the alternation of knowledge operators, the precise complexity of the problem when the maximum alternation is...

We introduce and study SL[F], a quantitative extension of SL (Strategy Logic), one of the most natural and expressive logics describing strategic behaviours. The satisfaction value of an SL[F] formula is a real value in [0,1], reflecting ``how much'' or ``how well'' the strategic on-going objectives of the underlying agents are satisfied. We demons...

We define reachability games based on Dynamic Epistemic Logic (DEL), where the players? actions are finely described as DEL action models. We first consider the setting where a controller with perfect information interacts with an environment and aims at reaching some desired state of knowledge regarding the observers of the system. We study the pr...

We introduce Probabilistic Strategy Logic, an extension of Strategy Logic for stochastic systems. The logic has probabilistic terms that allow it to express many standard solution concepts, such as Nash equilibria in randomised strategies, as well as constraints on probabilities, such as independence. We study the model-checking problem for agents...

We define reachability games based on Dynamic Epistemic Logic (DEL), where the players' actions are finely described as DEL action models. We first consider the setting where an external controller with perfect information interacts with an environment and aims at reaching some epistemic goal state regarding the passive agents of the system. We stu...

Temporal logics are extensively used for the specification of on-going behaviours of reactive systems. Two significant developments in this area are the extension of traditional temporal logics with modalities that enable the specification of on-going strategic behaviours in multi-agent systems, and the transition of temporal logics to a quantitati...

We study dynamic changes of agents’ observational power in logics of knowledge and time. We consider CTLK*, the extension of CTL* with knowledge operators, and enrich it with a new operator that models a change in an agent’s way of observing the system. We extend the classic semantics of knowledge for agents with perfect recall to account for chang...

We consider an extension of monadic second-order logic, interpreted over the infinite binary tree, by the qualitative path-measure quantifier. This quantifier says that the set of infinite paths in the tree satisfying a formula has Lebesgue-measure one. We prove that this logic is undecidable. To do this we prove that the emptiness problem of quali...

Two distinct semantics have been considered for knowledge in the context of strategic reasoning, depending on whether players know each other's strategy or not. In the former case, that we call the informed semantics, distributed synthesis for epistemic temporal specifications is undecidable, already on systems with hierarchical information. Howeve...

We revisit Janin and Walukiewicz’s classic result on the expressive completeness of the modal mu-calculus with respect to Monadic Second Order Logic (MSO), which is where the mu-calculus corresponds precisely to the fragment of MSO that is invariant under bisimulation. We show that adding binary relations over finite paths in the picture may alter...

Program synthesis constructs programs from specifications in an automated way. Strategy Logic (SL) is a powerful and versatile specification language whose goal is to give theoretical foundations for program synthesis in a multi-agent setting. One limitation of Strategy Logic is that it is purely qualitative. For instance it cannot specify quantita...

Alternating-time Temporal Logic (ATL*) is a central logic for multiagent systems. Its extension to the imperfect information setting (ATL*i ) is well known to have an undecidable model-checking problem when agents have perfect recall. Studies have thus mostly focused either on agents without memory, or on alternative semantics to retrieve decidabil...

Two distinct semantics have been considered for knowledge in the context of strategic reasoning, depending on whether players know each other's strategy or not. The problem of distributed synthesis for epistemic temporal specifications is known to be undecidable for the latter semantics, already on systems with hierarchical information. However, fo...

We study dynamic changes of agents' observational power in logics of knowledge and time. We consider CTL*K, the extension of CTL* with knowledge operators, and enrich it with a new operator that models a change in an agent's way of observing the system. We extend the classic semantics of knowledge for perfect-recall agents to account for changes of...

We propose a variant of public announcement logic for asynchronous systems. To capture asynchrony, we introduce two different modal operators for sending and receiving messages. The natural approach to defining the semantics leads to a circular definition, but we describe two restricted cases in which we solve this problem. The first case requires...

We introduce an extension of Strategy logic for the imperfect-information setting, called SL ii , and study its model-checking problem. As this logic naturally captures multi-player games with imperfect information, the problem turns out to be undecidable. We introduce a syntactical class of " hierarchical instances " for which, intuitively, as one...

Quantified CTL (QCTL) is a well-studied temporal logic that extends CTL with quantification over atomic propositions. It has recently come to the fore as a powerful intermediary framework to study logics for strategic reasoning. We extend it to include imperfect information by parameterizing quantifiers with an observation that defines how well the...

