EVE: A Tool for Temporal Equilibrium Analysis of Concurrent and Multi-agent Systems, Exams of Logic

EVE, a formal verification tool for analyzing temporal equilibrium properties of concurrent and multi-agent systems represented as multi-player games. EVE uses the Simple Reactive Module Language (SRML) and Linear Temporal Logic (LTL) to model systems and verify Nash equilibria and their corresponding temporal logic properties. The tool is compared with PRALINE and MCMAS, and its performance is evaluated through a Gossip Protocol example.

Typology: Exams

2021/2022

Uploaded on 07/05/2022

barbara_gr
barbara_gr 🇦🇺

4.6

(73)

1K documents

1 / 9

Toggle sidebar

This page cannot be seen from the preview

Don't miss anything!

bg1
EVE: A Tool for Temporal Equilibrium Analysis
Julian Gutierrez, Muhammad Najib, Giuseppe Perelli, and Michael Wooldridge
University of Oxford, UK
{julian.gutierrez,mnajib,giuseppe.perelli, michael.wooldridge}@cs.ox.ac.uk
Abstract. We present EVE (Equilibrium Verification Environment), a
formal verification tool for the automated analysis of temporal equilib-
rium properties of concurrent and multi-agent systems represented as
multi-player games. Systems are modelled using the Simple Reactive
Module Language (SRML) as a collection of independent system com-
ponents (players/agents in a game), which are assumed to have goals
expressed using Linear Temporal Logic (LTL) formulae. EVE can be
used to check the existence of Nash equilibria in such systems and verify
which temporal logic properties are satisfied in the equilibria.
1 Introduction
We are interested in the verification of concurrent and multi-agent systems in
which system components are modelled as open systems using a game-theoretic
approach. In this approach, multi-agent/concurrent systems correspond to games,
agents/processes to (rational) players, computation runs to plays of the game,
and individual component behaviours to player strategies. Since the classical
notion of correctness is not appropriate in this setting [18], one needs different
concepts to analyse such systems, and game theory provides a natural set of
mathematical tools and solution concepts for that [14]. Among the proposed
solution concepts, Nash equilibrium [15] is considered as the most important in
non-cooperative and multi-player settings.
In this paper, we present EVE (Equilibrium Verification Environment), a
tool for temporal equilibrium analysis of concurrent and multi-agent systems
represented as concurrent games. EVE solves three key decision problems in
rational synthesis and verification [18,10]: Non-Emptiness,E-Nash, and A-
Nash, which ask, respectively, whether a multi-player game has at least one
(pure-strategy) Nash equilibrium, whether an LTL formula holds on some Nash
equilibrium, and whether an LTL formula holds on all Nash equilibria. EVE uses
the Simple Reactive Modules Language (SRML [2]) to describe such concurrent
and multi-agent systems in a succinct, high-level manner, and Linear Temporal
Logic (LTL [16]) to specify individual player goals and properties to be verified of
a game. EVE uses a technique based on parity games1to check for the existence of
Nash equilibria in a concurrent and multi-player game, and a model of strategies
that is memoryful and bisimulation invariant. The latter property is important
because bisimilarity is one of the most fundamental features in concurrency
1A sketch of the main algorithm underlying EVE is provided in Appendix A.
pf3
pf4
pf5
pf8
pf9

Partial preview of the text

Download EVE: A Tool for Temporal Equilibrium Analysis of Concurrent and Multi-agent Systems and more Exams Logic in PDF only on Docsity!

EVE: A Tool for Temporal Equilibrium Analysis

Julian Gutierrez, Muhammad Najib, Giuseppe Perelli, and Michael Wooldridge

University of Oxford, UK {julian.gutierrez,mnajib,giuseppe.perelli,michael.wooldridge}@cs.ox.ac.uk

Abstract. We present EVE (Equilibrium Verification Environment), a formal verification tool for the automated analysis of temporal equilib- rium properties of concurrent and multi-agent systems represented as multi-player games. Systems are modelled using the Simple Reactive Module Language (SRML) as a collection of independent system com- ponents (players/agents in a game), which are assumed to have goals expressed using Linear Temporal Logic (LTL) formulae. EVE can be used to check the existence of Nash equilibria in such systems and verify which temporal logic properties are satisfied in the equilibria.

