Game Specification in the Trias Politica

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1 Game Secification in the Trias Politica Guido Boella a Leendert van der Torre b a Diartimento di Informatica - Università di Torino - Italy b CWI - Amsterdam - The Netherlands Abstract In this aer we formalize the secification of games in the trias olitica using Rao and Georgeff s secification language BDI CTL*. In articular, we generalize Rao and Georgeff s secification of single agent decision trees to multiagent games, for which we introduce observations and recursive modelling, in this setting we formalize obligations, and we characterize four kinds of agents, called legislators, judges, olicemen and citizens. Legislators are characterized by their ower to create and revise obligations, judges are characterized by their ower to count behavior of citizens as violations, and olicemen are characterized by their ability to sanction behavior. 1 Introduction Montesquieu s trias olitica distinguishes between three autonomous owers. Due to their autonomy, these owers can be analyzed as agents and mental attitudes can be attributed to them. In this aer we call these agents legislators, judges and olicemen. Moreover, our multiagent model contains a set of agents called citizens. Various games with obligations can be layed in this multiagent system. E.g., ossible decision roblems are: A citizen considers whether it will fulfill or violate the obligations, given its exectations of judges and olicemen [2, 3]. A legislator considers which sanctions it associates with norms, such that citizens will fulfill obligations [5]. We are interested in the secification of such decision roblems in the trias olitica. To take the limited rationality of the agents into account we use recursive modelling [6] instead of equilibria analysis, the most oular aroach in game theory. We use Rao and Georgeff s BDI CTL* and generalize their translation to BDI CTL* models of single agent decision trees [9] to multiagent games. In this aroach, belief accessible worlds reresent ossible alternatives, desire (or goal) accessible worlds reresent the alternatives the agent takes into consideration, and intention accessible worlds reresent the otimal decisions. Our research question breaks down into the following questions. 1. How to formally secify recursive games in BDI CTL*? 2. How to formally secify obligations in BDI CTL*? 3. How to characterize legislators, judges and olicemen in BDI CTL*? The motivation of our research questions is the secification of decision roblems of the kind introduced by Boella and Lesmo [2].Normative systems that control and regulate

2 behavior like legal, moral or security systems are autonomous, they react to changes in their environment, and they are ro-active. For examle, the rocess of deciding whether behavior counts as a violation is an autonomous activity. Since these roerties have been identified as the roerties of autonomous or intelligent agents [12], normative systems may be called normative agents. This goes beyond the observation that a normative system may contain agents, like a legal system contains legislators, judges and olicemen, because a normative system itself is called an agent. The first advantage of the normative systems as agents ersective is that the interaction between an agent and the normative system which creates and controls its obligations can be modelled as a game between two agents. The second advantage of the normative systems as agents ersective is that, since mental attitudes can be attributed to agents, we can attribute mental attitudes to normative systems. The logic roosed in this aer can be used to formally secify games defined in [2, 3, 5] at a high level of abstraction. Rao and Georgeff do not resent a full axiomatization of the formalization of decision trees in their logic. For our much more comlicated system we focus also on semantics and we do not resent a full axiomatization. However, we do show some interesting roerties which characterize imortant mechanisms of the logic. For examle, the characteristic roerty of recursive modelling is that for each agent the decision of later agents is fixed. The layout of this aer is as follows. In Section 2 we discuss Rao and Georgeff s BDI CTL*. In Section 3 we define recursive decision roblems in the logic. In Section 4 we define obligations and we characterize legislators, judges and olicemen. 2 The logic In this section we use an equivalent reformulation of Rao and Georgeff s formalism [8] resented by Schild [10]. We only consider the semantics. Following Rao and Georgeff we do not use desires but goals, because that seems to better fit the interretation of games. Definition 1 Assume n agents. The admissible formulae of BDI CTL* are categorized into two classes, state formulae and ath formulae. S1 Each rimitive roosition is a state formula. S2 If α and β are state formulae, then so are α β, α. S3 If α is a ath formula, then Eα, Aα are state formulae. S4 If α is a state formula and 1 i n, then B i (α), G i (α), I i (α) are state formulae as well. P1 Each state formula is also a ath formula. P2 If α and β are ath formulae, then so are α β, α. P3 If α and β are ath formulae, then so are Xα, αuβ. The unary oerator (eventually) is defined as a secial case of the binary U oerator by α = Uα, while (always) is the dual of by α = α. Finally, and are defined as usual. The semantics of BDI CTL* involves a modal and a temoral dimension. The truth of a formula deends on both the ossible world w and the temoral state s. A air w, s

