Games with Secure Equilibria Krishnendu Chatterjee (Berkeley) Thomas A. Henzinger (EPFL) Marcin Jurdzinski (Warwick)

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Games with Secure Equilibria Krishnendu Chatterjee (Berkeley) Thomas A. Henzinger (EPFL) Marcin Jurdzinski (Warwick)

Classification of 2-Player Games Zero-sum games: complementary payoffs. Non-zero-sum games: arbitrary payoffs. 1,-10,0 2,-2-1,1 3,11,0 4,23,2

Classical Notion of Rationality Nash equilibrium: none of the players gains by deviation. 3,11,0 4,23,2 (row, column)

Classical Notion of Rationality Nash equilibrium: none of the players gains by deviation. 3,11,0 4,23,2 (row, column)

New Notion of Rationality Nash equilibrium: none of the players gains by deviation. Secure equilibrium: none hurts the opponent by deviation. 3,11,0 4,23,2 (row, column)

Secure Equilibria Natural notion of rationality for component systems: –First, a component tries to meet its spec. –Second, a component may obstruct the other components. For  -regular specs, there is always unique maximal secure equilibrium.

Games on Graphs Modeling component interaction: –Vertices = states –Players = components –Moves = transitions Applications: –Synthesis (control) of sequential systems –Verification of adversarial specs –Receptiveness –Compatibility –Early error detection –(Bi)simulation checking –Model checking –Game semantics –etc.

Starvation Freedom (mutual exclusion protocols, cache coherence protocols) In a multi-process system, can a process that wishes P to proceed always eventually proceed no matter what the other processes do? Example: Verification 8   (a ) hhPii } b) 8  (a ) 8} b) X 8  (a ! 9} b) X

Starvation Freedom (mutual exclusion protocols, cache coherence protocols) In a multi-process system, can a process P that wishes to proceed always eventually proceed no matter what the other processes do provided they meet their specs ? Example: Verification 8   (a ) hhPii } b) X 8  (a ) 8} b) X 8  (a ! 9} b) X

Games on Graphs Turn-based (perfect-information) games: –Game graph G=((V,E), (V 1,V 2 )). –E µ V £ V: serial edge relation. –(V 1,V 2 ): partition of the vertex set V. The game is played by moving token along edges of the graph: –V 1 : player-1 moves the token. –V 2 : player-2 moves the token.

Example: A Game Graph s0s0 s1s1 s2s2 s3s3

Plays and Strategies Play (outcome) of a game: –Infinite path (s 0,s 1,…) of states s i 2 V such that (s i,s i+1 ) 2 E for all i ¸ 0. –  : set of all plays. Player-1 strategy: – Given prefix of play ending in V 1, specifies how to extend the play. –  : V * ¢ V 1 ! V such that (s,  (x¢s)) 2 E for all x 2 V * and s 2 V 1. – Symmetric definition for player-2 strategies . Given two strategies ,  and a start state s, there is a unique play  ,  (s).

Example s0s0 s1s1 s2s2 s3s3 Example of a play: s 0 s 1 s 2  Strategies that yield this play: - Player-1: s 0 ! s 1 - Player-2: s 1 ! s 2

Memoryless Strategies Independent of the history of the play:  : V 1 ! V  : V 2 ! V Yield simple controllers. Existence puts games into NP.

Objectives and Payoffs What the players are playing for: –Player-1 objective: play in set  1 µ V . –Player-2 objective: play in set  2 µ V . –General objectives: Borel sets in the Cantor topology. –Finite-state objectives:  -regular sets (level 2.5 Borel sets). From objectives to payoffs: –If  ,  (s) 2  i, then player i gets payoff 1 else payoff 0. –The payoff profile for a strategy profile ( ,  ) at a state s is (v 1 ,  (s), v 2 ,  (s)).

Classification of Games Zero-sum games: –Complementary objectives:  2 = :  1. –Possible payoff profiles (1,0) and (0,1). Non-zero-sum games: –Arbitrary objectives  1,  2. –Possible payoff profiles (1,1), (1,0), (0,1), and (0,0).

Zero-Sum Games on Graphs Winning: - Winning-1 states s: (9  ) (8  )  ,  (s) 2  1. - Winning-2 states s: (9  ) (8  )  ,  (s) 2  2. Determinacy: –Every state is winning-1 or winning-2. –Borel determinacy [Martin 75]. –Memoryless determinacy for parity games [Emerson/Jutla 91]. (1,0)(0,1)

Non-Zero-Sum Games on Graphs Nash equilibrium ( ,  ) at state s: (8  ’) v 1 ,  (s) ¸ v 1  ’,  (s) (8  ’) v 2 ,  (s) ¸ v 2 ,  ’ (s)

Example: Reachability Game s0s0 s1s1 s2s2 s3s3 R1R1 R2R2 Objective for player i is to visit R i.

