This paper is available on arxiv under CC 4.0 license. Authors: (1) Falke B. Ø. Carlsen, Department of Computer Science, Aalborg University, Denmark & falkeboc@cs.aau.dk; (2) Lars Bo P. Frydenskov, Department of Computer Science, Aalborg University, Denmark & larsbopark@gmail.com; (3) Nicolaj Ø. Jensen, Department of Computer Science, Aalborg University, Denmark & noje@cs.aau.dk; (4) Jener Rasmussen, jener@jener.dk; (5) Mathias M. Sørensen, mathiasmehlsoerensen@gmail.com; (6) Asger G. Weirsøe, asger@weircon.dk; (7) Mathias C. Jensen, Department of Computer Science, Aalborg University, Denmark & mcje@cs.aau.dk; (8) Kim G. Larsen, Department of Computer Science, Aalborg University, Denmark & kgl@cs.aau.dk. Table of Links Introduction Definitions Model Checking Tool Overview Evaluation Conclusion and References 2 Definitions We recall the definitions of concurrent games and alternating-time temporal logic. A computation starting in the state q is called a q-computation. Alternating-time Temporal Logic The alternating-time temporal logic (ATL) [1] is defined with respect to a finite set Π of propositions and a finite set Σ = {1,...,k} of players. An ATL formula is given by the abstract syntax: where p ∈ Π is a proposition and A ⊆ Σ is a set of players. The operators ⟪⋅⟫ and J⋅K are path quantifiers. We will refer to them as "enforce" and "despite", respectively. The ◯ ("next") and U ("until") are temporal operators. Additional temporal operators like ♢ ("eventually") and □ ("invariant") are derived as usual. Given a state q of a game structure S, we write q ⊧ φ to indicate that the state q satisfies the property described by φ. The satisfactory relation ⊧ is defined inductively: This paper is available on Arxiv under CC 4.0 license. This paper is available on arxiv under CC 4.0 license. Authors: (1) Falke B. Ø. Carlsen, Department of Computer Science, Aalborg University, Denmark & falkeboc@cs.aau.dk; (2) Lars Bo P. Frydenskov, Department of Computer Science, Aalborg University, Denmark & larsbopark@gmail.com; (3) Nicolaj Ø. Jensen, Department of Computer Science, Aalborg University, Denmark & noje@cs.aau.dk; (4) Jener Rasmussen, jener@jener.dk; (5) Mathias M. Sørensen, mathiasmehlsoerensen@gmail.com; (6) Asger G. Weirsøe, asger@weircon.dk; (7) Mathias C. Jensen, Department of Computer Science, Aalborg University, Denmark & mcje@cs.aau.dk; (8) Kim G. Larsen, Department of Computer Science, Aalborg University, Denmark & kgl@cs.aau.dk. This paper is available on arxiv under CC 4.0 license. Authors: Authors: (1) Falke B. Ø. Carlsen, Department of Computer Science, Aalborg University, Denmark & falkeboc@cs.aau.dk; (2) Lars Bo P. Frydenskov, Department of Computer Science, Aalborg University, Denmark & larsbopark@gmail.com; (3) Nicolaj Ø. Jensen, Department of Computer Science, Aalborg University, Denmark & noje@cs.aau.dk; (4) Jener Rasmussen, jener@jener.dk; (5) Mathias M. Sørensen, mathiasmehlsoerensen@gmail.com; (6) Asger G. Weirsøe, asger@weircon.dk; (7) Mathias C. Jensen, Department of Computer Science, Aalborg University, Denmark & mcje@cs.aau.dk; (8) Kim G. Larsen, Department of Computer Science, Aalborg University, Denmark & kgl@cs.aau.dk. Table of Links Introduction Introduction Definitions Definitions Model Checking Model Checking Tool Overview Tool Overview Evaluation Evaluation Conclusion and References Conclusion and References 2 Definitions We recall the definitions of concurrent games and alternating-time temporal logic. A computation starting in the state q is called a q -computation. q q Alternating-time Temporal Logic The alternating-time temporal logic (ATL) [1] is defined with respect to a finite set Π of propositions and a finite set Σ = {1,...,k} of players. An ATL formula is given by the abstract syntax: Alternating-time Temporal Logic where p ∈ Π is a proposition and A ⊆ Σ is a set of players. The operators ⟪⋅⟫ and J⋅K are path quantifiers. We will refer to them as "enforce" and "despite", respectively. The ◯ ("next") and U ("until") are temporal operators. Additional temporal operators like ♢ ("eventually") and □ ("invariant") are derived as usual. Given a state q of a game structure S, we write q ⊧ φ to indicate that the state q satisfies the property described by φ. The satisfactory relation ⊧ is defined inductively: q q q This paper is available on Arxiv under CC 4.0 license. Arxiv Arxiv