Randomise Alone, Reach as a Team

📅 2026-03-07
📈 Citations: 0
Influential: 0
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🤖 AI Summary
This work addresses the problem of coordinating multiple agents to reach a target state with high probability in distributed stochastic concurrent graph games, where no shared source of randomness is available and each agent’s private randomness is invisible to others. To formally model such settings, the paper introduces Individual-Randomized Alternating-Time Temporal Logic (IRATL) and proves that memoryless strategies suffice for solving threshold reachability objectives. Leveraging the existential theory of the reals (∃ℝ) and value iteration, the authors design an efficient solver and establish that threshold reachability is NP-hard while almost-sure reachability is NP-complete. This constitutes the first complete logical framework and complexity characterization for team-based stochastic games without shared randomness.

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📝 Abstract
We study concurrent graph games where n players cooperate against an opponent to reach a set of target states. Unlike traditional settings, we study distributed randomisation: team players do not share a source of randomness, and their private random sources are hidden from the opponent and from each other. We show that memoryless strategies are sufficient for the threshold problem (deciding whether there is a strategy for the team that ensures winning with probability that exceeds a threshold), a result that not only places the problem in the Existential Theory of the Reals (\exists\mathbb{R}) but also enables the construction of value iteration algorithms. We additionally show that the threshold problem is NP-hard. For the almost-sure reachability problem, we prove NP-completeness. We introduce Individually Randomised Alternating-time Temporal Logic (IRATL). This logic extends the standard ATL framework to reason about probability thresholds, with semantics explicitly designed for coalitions that lack a shared source of randomness. On the practical side, we implement and evaluate a solver for the threshold and almost-sure problem based on the algorithms that we develop.
Problem

Research questions and friction points this paper is trying to address.

concurrent graph games
distributed randomisation
team cooperation
reachability
randomness
Innovation

Methods, ideas, or system contributions that make the work stand out.

distributed randomisation
memoryless strategies
Individually Randomised ATL
threshold problem
concurrent graph games
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