3 is called a situation in which BDI CTL* formulae are evaluated. The relation between situations is traditionally called an accessibility relation (for beliefs) or a successor relation (for time). Definition 2 Assume n agents. A Krike structure M =, R, B 1, G 1, I 1,..., I n, L forms a situation structure if is a set of situations, R is a binary relation such that w = w whenever w, s R w, s, Z i for Z {B, G, I} and 1 i n are binary relations such that s = s whenever w, s Z i w, s, and L an interretation function that assigns a articular set of situations to each rimitive roosition. L() contains all those situations in which holds. A seciality of CTL* is that some formulae called ath formulae are not interreted relative to a articular situation. What is relevant here are full aths. The reference to M is omitted whenever it is understood. Definition 3 Assume n agents. A full ath in situation structure M is an infinite sequence χ = δ 0, δ 1, δ 2,... such that for every i 0, δ i is an element of and δ i Rδ i+1. We say that a full ath starts at δ iff δ 0 = δ. We use the following convention. If χ = δ 0, δ 1, δ 2,... is a full ath in M, then χ i (i 0) denotes exactly the same infinite sequence as χ, excet that the first i comonents are omitted. Let M be a situation structure, δ a situation, and χ a full ath. The semantic relation = for BDI CTL* is then defined as follows: S1 δ = iff δ L(). S2 δ = α β iff δ = α and δ = β. δ = α iff δ = α does not hold. S3 δ = Eα iff there is a full ath χ in M starting at δ such that χ = α. δ = Aα iff for every full ath χ in M starting at δ, χ = α. S4 δ = B i (α) iff for every δ such that δbδ, δ = α. δ = G i (α) iff for every δ such that δgδ, δ = α. δ = I i (α) iff for every δ such that δiδ, δ = α. P1 If α is a state formula and χ starts at δ, then χ = α iff δ = α. P2 χ = α β iff χ = α and χ = β. χ = α iff χ = α does not hold. P3 χ = Xα iff χ 1 = α. χ = αuβ iff there is i 0 with χ i = β and for all j, (0 j < i), χ j = α. BDI CTL* is very general. In articular, we have eistemic states over temoral sequences (e.g., B i A, i believes that always ) which is called internal dynamics, and temoral sequences over eistemic states (e.g., A B i, Always B i will be the case) which is called external dynamics. Rao and Georgeff discuss realism roerties exressing the fact that for each believed world there must be a goal world which is a subtree of it (and analogously for goals and intentions): B i G i G i B i G i E B i E I i E G i E and commitment strategies (see [9]).