1 Introduction

We are interested in the verification of concurrent and multi-agent systems in which system components are modelled as open systems using a game-theoretic approach. In this approach, multi-agent/concurrent systems correspond to games, agents/processes to (rational) players, computation runs to plays of the game, and individual component behaviours to player strategies. Since the classical notion of correctness is not appropriate in this setting [18], one needs different concepts to analyse such systems, and game theory provides a natural set of mathematical tools and solution concepts for that [14]. Among the proposed solution concepts, Nash equilibrium [15] is considered as the most important in non-cooperative and multi-player settings. In this paper, we present EVE (Equilibrium Verification Environment), a tool for temporal equilibrium analysis of concurrent and multi-agent systems represented as concurrent games. EVE solves three key decision problems in rational synthesis and verification [18, 10]: Non-Emptiness, E-Nash, and A- Nash, which ask, respectively, whether a multi-player game has at least one (pure-strategy) Nash equilibrium, whether an LTL formula holds on some Nash equilibrium, and whether an LTL formula holds on all Nash equilibria. EVE uses the Simple Reactive Modules Language (SRML [2]) to describe such concurrent and multi-agent systems in a succinct, high-level manner, and Linear Temporal Logic (LTL [16]) to specify individual player goals and properties to be verified of a game. EVE uses a technique based on parity games^1 to check for the existence of Nash equilibria in a concurrent and multi-player game, and a model of strategies that is memoryful and bisimulation invariant. The latter property is important because bisimilarity is one of the most fundamental features in concurrency

(^1) A sketch of the main algorithm underlying EVE is provided in Appendix A.

2 J. Gutierrez et al.

which allows us to perform modular and compositional reasoning for the semantic analysis of several concurrent, reactive, and distributed systems. There are only a couple of existing tools that can be used to reason about Nash equilibria in multi-player games, PRALINE [4] and MCMAS [17], both of which are different from EVE in critical ways. PRALINE does not support LTL goals and uses a model of strategies that is sensitive to bisimilar transformations, meaning that in PRALINE two games on bisimilar systems may have different sets of Nash equilibria; cf., [8]^2. On the other hand, MCMAS supports model checking of Strategy Logic (SL [13]), thus making it possible to reason about Nash equilibria in games with LTL goals; however, MCMAS can check the exis- tence of Nash equilibria in memoryless strategies only and, like PRALINE, uses a model of strategies that does not allow for bisimulation-invariant transforma- tions, which are made, for instance, when using symbolic methods via OBDDs or some model-minimisation techniques.

2 Tool Description

Modelling Language. Systems in EVE are modelled with the Simple Reactive Modules Language (SRML [11]), a subset of Reactive Modules [2]. Each system component (agent/player) in SRML is represented as a module, which consists of an interface that defines the name of the module and lists a non- empty set of Boolean variables controlled by the module, and a set of guarded commands, which define the choices available to the module at each state. There are two kinds of guarded commands: init, used for initialising the variables, and update, used for updating variables subsequently; we refer to [11] for further details on the semantics of SRML. In addition, we associate each module with a goal, which is specified as an LTL formula.

Implementation and Usage. EVE was developed in Python and is available online from [1]. EVE takes as input a concurrent and multi-agent system de- scribed in SRML code, with player goals and a property φ to be checked specified in LTL. For Non-Emptiness, EVE returns “YES” (along with a set of winning players W ) if the set of Nash equilibria in the system is not empty, and returns “NO” otherwise. For E-Nash (A-Nash), EVE returns “YES” if φ holds on some (all ) Nash equilibria of the system, and “NO” otherwise.

3 Case Studies

In this section, we present two examples from the literature of concurrent and distributed systems to show the practical usage of EVE. Among other things, these two examples differ in the way they are modelled as a concurrent game. While the first one is played in an arena implicitly given by the specification of the players in the game (as done in [10]), the second one is played on a graph, e.g., as done in [3] with the use of concurrent game structures. Both of these models of games (modelling approaches) can be used within our tool. We will

(^2) Experiments based on the examples in this paper are reported in Appendix B.

4 J. Gutierrez et al.

q 1

q 2

qn− 2 qn− 1 qn

q 0

Fig. 3: Gifford’s proto- col modelled as a game.

Replica Control Protocol. Consensus is a funda- mental issue in distributed computing and multi-agent systems. One of the obvious domains of application is in mantaining data consistency. Gifford [7] used a quorum-based voting protocol to ensure data consis- tency by not allowing more than one processes to read or write a data item concurrently. To do this, each copy of a replicated data item is assigned a vote. We can model a (modified version of) Gifford’s protocol as a game as follows. The set of players N = { 1 ,... , n} in the game is arranged in a request queue represented by the sequence of states q 1 ,... , qn, where qi means that player i is requesting to read/write the data item. At state qi, other players in N{i} can then vote whether to allow player i to read/write. If the majority of players in N vote “yes”, then the transition goes to q 0 , i.e., player i is allowed to read/write, and otherwise it goes to qi+1^4. The voting process then restarts from q 1. The protocol’s structure is shown in Fig. 3. Notice that at the last state, qn, there is only one outgoing arrow to q 0. As in the previous example the goal of each player i is to visit q 0 right after qi infinitely often, so that the desired behaviour of the system is sustained on all Nash equilibria of the system: a data item is not accessed by two processes concurrently and the data is updated in every round. The associated properties are verified in the experiments in Section 4; E-Nash: there is no Nash equlibrium in which the data is never updated, A-Nash: in all Nash equilibria, each player is allowed to request read/write infinitely often. This example uses a (deterministic) module, called “Environment”, modelling the underlying concurrent game structure, shown in Fig. 3, where the game is played.

