Auswahl der wissenschaftlichen Literatur zum Thema „Parity game“

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Zeitschriftenartikel zum Thema "Parity game"

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Cranen, Sjoerd, Jeroen J. A. Keiren und Tim A. C. Willemse. „Parity game reductions“. Acta Informatica 55, Nr. 5 (04.08.2017): 401–44. http://dx.doi.org/10.1007/s00236-017-0301-x.

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FRIEDMANN, OLIVER, und MARTIN LANGE. „TWO LOCAL STRATEGY ITERATION SCHEMES FOR PARITY GAME SOLVING“. International Journal of Foundations of Computer Science 23, Nr. 03 (April 2012): 669–85. http://dx.doi.org/10.1142/s0129054112400333.

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The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy iteration algorithms. These are global in nature since they require the entire parity game to be present at the beginning. This is a distinct disadvantage because in many applications one only needs to know which winning region a particular node belongs to, and a witnessing winning strategy may cover only a fractional part of the entire game graph. We present two local strategy iteration algorithms which explore the game graph on-the-fly whilst performing the improvement steps. We also compare them empirically with existing global strategy iteration algorithms and the currently only other local algorithm for solving parity games. It turns out that local strategy iteration can outperform these others significantly.
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Gazda, M. W., und T. A. C. Willemse. „Cooking Your Own Parity Game Preorders Through Matching Plays“. International Journal of Foundations of Computer Science 29, Nr. 04 (Juni 2018): 571–90. http://dx.doi.org/10.1142/s012905411841006x.

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Parity games can be used to solve satisfiability, verification and controller synthesis problems. As part of an effort to better understand their nature, or the nature of the problems they solve, preorders on parity games have been studied. Defining these relations, and in particular proving their transitivity, has proven quite difficult on occasion. We propose a uniform way of lifting certain preorders on Kripke structures to parity games and study the resulting preorders. We explore their relation with parity game preorders from the literature and we study new relations. Finally, we investigate whether these preorders can also be obtained via modal characterisations.
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WANG, CHAO, NENG-GANG XIE, LU WANG, YE YE und GANG XU. „A PARRONDO'S PARADOX GAME DEPENDING ON CAPITAL PARITY“. Fluctuation and Noise Letters 10, Nr. 02 (Juni 2011): 147–56. http://dx.doi.org/10.1142/s0219477511000454.

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Parrondo's Paradox has pointed out that combined losing strategies can win. In Parrondo's Paradox games, the design of game B is critical. Currently there are mainly three versions, which depend on capital, history and space. We devise a new version of game B which depends on the capital parity and draw on the structure of the benefit matrix in the Prisoner's Dilemma game model. Theoretical analysis and computer simulation results both demonstrate the establishment of this paradox version.
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Brütsch, Benedikt, und Wolfgang Thomas. „Solving Infinite Games in the Baire Space“. Fundamenta Informaticae 186, Nr. 1-4 (30.08.2022): 63–88. http://dx.doi.org/10.3233/fi-222119.

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Infinite games (in the form of Gale-Stewart games) are studied where a play is a sequence of natural numbers chosen by two players in alternation, the winning condition being a subset of the Baire space ωω. We consider such games defined by a natural kind of parity automata over the alphabet ℕ, called ℕ-MSO-automata, where transitions are specified by monadic second-order formulas over the successor structure of the natural numbers. We show that the classical Büchi-Landweber Theorem (for finite-state games in the Cantor space 2ω) holds again for the present games: A game defined by a deterministic parity ℕ-MSO-automaton is determined, the winner can be computed, and an ℕ-MSO-transducer realizing a winning strategy for the winner can be constructed.
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FEARNLEY, JOHN, und MARTIN ZIMMERMANN. „PLAYING MULLER GAMES IN A HURRY“. International Journal of Foundations of Computer Science 23, Nr. 03 (April 2012): 649–68. http://dx.doi.org/10.1142/s0129054112400321.

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This work considers a finite-duration variant of Muller games, and their connection to infinite-duration Muller games. In particular, it studies the question of how long a finite-duration Muller game must be played before the winner of the finite-duration game is guaranteed to be able to win the corresponding infinite-duration game. Previous work by McNaughton has shown that this must occur after [Formula: see text] moves, and the reduction from Muller games to parity games gives a bound of n · n! + 1 moves. We improve upon both of these results, by giving a bound of 3n moves.
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Friedmann, Oliver, und Martin Lange. „Local Strategy Improvement for Parity Game Solving“. Electronic Proceedings in Theoretical Computer Science 25 (09.06.2010): 118–31. http://dx.doi.org/10.4204/eptcs.25.13.

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van Dijk, Tom. „A Parity Game Tale of Two Counters“. Electronic Proceedings in Theoretical Computer Science 305 (18.09.2019): 107–22. http://dx.doi.org/10.4204/eptcs.305.8.

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Ben-Naim, E., und P. L. Krapivsky. „Parity and ruin in a stochastic game“. European Physical Journal B 25, Nr. 2 (Februar 2002): 239–43. http://dx.doi.org/10.1140/epjb/e20020027.