4 3 Secifying games In this section we consider the secification of games, based on observations and recursive modelling. Our aroach extends Rao and Georgeff s translation of decision trees to BDI CTL*. We take their decision roblems as our starting oint. 3.1 Decision trees Rao and Georgeff [9] use an extension of BDI CTL* with robabilities and utilities to model single agent decision trees. This is done in the following way: Alternatives of decisions are modelled as branches in the branching time logic CTL. Beliefs of a decision maker model uncertainty. The translation of decision trees to BDI CTL* models encodes all uncertainty as uncertainty about the actual world, such that given an actual world all actions are deterministic (a well known translation of indeterministic effects in decision theory). Goals of a decision maker are the alternatives the agent takes into consideration. Intentions of a decision maker are the otimal alternatives. In this aer we remain faithful to the qualitative setting of BDI logic such that we do not use the robabilities and utilities. We reresent the distinction between events and facts by introducing in the logical language a distinction between decision variables and arameters [7], also called controllable and uncontrollable roositions.decision variable in our aroach corresonds to the roosition done(e) in Rao and Georgeff s aroach, where e is an event. We thus identify decisions with attributing true to decision variables. Joint actions like lifting table can be modelled by two individual decision variables a 1 and a 2 and believed consequences a 1 a 2, for is lifting table. Definition 4 Assume n agents. The controllability of the variables is a artitioning of the roositional variables in A 1,..., A n, P, where A i are controllable roositions of agent i, and P the roositions which are not directly controlled by a single agent. We kee the interretation of belief, goal and intention worlds. The additional concet we introduce is that beliefs and goals about other agents are used to model the various layers of recursive decision models. Beliefs thus refer to other agents decision models. 3.2 Games and recursive modelling In our running examle of a recursive decision roblem, first agent 0, a legislator, decides which norm to create, then agent 1, a citizen, decides whether or not to fulfill this and other norms, then agent 2, a judge, decides whether or not the behavior of the citizen counts as a violation, and finally agent 3, a oliceman, decides whether or not to sanction the behavior. In such recursive decision roblems, each agent has to simulate the decision roblem of each agent making a decision later than itself. The judge thus has to model the decision roblem of the oliceman, the citizen has to model the decision roblem of the judge and the oliceman, and the legislator has to model the decision making of the other three agents. Each of these decision models has to be solved a number of times. For examle, the legislator has to solve the citizen s decision roblem for each of its own

5 Actual world w v s0 s2 v - Agent 1 at state s0 from actual world w Belief worlds Goal worlds Intention worlds w0 v w2 v w4 s0 s2 v s0 s2 s0 s w1 v- w3 v- w5 x- x- -v s0 s2 v- s0 s2 s0 s2 -x- -v- -x- -v- -x- -v- Agent 2 at state from worlds w0,w1 Belief worlds Goal worlds Intention worlds w9 v w10 v w11 v <w,s0>b1<w0,s0> <w,s0>g1<w2,s0> <w,s0>i1<w4,s0> <w,s0>b1<w1,s0> <w,s0>g1<w3,s0> <w,s0>i1<w5,s0> Agent 2 at state s0 from worlds w0,w1 Belief worlds Goal worlds Intention worlds w6 v w7 w8 s0 s2 v s0 s2 s0 s <w0,>b2<w9,> <w0,>g2<w10,> <w0,>i2<w11,> <w1,>b2<w9,> <w1,>g2<w10,> <w1,>i2<w11,> Agent 2 at state s2 from worlds w0,w1 Belief worlds Goal worlds Intention worlds w12 w13 w14 s2 v - s2 v - s2 - <w0,s0>b2<w6,s0> <w0,s0>g2<w7,s0> <w0,s0>i2<w8,s0> <w1,s0>b2<w6,s0> <w1,s0>g2<w7,s0> <w1,s0>i2<w8,s0> <w1,s2>b2<w12,s2> <w1,s2>g2<w13,s2> <w1,s2>i2<w14,s2> <w0,s2>b2<w12,s2> <w0,s2>g2<w13,s2> <w0,s2>i2<w14,s2> Figure 1: Recursive modelling. decisions, it has to solve the decision roblem of the judge for each ossible decision of the legislator and the citizen, et cetera. Consequently, in recursive modelling an agent has to solve a large number of decision roblems, before it can consider its own decisions. This leads to the roblem of finding otimal decisions efficiently, the search for good heuristics, et cetera. However, for the secification roblem considered in this aer, such efficiency considerations are less relevant. In Figure 1 we illustrate the subgame between agent 1 which can lay x or x and agent 2 which can rely with v or v. Moreover, a arameter reresents different circumstances in the alternative worlds. Given the actual world w, the beliefs of agent 1 in state s 0 are reresented by worlds w 0 and w 1 starting at s 0. Agent 1 considers that either x or x: G 1 (EXx) and G 1 (EX x). In the first case, it has the goal that x is followed by v, because this is the result of the recursive modelling of agent 2 s behavior. It may not like v, but this is not reresented in the model. Note that the intention attributed to agent 2 by agent 1 before its decision are different from after the decision: the initial goal of agent 2 in world w7 is that x is false and it is followed by v. However, after x in w10, since x is observable by agent 2 (we have B 1 (AX(x B 2 (x)))), it changes its mind and intends to rely with v.