Example s0s0 s1s1 s2s2 s3s3 Nash equilibria: (s 0 ! s 1, s 1 ! s 2 ): (1,0) R1R1 R2R2

Example s0s0 s1s1 s2s2 s3s3 Nash equilibria: (s 0 ! s 1, s 1 ! s 2 ): (1,0) (s 0 ! s 3, s 1 ! s 0 ): (0,1) (s 0 ! s 1, s 1 ! s 0 ): (0,0) R1R1 R2R2

Example s0s0 s1s1 s2s2 s3s3 Nash equilibria: (s 0 ! s 1, s 1 ! s 2 ): (1,0) (s 0 ! s 3, s 1 ! s 0 ): (0,1) R1R1 R2R2

Synthesis: - Zero-sum game controller versus plant. - Control against all plant behaviors. Verification: - Non-zero-sum specs for components. - Components may behave adversarially, but without threatening their own specs.  Regular Objectives

Drawbacks of Nash equilibrium: - Does not capture adversarial behavior. - Not unique. A new notion of equilibrium: - Takes into account both non-zero-sum payoffs and adversarial behavior. - Captures the essence of component-based systems. - Unique for Borel objectives. - Computable for  -regular objectives. Non-Zero-Sum Verification Games

Secure Equilibria Secure strategy profile ( ,  ) at state s: (8  ’) ( v 1 ,  ’ (s) < v 1 ,  (s) ) v 2 ,  ’ (s) < v 2 ,  (s) ) (8  ’) ( v 2  ’,  (s) < v 2 ,  (s) ) v 1  ’,  (s) < v 1 ,  (s) ) A secure profile ( ,  ) is a contract: if the player-1 deviates to lower player-2’s payoff, her own payoff decreases as well, and vice versa. Secure equilibrium: secure strategy profile that is also a Nash equilibrium.

Secure Equilibria 3,31,3 2,23,1 2,10,0 1,20,0 (row, column)

Example s0s0 s1s1 s2s2 s3s3 R1R1 R2R2 Nash equilibria: (s 0 ! s 1, s 1 ! s 2 ): (1,0) (s 0 ! s 3, s 1 ! s 0 ): (0,1) (s 0 ! s 1, s 1 ! s 0 ): (0,0) not secure

Example s0s0 s1s1 s2s2 s3s3 R1R1 R2R2 Nash equilibria: (s 0 ! s 1, s 1 ! s 2 ): (1,0) (s 0 ! s 3, s 1 ! s 0 ): (0,1) (s 0 ! s 1, s 1 ! s 0 ): (0,0) not secure

Example s0s0 s1s1 s2s2 s3s3 Nash equilibria: (s 0 ! s 1, s 1 ! s 2 ): (1,0) (s 0 ! s 3, s 1 ! s 0 ): (0,1) (s 0 ! s 1, s 1 ! s 0 ): (0,0) R1R1 R2R2 not secure secure

Lexicographic Payoff Profile Ordering Player-1 preference º 1 : –(v 1,v 2 ) Â 1 (v’ 1,v’ 2 ) iff v 1 > v’ 1 or ( v 1 = v’ 1 and v 2 < v’ 2 ). –(v 1,v 2 ) º 1 (v’ 1,v’ 2 ) iff (v 1,v 2 ) Â 1 (v’ 1,v’ 2 ) or (v 1,v 2 ) = (v’ 1,v’ 2 ). Player-2 preference º 2 symmetric. Captures payoff maximization with external adversarial choice. Provides notion of maximality: –Player-1: (1,0) º 1 (1,1) º 1 (0,0) º 1 (0,1) –Player-2: (0,1) º 2 (1,1) º 2 (0,0) º 2 (1,0)

Alternative Characterization A secure equilibrium is an equilibrium with respect to the º 1 and º 2 payoff profile orderings: A strategy profile ( ,  ) is a secure equilibrium at s iff ( 8  ’) (v 1 ,  (s), v 2 ,  (s)) º 1 (v 1  ’,  (s), v 2  ’,  (s)) (8  ’) (v 1 ,  (s), v 2 ,’ (s)) º 2 (v 1 ,  ’ (s), v 2 ,  ’ (s))

Example: Buechi Game s4s4 s0s0 s2s2 s1s1 s3s3 B1B1 B2B2 Objective for player i is to visit B i infinitely often.

