Equilibrium Design for Concurrent Games
Julian Gutierrez, Muhammad Najib, Giuseppe Perelli, Michael Wooldridge

TL;DR
This paper explores how to design incentives in concurrent games to ensure desired equilibria, especially those satisfying temporal logic properties, with complexity results and applications to rational synthesis and game repair.
Contribution
It introduces a framework for equilibrium design in concurrent games with temporal logic specifications and analyzes the computational complexity of related problems.
Findings
Equilibrium design can be achieved in PSPACE for LTL properties.
For GR(1) specifications, the problem is in NP/$\\Sigma^{P}_{2}$.
Complexity of related decision problems lies within the polynomial hierarchy.
Abstract
In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we study the design of incentives so that a desirable equilibrium is obtained, for instance, an equilibrium satisfying a given temporal logic property -- a problem that we call equilibrium design. We base our study on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players' goals as mean-payoff objectives. In particular, we consider system specifications given by LTL and GR(1) formulae, and show that implementing a mechanism to ensure that a given temporal logic property is satisfied on some/every Nash equilibrium of the game, whenever such a mechanism exists, can be done in PSPACE for LTL properties and in NP/ for GR(1) specifications. We…
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