6 3.3 Formal roerties The first assumtion of recursive modelling is that we do not consider simultaneous or arallel decisions, because a recursive decision roblem contains a sequence of agents who make a decision. In our formalization, such simultaneous decisions may be belief accessible because the decisions may be ossible, but they are not goal accessible because they will not be taken into account. This is characterized by the following axiom. For each two distinct agents i and j, i.e., i j, for each roosition d 1 built from A i and d 2 built from A j (such that d 1 and d 2 are not tautologies): G i d 1 G j d 2 The second assumtion which we make here is that that each agent only makes a single decision in the decision roblem. This is characterized by the following roerty for any two decision variables 1 and 2 of the same agent j, i.e., 1, 2 A j, and for any sequence AXAX..., which we write as (AX) n. G i 1 G i (AX) n 2 for n > 0 To model such a sequence of decisions, we have to encode two things. First, the crucial mechanism for recursive modelling is that an agent assumes that each recursively modelled other agent s decisions are fixed for it. So, in our running examle for agent 0 the decisions of agent 1, 2 and 3 are fixed for it, for agent 1 the decisions of agent 2 and 3 are fixed, and for agent 2 the decisions of agent 3 are fixed. The notion of fixation can now be characterized as follows. If j > i and α is built from A j, then: B i (I j (EXα)) G i (EXα) B i (I j (AXα)) G i (AXα) For examle, in the model in Figure 1, we have due to the axioms B 1 (AX(x I 2 (AXv)) since w 11, s 1 is the only accessible situation from all the believed situations w 0, s 1 and w 1, s 1. Second, when an agent is not making a decision, it may be influenced by the decisions of other agents. This is done by observing the decision or its effects. For examle, the initial state of the agent 2 s decision is its initial state, udated by observations from agent 1 s decision. We do not formalize sensing actions. Definition 5 The set of observable atoms of agent i is a subset of the roositional variables. We say that Ob i () is true if is built from observable atoms of agent i. The characteristic roerty of observations is that if an agent i decides something, then another agent j can observe it and assume it as fixed for its decision making. Ob j () B i (AX( B j ())) The models may also satisfy a version of the above fixation axioms for beliefs, which is related to a notion of realism which can be adoted for other agents beliefs. We call this roerty transarency of decision variables: every agent considers ossible the alternatives at disosal of the other agents. If α is built from A j, then: B i (B j (EXα)) B i (EXα) B i (B j (AXα)) B i (AXα) For examle, in Figure 1 agent 1 in w 0 and w 1 believes that the otions of agent 2 are v and v, because agent 1 believes that agent 2 that it has these otions in w 9 and w 10.

