We present a situation calculus-based account of multiplayers synchronous games in the style of general game playing. Such games can be represented as action theories of a special form, situation calculus synchronous game structures (SCSGSs), in which we have a single action tick whose effects depend on the combination of moves selected by the players. Then one can express properties of the game, e.g., winning conditions, playability, weak and strong winnability, etc. in a first-order alternating-time μ-calculus. We discuss verification in this framework considering computational effectiveness. We also show that SCSGSs can be considered as a firstorder variant of the Game Description Language (GDL) that supports infinite domains and possibly non-terminating games. We do so by giving a translation of GDL specifications into SCSGSs and showing its correctness. Finally, we show how a player's possible moves can be specified in a Golog-like programming language.

Situation calculus game structures and GDL / De Giacomo, G.; Lesperance, Y.; Pearce, A. R.. - 285:(2016), pp. 408-416. (Intervento presentato al convegno 22nd European Conference on Artificial Intelligence, ECAI 2016 tenutosi a The Hague; Netherlands) [10.3233/978-1-61499-672-9-408].

Situation calculus game structures and GDL

De Giacomo G.
;
Lesperance Y.
;
Pearce A. R.
2016

Abstract

We present a situation calculus-based account of multiplayers synchronous games in the style of general game playing. Such games can be represented as action theories of a special form, situation calculus synchronous game structures (SCSGSs), in which we have a single action tick whose effects depend on the combination of moves selected by the players. Then one can express properties of the game, e.g., winning conditions, playability, weak and strong winnability, etc. in a first-order alternating-time μ-calculus. We discuss verification in this framework considering computational effectiveness. We also show that SCSGSs can be considered as a firstorder variant of the Game Description Language (GDL) that supports infinite domains and possibly non-terminating games. We do so by giving a translation of GDL specifications into SCSGSs and showing its correctness. Finally, we show how a player's possible moves can be specified in a Golog-like programming language.
2016
22nd European Conference on Artificial Intelligence, ECAI 2016
Artificial intelligence; Logic programming; Action theories
04 Pubblicazione in atti di convegno::04b Atto di convegno in volume
Situation calculus game structures and GDL / De Giacomo, G.; Lesperance, Y.; Pearce, A. R.. - 285:(2016), pp. 408-416. (Intervento presentato al convegno 22nd European Conference on Artificial Intelligence, ECAI 2016 tenutosi a The Hague; Netherlands) [10.3233/978-1-61499-672-9-408].
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11573/1337309
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