Example s4s4 s0s0 s2s2 s1s1 s3s3 B1B1 B2B2 Nash equilibria: (s 0 ! s 4, s 1 ! s 4 ): (0,0) secure

Example s4s4 s0s0 s2s2 s1s1 s3s3 B1B1 B2B2 Nash equilibria: (s 0 ! s 4, s 1 ! s 4 ): (0,0) (s 0 ! s 1, s 1 ! s 0 ): (1,0) secure

Example s4s4 s0s0 s2s2 s1s1 s3s3 B1B1 B2B2 Nash equilibria: (s 0 ! s 4, s 1 ! s 4 ): (0,0) (s 0 ! s 1, s 1 ! s 0 ): (1,0) secure not secure

Example s4s4 s0s0 s2s2 s1s1 s3s3 B1B1 B2B2 Nash equilibria: (s 0 ! s 4, s 1 ! s 4 ): (0,0) (s 0 ! s 1, s 1 ! s 0 ): (1,0) (s 0 ! s 2, s 3 ! s 1 ): (1,1) secure not secure

Example s4s4 s0s0 s2s2 s1s1 s3s3 B1B1 B2B2 Nash equilibria: (s 0 ! s 4, s 1 ! s 4 ): (0,0) (s 0 ! s 1, s 1 ! s 0 ): (1,0) (s 0 ! s 2, s 3 ! s 1 ): (1,1) secure not secure

Example s4s4 s0s0 s2s2 s1s1 s3s3 B1B1 B2B2 Nash equilibria: (s 0 ! s 4, s 1 ! s 4 ): (0,0) (s 0 ! s 1, s 1 ! s 0 ): (1,0) (s 0 ! s 2, s 3 ! s 1 ): (1,1) secure not secure secure

Example s4s4 s0s0 s2s2 s1s1 s3s3 B1B1 B2B2 Secure equilibrium ( ,  ) with payoff (1,1) at s 0 :  : if s 1 ! s 0, then s 2 else s 4.  : if s 3 ! s 1, then s 0 else s 4. Pair of “retaliating” strategies. Require memory.

Theorem: At every state s of a graph game with Borel objectives, there is a unique secure equilibrium profile that is maximal with respect to both º 1 and º 2. Maximal Secure Equilibria This is the rational behavior of both players at s if they wish to 1. satisfy their own objectives and, then, 2. sabotage the opponent’s objective.

Strongly Winning and Retaliating Strategies Winning strategies: –Player-1 wins for the objective  1. –Player-2 wins for  2. Strongly winning strategies: –Player-1 wins for the objective  1 Æ :  2. –Player-2 wins for  2 Æ :  1. Retaliating strategies: –Player-1 wins for the objective  2 )  1. –Player-2 wins for  1 )  2.

Winning Sets W 1 : set of states s.t. player-1 has a winning strategy. W 2 : set of states s.t. player-2 has a winning strategy. W 10 : set of states s.t. player-1 has a strongly winning strategy. W 01 : set of states s.t. player-2 has a strongly winning strategy. W 11 : set of states s s.t. there is a pair ( ,  ) of retaliating strategies with  ,  (s) ²  1 Æ  2. W 00 : set of states s s.t. each player has a retaliating strategy and for every pair ( ,  ) of retaliating strategies,  ,  (s) ² :  1 Æ :  2.

State Space Partition

W 10 hh1ii (  1 Æ :  2 ) hh2ii ( :  1 Ç  2 )

State Space Partition W 10 hh1ii (  1 Æ :  2 ) hh2ii ( :  1 Ç  2 ) W 01 hh2ii (  2 Æ :  1 ) hh1ii ( :  2 Ç  1 )

State Space Partition W 10 hh1ii (  1 Æ :  2 ) hh2ii ( :  1 Ç  2 ) W 01 hh2ii (  2 Æ :  1 ) hh1ii ( :  2 Ç  1 ) Retaliating strategies There is no player-2 retaliating strategy in W 10, and no player-1 retaliating strategy in W 01.

Retaliating Strategy Pairs Every player-1 retaliating strategy  ensures for every player-2 strategy  that  2 )  1. Hence every pair ( ,  ) of retaliating strategies ensures (:  1 Ç :  2 ) ) (:  1 Æ :  2 ). W 11 and W 00 are the regions of the state space where both players have retaliating strategies: –W 11 contains the states where some pair ( ,  ) of retaliating strategies ensures  1 Æ  2. –W 00 contains the states where all pairs ( ,  ) of retaliating strategies lead to :  1 Æ :  2.