Epistemic planning is a variant of automated planning in the framework of dynamic epistemic logic. In recent works, the epistemic planning problem has been proved to be undecidable when preconditions of events can be epistemic formulas of arbitrary modal depth. It is known however that when preconditions are propositional (and there are no postcond...

We propose a variant of public announcement logic for asynchronous systems. We give a syntax where sending and receiving messages are modeled by different modal operators. The natural approach to defining the semantics leads to a circular definition, but we describe two restricted cases in which we solve this problem. The first case requires the Kr...

In this work we consider simple extensive-form games with two players, Player A and Player B, where Player B can make announcements about his strategy. Player A has then to revise her preferences about her strategies, so as to better respond to the strategy she believes Player B will play. We propose a generic framework that combines methods and te...

We revisit Janin and Walukiewicz’s classic result on the expressive completeness of the modal mu-calculus w.r.t. MSO, when transition systems are equipped with a binary relation over paths. We obtain two natural extensions of MSO and the mu-calculus: MSO
with path relation and the jumping mu-calculus. While “bounded-memory” binary relations bring a...

A general concept of uniform strategies has recently been proposed as a relevant notion in game theory for computer science, which subsumes various notions from the literature. It relies on properties involving sets of plays in two-player turn-based arenas equipped with arbitrary binary relations between plays; these properties are expressed in a l...

In the literature, two powerful temporal logic formalisms have been proposed
for expressing information flow security requirements, that in general, go
beyond regular properties. One is classic, based on the knowledge modalities of
epistemic logic. The other one, the so called hyper logic, is more recent and
subsumes many proposals from the literat...

In this work we aim at applying automata techniques to problems studied in
Dynamic Epistemic Logic, such as epistemic planning. To do so, we first remark
that repeatedly executing ad infinitum a propositional event model from an
initial epistemic model yields a relational structure that can be finitely
represented with automata. This correspondence...

We consider two-player turn-based game arenas for which we investigate uniformity properties of strategies. These properties involve sets of plays in order to express useful constraints on strategies that are not μ-calculus definable. Typically, we can represent constraints on allowed strategies, such as being observation-based. We propose a formal...

There are in the literature many examples of games where the desired strategies are submitted to ''transversal'' constraints involving sets of plays, related by some semantic relation. The most famous example is strategies for games with imperfect information, and games where the objective involves some epistemic aspect provide many more examples....

The concept of uniform strategies has recently been proposed as a relevant notion in game theory for computer science. It relies on properties involving sets of plays in two-player turn-based arenas equipped with a binary relation between plays. Among the two notions of fully-uniform and strictly-uniform strategies, we focus on the latter, less exp...

http://drops.dagstuhl.de/opus/volltexte/2013/4174/

We investigate uniformity properties of strategies. These properties involve
sets of plays in order to express useful constraints on strategies that are not
\mu-calculus definable. Typically, we can state that a strategy is
observation-based. We propose a formal language to specify uniformity
properties, interpreted over two-player turn-based arena...

We consider turn-based game arenas for which we investigate uniformity
properties of strategies. These properties involve bundles of plays, that arise
from some semantical motive. Typically, we can represent constraints on allowed
strategies, such as being observation-based. We propose a formal language to
specify uniformity properties and demonstr...

Let us consider a sequence of formulas providing partial information about an initial situation, about a set of events occurring sequentially in this situation, and about the resulting situation after the occurrence of each event. From this whole sequence, we want to infer more information, either about the initial situation, or about one of the ev...

Dynamic Epistemic Logic (DEL) deals with the representation of situations in a multi-agent and dynamic setting. It can express in a uniform way statements about:(i)what is true about an initial situation(ii)what is true about an event occurring in this situation(iii)what is true about the resulting situation after the event has occurred. After prov...

We study in depth the class of games with opacity condition, which are
two-player games with imperfect information in which one of the players only
has imperfect information, and where the winning condition relies on the
information he has along the play. Those games are relevant for security
aspects of computing systems: a play is opaque whenever...

We describe the class of games with opacity condition, as an adequate
model for security aspects of computing systems. We study their
theoretical properties, relate them to reachability perfect information
games and exploit this relation to discuss a search approach with
heuristics, based on the directing-word problem in automata theory.

## Projects

Projects (3)

This project, funded by a Marie-Curie Individual Fellowship, aims at developing formal methods based on logics and game theory to model, specify and analyse multi-agent systems.