Randomise Alone, Reach as a Team

Fuente: arXiv
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Autori principali: Brice, Léonard, Henzinger, Thomas A., Montaseri, Alipasha, Shafiee, Ali, Thejaswini, K. S.
Natura: Preprint
Pubblicazione: 2026
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author Brice, Léonard
Henzinger, Thomas A.
Montaseri, Alipasha
Shafiee, Ali
Thejaswini, K. S.
author_facet Brice, Léonard
Henzinger, Thomas A.
Montaseri, Alipasha
Shafiee, Ali
Thejaswini, K. S.
contents 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.
format Preprint
id arxiv_https___arxiv_org_abs_2603_07094
institution arXiv
publishDate 2026
record_format arxiv
spellingShingle Randomise Alone, Reach as a Team
Brice, Léonard
Henzinger, Thomas A.
Montaseri, Alipasha
Shafiee, Ali
Thejaswini, K. S.
Computer Science and Game Theory
Formal Languages and Automata Theory
Multiagent Systems
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.
title Randomise Alone, Reach as a Team
topic Computer Science and Game Theory
Formal Languages and Automata Theory
Multiagent Systems
url https://arxiv.org/abs/2603.07094