State Space Partition W 10 hh1ii (  1 Æ :  2 ) W 01 hh2ii (  2 Æ :  1 ) W 11 W 00

Uniqueness of Maximal Secure Equilibria W 11 : (1,1) is a secure equilibrium, and hence maximal W 10 : (1,0) is the only secure equilibrium W 01 : (0,1) is the only secure equilibrium W 00 : (0,0) is the only possible secure equilibrium W 11 is the set of states where both players can collaborate to win, yet each player keeps an “insurance policy.”

Generalization of Determinacy W 10 W 01 W 11 W 00 W1W1 W2W2 Zero-sum games:  2 = :  1 Non-zero-sum games:  1,  2

Computing the Partition For  -regular  1 and  2. Computing –W 10 = hh1ii (  1 Æ :  2 ) –W 01 = hh2ii (  2 Æ :  1 ) involves solving games with conjunctive (Streett) objectives. These are generally not memoryless. We need to compute W 11 µ hh1,2ii (  1 Æ  2 ) = 9 (  1 Æ  2 ).

s0s0 s1s1 B1B1 B2B2 W 1,0 even though hh1,2ii (  1 Æ  2 )

Computing the Partition W 10 hh1ii (  1 Æ :  2 ) hh2ii (  1 )  2 ) W 01 hh2ii (  2 Æ :  1 ) hh1ii (  2 )  1 )

Computing the Partition W 10 hh1ii (  1 Æ :  2 ) hh2ii (  1 )  2 ) W 01 hh2ii (  2 Æ :  1 ) hh1ii (  2 )  1 ) hh1ii  1 U1U1

Computing the Partition W 10 hh1ii (  1 Æ :  2 ) hh2ii (  1 )  2 ) W 01 hh2ii (  2 Æ :  1 ) hh1ii (  2 )  1 ) hh1ii  1 hh2ii  2 U1U1 U2U2

Computing the Partition W 10 hh1ii (  1 Æ :  2 ) hh2ii (  1 )  2 ) W 01 hh2ii (  2 Æ :  1 ) hh1ii (  2 )  1 ) hh1ii  1 hh2ii  2 Threat strategies  T,  T hh2ii :  1 hh1ii :  2 U1U1 U2U2

Computing the Partition W 10 hh1ii (  1 Æ :  2 ) hh2ii (  1 )  2 ) W 01 hh2ii (  2 Æ :  1 ) hh1ii (  2 )  1 ) hh1ii  1 hh2ii  2 Threat strategies  T,  T hh2ii :  1 hh1ii :  2 hh1,2ii (  1 Æ  2 ) Cooperation strategies  C,  C U1U1 U2U2

Computing W 11 The pair (  C +  T,  C +  T ) is a pair of winning retaliating strategies: –Player-1 follows  C until reaching U 1 [ U 2 (then switch to known retaliating pair) or until player-2 deviates from  C (then switch to  T ). –Player-2 behaves symmetrically. From states s where there are no cooperative strategies, for all retaliation strategies ( ,  ) we have  ,  (s) ² :  1 Æ :  2. Hence W 11 = hh1,2ii(  1 Æ  2 ) in the subgame without W 10 [ W 01.

Computing the Partition W 10 hh1ii (  1 Æ :  2 ) W 01 hh2ii (  2 Æ :  1 ) hh1ii  1 hh2ii  2 hh1,2ii (  1 Æ  2 ) U1U1 U2U2 W00W00

 1,  2 LTL: 2EXPTIME [Pnueli/Rosner].  1,  2 parity: coNP [Emerson/Jutla]. Computing the Partition

P 1 2 W 1 (  1 ) P 2 2 W 2 (  2 )  1 Æ  2 )  P 1 ||P 2 ²  Application: Compositional Verification

P 1 2 W 1 (  1 ) P 2 2 W 2 (  2 )  1 Æ  2 )  P 1 ||P 2 ²  Application: Compositional Verification P 1 2 (W 10 [ W 11 ) (  1 ) P 2 2 (W 01 [ W 11 ) (  2 )  1 Æ  2 )  P 1 ||P 2 ²  W 1 ½ W 10 [ W 11 W 2 ½ W 01 [ W 11 An assume/guarantee rule.

Summary Rational behavior in non-zero-sum graph games: –not as restrictive as zero-sum games. –capture the essence of multi-component systems. –unique equilibria. –computable for  -regular objectives. Reference: LICS 2004.