The Byzantine Generals Problem
ACM Transactions on Programming Languages and Systems (TOPLAS)
LICS '05 Proceedings of the 20th Annual IEEE Symposium on Logic in Computer Science
SFCS '79 Proceedings of the 20th Annual Symposium on Foundations of Computer Science
Distributed reactive systems are hard to synthesize
SFCS '90 Proceedings of the 31st Annual Symposium on Foundations of Computer Science
Distributed synthesis for well-connected architectures
Formal Methods in System Design
Qualitative Concurrent Stochastic Games with Imperfect Information
ICALP '09 Proceedings of the 36th Internatilonal Collogquium on Automata, Languages and Programming: Part II
Information Tracking in Games on Graphs
Journal of Logic, Language and Information
Strategies in games: a logic-automata study
ESSLLI'10 Proceedings of the 2010 conference on ESSLLI 2010, and ESSLLI 2011 conference on Lectures on Logic and Computation
Hi-index | 0.00 |
The standard way of modelling imperfect information in games is in terms of information partitions for players. In this view, each player is associated with an equivalence relation over the set of game positions. For multiplayer games of imperfect information defined in this manner it turns out that most of the algorithmic questions like determining the winning strategy and synthesis of an equilibrium profile are undecidable. In this light, we propose a model where the players' information partitions are generated explicitly by means of communication. We define a notion of locally consistent equilibrium and suggest that this captures the intuition of stable behaviour of players better. We show that when communication is by means of public announcements, the question of whether locally consistent equilibrium profile exists is decidable.