4 Experimental Evaluation and Conclusions

Experiments. In order to evaluate the practical preformance of our tool and approach (against MCMAS and PRALINE), we present results on the temporal equilibrium analysis for the examples in Sec. 3. We ran the tools on the two examples with different numbers of players (“P”), states (“S”), and edges (“E”). The experiments were obtained on a PC with Intel i5-4690S CPU 3.20 GHz ma- chine with 8 GB of RAM running Linux kernel version 4.12.14-300.fc26.x86 64. We report the running time^5 for solving Non-Emptiness (“ν”), E-Nash (“”), and A-Nash (“α”). For the last two problems, since there is no direct support in PRALINE and MCMAS, we used the reduction of E/A-Nash to Non-Emptiness presented in [6]. Time-out (“TO”) was fixed to be 7200 seconds. From the experiments we observe that in general EVE has the best perfor- mance, followed by PRALINE and MCMAS. Although PRALINE performed better

(^4) We assume arithmetic modulo (|N| + 1) in this example. (^5) In order to carry out a fairer comparison (since PRALINE does not accept LTL goals), we added to PRALINE’s running time, the amount of time needed to convert LTL games into its input.

EVE: A Tool for Temporal Equilibrium Analysis 5

Table 1: Gossip Protocol experiment results.

P S E EVE PRALINE MCMAS ν (s)  (s) α (s) ν (s)  (s) α (s) ν (s)  (s) α (s) 2 4 9 0.02 0.24 0.08 0.02 1.71 1.73 0.01 0.01 0. 3 8 27 0.09 0.43 0.26 0.33 26.74 27.85 0.02 0.06 0. 4 16 81 0.42 3.51 1.41 0.76 547.97 548.82 760.65 3257.56 3272. 5 32 243 2.30 35.80 25.77 10.06 TO TO TO TO TO 6 64 729 16.63 633.68 336.42 255.02 TO TO TO TO TO 7 128 2187 203.05 TO TO 5156.48 TO TO TO TO TO 8 256 6561 4697.49 TO TO TO TO TO TO TO TO

Table 2: Replica control experiment results.

P S E EVE PRALINE MCMAS ν (s)  (s) α (s) ν (s)  (s) α (s) ν (s)  (s) α (s) 2 3 8 0.04 0.11 0.10 0.05 0.64 0.74 0.01 0.01 0. 3 4 20 0.11 1.53 0.22 0.12 4.96 5.46 0.02 0.06 0. 4 5 48 0.34 1.73 0.68 0.56 65.50 67.45 1.99 4.15 11. 5 6 112 1.43 2.66 2.91 6.86 1546.90 1554.80 1728.73 6590.53 TO 6 7 256 5.87 13.69 16.03 94.39 TO TO TO TO TO 7 8 576 32.84 76.50 102.12 2159.88 TO TO TO TO TO 8 9 1280 166.60 485.99 746.55 TO TO TO TO TO TO

than MCMAS, both struggled (timed-out) with inputs whose edges are greater than 100, while EVE could handle up to about 6000 edges (for Non-Emptiness).

Conclusion. We have presented EVE, a tool to analyse temporal equilibrium properties in concurrent games. Although there are other tools to compute pure Nash equilibria (PRALINE and MCMAS), they work in different settings. More- over, while EVE uses a richer (bisimulation-invariant) model of strategies, it still performed better than the other two tools. In addition, this model of strate- gies is amenable to the use of powerful techniques for symbolic reasoning and model minimisation. Another important feature is that, in addition to Non- Emptiness, EVE has direct support for other problems in the rational verifica- tion framework [18], namely E-Nash and A-Nash. These two problems can be considered as counterparts to model checking in game-theoretic settings, making them very relevant for the formal analysis of multi-agent systems

References

  1. EVE: A tool for temporal equilibrium analysis. Available online (May 2018), https://github.com/eve-mas/eve-parity
  2. Alur, R., Henzinger, T.A.: Reactive modules. Formal Methods in System Design 15(11), 7–48 (Jul 1999)
  3. Alur, R., Henzinger, T.A., Kupferman, O.: Alternating-time temporal logic. J. ACM 49(5), 672–713 (Sep 2002)

EVE: A Tool for Temporal Equilibrium Analysis 7

GLTL

Kripke structure

(γi)i∈N

LTL goals

(Ai)i∈N

DPWs

G PAR−L

s 0 si

GPAR

ρ

Fig. 4: High-level workflow of EVE.

