Abstract

In game theory, as well as in the semantics of game logics, a strategy can be represented by any function from states of the game to the agent's actions. That makes sense from the mathematical point of view, but not necessarily in the context of human behavior. This is because humans are quite bad at executing complex plans, and also rather unlikely to come up with such plans in the first place. In this paper, we adopt the view of bounded rationality, and look only at simple strategies in specifications of agents' abilities. We formally define what simple means, and propose a variant of alternating-time temporal logic that takes only such strategies into account. We also study the model checking problem for the resulting semantics of ability.

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