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Sato, Hiroko, und Toshiyuki Yasui. „Differences in Changes in Game Usage Time and Game Use-Related Factors Depending on Parity in a Prospective Study of Pregnant Women in Japan“. Healthcare 11, Nr. 23 (22.11.2023): 3017. http://dx.doi.org/10.3390/healthcare11233017.

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Game usage has recently been increasing, but the actual situation of game usage and issues among pregnant women are not clarified. The purpose of this prospective longitudinal study was to examine changes in game usage, lifestyle, and thoughts about game usage during pregnancy depending on parity and to clarify the characteristics of pregnant women who continue to use games. We conducted three web surveys in early, mid- and late pregnancy in 238 pregnant women. For primiparous women who continued to use games, there was a significant increase in game usage time from early to late pregnancy (p = 0.022), and 25.0% of those women had anxiety that they might have a game addiction. For primiparous women in mid-pregnancy and multiparous women in early and late pregnancy, the proportions of women who thought that they could not use gaming sufficiently due to pregnancy and child-rearing were significantly higher in women who continued to use games. In both primiparous women and multiparous women, the proportion of partners who used games was significantly higher in women who continued to use games. It is necessary for midwives to discuss with pregnant women and their partners about game usage and to provide advice about control of game usage in daily life.
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Dissertationen zum Thema "Parity game"

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Karelović, Bruno. „Quantitative analysis of stochastic systems : priority games and populations of Markov chains“. Thesis, Sorbonne Paris Cité, 2017. http://www.theses.fr/2017USPCC165/document.

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Cette thèse examine certaines questions quantitatives dans le cadre de deux modèles stochastiques différents. Il est divisé en deux parties : la première partie examine une nouvelle classe de jeux stochastiques avec une fonction de paiement particulière que nous appelons « de priorité ». Cette classe de jeux contient comme sous-classes propre les jeux de parité, largement étudiés en informatique, et les jeux de limsup et liminf, étudiés dans la théorie des jeux. La deuxième partie de la thèse examine certaines questions naturelles mais complexes sur les distributions, étudiées dans le cadre plus simple des chaînes de Markov à espace d'états fini. Dans la première partie, nous examinons les jeux à somme nulle à deux joueurs en se centrant sur la fonction de paiement de priorité. Cette fonction de paiement génère le gain utilisé dans les jeux de parité. Nous considérons à la fois les jeux de priorité stochastiques à tour de rôle et les jeux de priorité simultanés. Notre approche des jeux de priorité est basée sur le concept du point fixe le plus proche (« nearest fixed point ») des applications monotones non expansives et étend l'approche mu-calcul aux jeux de priorité.La deuxième partie de la thèse concerne les questions de population. De manière simplifiée, nous examinons comment une distribution de probabilité sur les états évolue dans le temps. Plus précisément, nous sommes intéressés par des questions comme la suivante : à partir d'une distribution initiale, la population peut-elle atteindre à un moment donné une distribution avec une probabilité dépassant un seuil donné dans l'état visé? Il s'avère que ce type de questions est beaucoup plus difficile à gérer que les questions concernant les trajectoires individuelles : on ne connaît pas, pour le modèle des chaînes de Markov, si les questions de population soient décidables. Nous étudions les restrictions des chaînes de Markov assurant la décision des questions de population
This thesis examines some quantitative questions in the framework of two different stochastic models. It is divided into two parts: the first part examines a new class of stochastic games with priority payoff. This class of games contains as proper subclasses the parity games extensively studied in computer science, and limsup and liminf games studied in game theory. The second part of the thesis examines some natural but involved questions about distributions, studied in the simple framework of finite state Markov chain.In the first part, we examine two-player zero-sum games focusing on a particular payoff function that we call the priority payoff. This payoff function generalizes the payoff used in parity games. We consider both turn-based stochastic priority games and concurrent priority games. Our approach to priority games is based on the concept of the nearest fixed point of monotone nonexpansive mappings and extends the mu-calculus approach to priority games.The second part of the thesis deals with population questions. Roughly speaking, we examine how a probability distribution over states evolves in time. More specifically, we are interested in questions like the following one: from an initial distribution, can the population reach at some moment a distribution with a probability mass exceeding a given threshold in state Goal? It turns out that this type of questions is much more difficult to handle than the questions concerning individual trajectories: it is not known for the simple model of Markov chains whether population questions are decidable. We study restrictions of Markov chains ensuring decidability of population questions
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Bordais, Benjamin. „Concurrent two-player antagonistic games on graphs“. Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG072.