A Main Algorithm Sketch

Temporal Equilibrium Analysis. Once a multi-agent system is modelled in SRML, it can be seen as a multi-player game in which players (the modules) use strategies to resolve the non-deterministic choices in the system. EVE uses a novel algorithm to solve Non-Emptiness via a reduction to parity games. The main idea behind this algorithm, which we will describe next, is illustrated in Fig. 4. Let GLTL be a game, modelled using SRML, with a set of players/modules N = { 1 ,... , n} and LTL goals Γ = {γ 1 ,... , γn}, one for each player. Using GLTL we construct an associated concurrent game with parity goals GPAR in order to shift reasoning on the set of Nash equilibria of GLTL into the set of Nash equilibria of GPAR. With GPAR in our hands, we can then reason about Nash equilibria by solving a collection of parity games. As shown in [9], the existence of Nash equilibria in LTL games can be characterized in terms of punishment strategies, an idea underlying the algorithm that EVE uses. Intuitively, punishment strategies are strategies that prevent a player i to achieve its goal γi, thus eliminating any incentive of i to deviate. EVE then guesses a set of “winners” W ⊆ N and computes a punishment region Punj (GPAR) for each j ∈ L = N\W , with which a reduced parity game G− PARL =

j∈L Punj^ (GPAR) is built. Lastly,^ EVE^ checks whether there exists a path ρ in G PAR−L that satisfies the goals of each i ∈ W. To do this, we translate G PAR−L into a deterministic Streett automata, whose language is empty if and only if so is the set of Nash equilibria of GPAR. For E-Nash problem, we simply need to find a run in the witness returned when we check for Non-Emptiness; this can be done via automata intersection^6.

B Experiments: Bisimulation Examples

These experiments are taken from the motivating examples in [8]. We extended the number of states by adding more layers to the game structures used there in

(^6) For A-Nash is straightforward, since it is the dual of E-Nash.

8 J. Gutierrez et al.

Table 3: Example with no Nash equilibrium.

states edges MCMAS EVE PRALINE

time (s) NE time (s) disc. time (s) NE^

disc. time (s) NE

5 80 0.04 No 0.75 0.14 Yes 0.25 No 8 128 0.24 No 2.99 0.22 Yes 0.54 No 11 176 6.28 No 4.80 0.31 Yes 0.80 No 14 224 273.14 No 7.46 0.44 Yes 1.03 No 17 272 TO – 13.31 0.50 Yes 1.30 No .. .

.. .

.. .

.. .

.. .

.. .

.. .

.. .

.. . 50 800 TO – 655.80 2.58 Yes 4.50 No

Table 4: Example with Nash equilibria

states edges MCMAS EVE PRALINE

time (s) NE time (s) (^) time (s)disc. NE (^) time (s)disc. NE

6 96 0.02 Yes 1.09 0.12 Yes 0.25 Yes 9 144 0.77 Yes 3.36 0.24 Yes 0.71 Yes 12 192 65.31 No 7.45 0.40 Yes 1.11 Yes 15 240 TO – 22.24 0.65 Yes 1.59 Yes .. .

.. .

.. .

.. .

.. .

.. .

.. .

.. .

.. . 51 816 TO – 1314.47 7.22 Yes 8.89 Yes

order to test the practical performance of EVE, MCMAS, and PRALINE. The experiments were performed on a PC with Intel i7-4702MQ CPU 2.20GHz ma- chine with 12GB of RAM running Linux kernel version 4.14.16-300.fc26.x86 64. We divided the test cases based on the number of Kripke states and edges; then, for each case, we report (i) the total running time (“time”), (ii) whether the tools find any Nash equilibria (“NE”), and (iii) discounted execution time (“disc. time”). Discounted execution time is the amount of time used after GPAR has been built until the tool terminates and outputs the result. This is to enable a comparison between EVE and PRALINE, since the latter only accepts B¨uchi goals (while EVE accepts LTL goals). Table 3 shows the results of the experiments on the example in which the model of strategies that depends only on the run (sequence of states) of the game (called run-based strategies in [8]) cannot sustain any Nash equilibria, a model of strategies that is not invariant under bisimilarity. Indeed, since MCMAS and PRALINE use this model of strategies, both did not find any Nash equilibria in the game, as shown in Table 3. EVE, which uses model of strategies that, not only depends on the run of the game, but also on the actions of players