7 4 Obligations and characterizing agents We formalize obligations in this setting. It is insired by the so-called Anderson s reduction of deontic logic to alethic logic [1], which may be written as O() = ( V ). In this definition V is a so called violation constant. To distinguish between violations, we assume that there is a set of them. In articular, we assume that a subset of the roositions reresents that a norm of this normative system is violated, see [11] for details. Definition 6 The violation set is a subset of the roositional variables. We say that V () is true if is built from the violation set only. Likewise, some decision variables are known as sanctions. Definition 7 The sanction set is for each agent a subset of the roositional variables. We say that S i () is true if is built from the sanction set of agent i. There are various ways to encode obligations in a BDI setting. Following ideas in [2, 3, 5] we say that an obligation of an agent corresonds to a goal of the normative system. This has been arahrased by your wish is my command. Judges and olicemen are defined by further obligations. Due to sace limitations, we cannot discuss this definition any further. Definition 8 (Obligations) Agent i is obliged to do a (a decision variable in A i ) with sanction s, reresented by O i,j,k,l (a, s), iff there exists agents j, k, l such that: 1. G j (a): agent j (legislator) wants that a; 2. G j ( a AX): agent j wants that absence of a imlies ; 3. A k and V (v): v is a decision variable of agent k (judge) which says that behavior counts as a violation; 4. G j AX(v AXs): agent j wants that v imlies s; 5. s A l and S i (s): s is a decision variable of agent l (oliceman) which reresents a sanction for agent i; 6. G j A v: agent j desires that there are no violations. 7. G j A s: agent j desires that there are no sanctions. The sirit of the Montesquieu s trias olitica is the rincile of the searation of owers. Autonomous agent i is resectively: legislator if it can change the obligations, i.e., there is some 1 a n such that we have ( O a,i,k,l (, s) a) AXO a,i,k,l (, s). judge if it has the ower to count behavior of citizens as a violation, i.e., there is a a A i such that V (a). oliceman if it can sanction behavior, i.e., there is a a A i such that S j (a) for some j. The searation of owers in the trias olitica means that agents cannot be both a legislator and a judge, or both a legislator and a oliceman, or both a judge and a oliceman. This can be characterized in the obvious way.

8 5 Concluding remarks In this aer we formalize the secification of games in the trias olitica. We use Rao and Georgeff s secification language BDI CTL*. In articular, we generalize Rao and Georgeff s secification of single agent decision trees to multiagent games, for which we introduce observations and recursive modelling. We formalize obligations in this setting, and we distinguish four kinds of agents, called legislators, judges, olicemen and citizens. Legislators are characterized as agents that can change the obligations, judges are characterized by their ower to count behavior of citizens as a violation, and olicemen are characterized by their ability to sanction behavior. Each set of normative agents can again be ordered in higher and lower order legislators, judges and olicemen, which leads to three hierarchies of normative agents. A higher court considers which ermissions it can create such that lower courts will not introduce norms the higher court deems undesirable [4]. The secification of such games is subject of further research. References [1] A. Anderson. A reduction of deontic logic to alethic modal logic. Mind, 67: , [2] G. Boella and L. Lesmo. A game theoretic aroach to norms. Cognitive Science Quarterly, 2(3-4): , [3] G. Boella and L. van der Torre. Attributing mental attitudes to normative systems. In Procs. of AAMAS 03, Melbourne, ACM Press. [4] G. Boella and L. van der Torre. Permissions and obligations in hierarchical normative systems. In Procs. of ICAIL 03, ages , Edinburgh, AMC Press. [5] G. Boella and L. van der Torre. Rational norm creation: attributing mental attitudes to normative systems, art 2. In Procs. of ICAIL 03, ages 81 82, Edinburgh, AMC Press. [6] P. J. Gmytrasiewicz and E. H. Durfee. Formalization of recursive modeling. In Procs. of first ICMAS-95, [7] J. Lang, L. van der Torre, and E. Weydert. Utilitarian desires. Autonomous agents and Multi-agent systems, ages , [8] A. S. Rao and M. P. Georgeff. Decision rocedures for BDI logics. Journal of Logic and Comutation, 8(3): , [9] Anand S. Rao and Michael P. Georgeff. Deliberation and its role in the formation of intentions. In Procs. UAI 1991, ages , San Mateo, CA, Morgan Kaufmann Publishers. [10] Klaus Schild. On the relationshi between BDI logics and standard logics of concurrency. Autonomous Agents and Multi-Agent Systems, 3(3): , [11] L. van der Torre and Y. Tan. Diagnosis and decision making in normative reasoning. Artificial Intelligence and Law, 7(1):51 67, [12] M. J. Wooldridge and N. R. Jennings. Intelligent agents: Theory and ractice. Knowledge Engineering Review, 10(2): , 1995.

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