Alternating automata on infinite trees
Theoretical Computer Science
On the synthesis of a reactive module
POPL '89 Proceedings of the 16th ACM SIGPLAN-SIGACT symposium on Principles of programming languages
The temporal logic of reactive and concurrent systems
The temporal logic of reactive and concurrent systems
Reasoning about infinite computations
Information and Computation
Weak alternating automata and tree automata emptiness
STOC '98 Proceedings of the thirtieth annual ACM symposium on Theory of computing
Algorithmic mechanism design (extended abstract)
STOC '99 Proceedings of the thirty-first annual ACM symposium on Theory of computing
STOC '82 Proceedings of the fourteenth annual ACM symposium on Theory of computing
Automata logics, and infinite games: a guide to current research
Automata logics, and infinite games: a guide to current research
From linear time to branching time
ACM Transactions on Computational Logic (TOCL)
Memoryful Branching-Time Logic
LICS '06 Proceedings of the 21st Annual IEEE Symposium on Logic in Computer Science
Theoretical Computer Science - Components and objects
Algorithmic Game Theory
The temporal logic of programs
SFCS '77 Proceedings of the 18th Annual Symposium on Foundations of Computer Science
Environment Assumptions for Synthesis
CONCUR '08 Proceedings of the 19th international conference on Concurrency Theory
CSL '08 Proceedings of the 22nd international workshop on Computer Science Logic
VMCAI'07 Proceedings of the 8th international conference on Verification, model checking, and abstract interpretation
TACAS'07 Proceedings of the 13th international conference on Tools and algorithms for the construction and analysis of systems
Latticed simulation relations and games
ATVA'07 Proceedings of the 5th international conference on Automated technology for verification and analysis
Rational behaviour and strategy construction in infinite multiplayer games
FSTTCS'06 Proceedings of the 26th international conference on Foundations of Software Technology and Theoretical Computer Science
Multi-valued model checking games
ATVA'05 Proceedings of the Third international conference on Automated Technology for Verification and Analysis
Verifying quantitative properties using bound functions
CHARME'05 Proceedings of the 13 IFIP WG 10.5 international conference on Correct Hardware Design and Verification Methods
CONCUR'07 Proceedings of the 18th international conference on Concurrency Theory
Iterated regret minimization in game graphs
MFCS'10 Proceedings of the 35th international conference on Mathematical foundations of computer science
Coping with selfish on-going behaviors
LPAR'10 Proceedings of the 16th international conference on Logic for programming, artificial intelligence, and reasoning
A halting algorithm to determine the existence of decoder
Proceedings of the 2010 Conference on Formal Methods in Computer-Aided Design
The complexity of nash equilibria in limit-average games
CONCUR'11 Proceedings of the 22nd international conference on Concurrency theory
Recent challenges and ideas in temporal synthesis
SOFSEM'12 Proceedings of the 38th international conference on Current Trends in Theory and Practice of Computer Science
What makes ATL* decidable? a decidable fragment of strategy logic
CONCUR'12 Proceedings of the 23rd international conference on Concurrency Theory
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
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Synthesis is the automated construction of a system from its specification. The system has to satisfy its specification in all possible environments. Modern systems often interact with other systems, or agents. Many times these agents have objectives of their own, other than to fail the system. Thus, it makes sense to model system environments not as hostile, but as composed of rational agents; i.e., agents that act to achieve their own objectives. We introduce the problem of synthesis in the context of rational agents (rational synthesis, for short). The input consists of a temporal-logic formula specifying the system, temporal-logic formulas specifying the objectives of the agents, and a solution concept definition. The output is an implementation T of the system and a profile of strategies, suggesting a behavior for each of the agents. The output should satisfy two conditions. First, the composition of T with the strategy profile should satisfy the specification. Second, the strategy profile should be an equilibrium in the sense that, in view of their objectives, agents have no incentive to deviate from the strategies assigned to them, where “no incentive to deviate” is interpreted as dictated by the given solution concept. We provide a method for solving the rational-synthesis problem, and show that for the classical definitions of equilibria studied in game theory, rational synthesis is not harder than traditional synthesis. We also consider the multi-valued case in which the objectives of the system and the agents are still temporal logic formulas, but involve payoffs from a finite lattice.