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On étudie des jeux à deux joueuses (A et B) sur des graphes. À partir d'un état du graphe, les joueuses interagissent pour aller d'un état à un autre.Ceci induit une suite infinie d'états à laquelle une fonction de gain mesurable associe une valeur dans [0, 1]. La Joueuse A (resp. B) tente de maximiser (resp.minimiser) l'espérance de cette fonction de gain.Les jeux à tours, i.e. les jeux tels qu'à chaque état une seule joueuse choisit(une loi de probabilités sur) l'état suivant, ont de nombreuses bonnes propriétés.Par exemple, dans tous les jeux à tours perd/gagne déterministes, une joueuse a une stratégie gagnante. De plus, dans les jeux de parité à tours finis, les deux joueuses ont des stratégies optimales positionnelles. A contrario, les jeux concurrents, i.e. les jeux tels qu'à chaque état les deux joueuses concourent au choix d'une loi de probabilité sur les états suivants, se comportent mal. Ainsi, il existe des jeux concurrents de parité déterministes tels que : aucune des joueuses n'a de stratégie gagnante ; aucune joueuse n'a de stratégie optimale, même stochastique. De plus, lorsque c'est possible, jouer de manière optimale peut nécessiter une mémoire infinie. Le but de ce manuscrit est d'enrichir notre compréhension du comportement des jeux concurrents. Pour ce faire, on étudie la notion de forme de jeu. Les formes de jeu sont les objets mathématiques qui décrivent les interactions (locales) des joueuses à chaque état d'un jeu concurrent. Les formes de jeu sont définies par un ensemble de stratégies locales par joueuse, un ensemble d'issues et une fonction envoyant une paire d'une stratégie locale par joueuse sur une loi de probabilités sur les issues. Généralement, dans les articles sur les jeux concurrents, les interactions locales sont des formes de jeu standard (finies) :les ensembles de stratégies locales sont des lois de probabilités sur les ensembles(finis) d'actions sous-jacents. Ici, on définie des formes de jeu plus générales,que l'on appelle formes de jeu arbitraires. Certains des résultats établis dans ce manuscrit supposent que les interactions locales sont standard, tandis que les autres ne font pas de telles hypothèses.Premièrement, on prouve des résultats généraux sur les jeux concurrents,avec très peu d'hypothèses sur les fonctions de gain et les interactions locales.En particulier, on considère un résultat crucial sur les jeux concurrents : la détermination de Blackwell de Martin, qui peut être énoncé comme suit. Soit un jeu concurrent dont toutes les interactions locales sont standards finies.Depuis chaque état, il existe une valeur u dans [0, 1] telle que les stratégies de la Joueuse A (resp. B) peuvent garantir que l'espérance de la fonction de gain est au moins (resp. au plus) égal à n'importe quel seuil en-dessous(resp. au-dessus) de u. On généralise ce résultat aux jeux dont les formes de jeu sont arbitraires et en déduisons d'autres résultats sur les jeux concurrents. On prouve également d'autres résultats sur les jeux concurrents, en particulier sur les stratégies optimales en sous-jeu. Deuxièmement, on étudie le comportement des jeux de parité concurrents finis en termes d'existence et de nature des stratégies (presque) optimales (en sous-jeu), avec très peu d'hypothèses sur les interactions locales.Troisièmement, on définie des ensembles de jeux concurrents qui ont certaines des propriétés des jeux à tours tout en étant plus généraux que les jeux à tours. Ainsi, étant donné une propriété souhaitable des jeux concurrents, oncaractérise tout d'abord les formes de jeu qui garantissent que tous les jeuxsimples qui les utilisent comme interactions locales satisfont cette propriété. Oncaractérise ainsi les formes de jeu qui se comportent bien individuellement. Onmontre ensuite que tous les jeux concurrents qui utilisent ces formes de jeucomme interactions locales satisfont également cette propriété. Ces formes de jeux se comportent également bien collectivement
We study games played by two players, Player A and Player B, on a graph. Starting from a state of the graph, the players interact to move from state to state. This induces an infinite sequence of states, which is mapped to a value in [0, 1] by a measurable payoff function. Player A (resp. B) tries to maximize (resp. minimize) the expected value of this payoff function.Turn-based games, i.e. games where at each state only one player chooses a (probability distribution over) successor state, enjoy many nice properties.For instance, in all deterministic win/lose turn-based games, from each state,one of the players has a winning strategy. In addition, in finite turn-based parity games, both players have positional optimal strategies from each state.By contrast, concurrent games, i.e. games where at each state both players interact concurrently, i.e. simultaneously, to generate a probability distributionover successor states, behave much more poorly. Indeed, there are very simple deterministic concurrent parity games such that: neither player has a winning strategy; neither player has an optimal strategy, even a stochastic one. Inaddition, when optimal strategies do exist, they may require infinite memory. The goal of this dissertation is to give significant insight on how concurrent games behave. To do so, we study the notion of game form. Game forms arethe mathematical objects that describe the (local) interactions of the players at each state of a concurrent game. Game forms are defined by a set of local strategies per player, a set of outcomes and a function mapping a pair of one local strategy per player to a probability distribution over outcomes. Generally,in the literature on concurrent games, local interactions are standard (finite)game forms: the sets of local strategies are distributions over underlying (finite) sets of actions. In this dissertation, we define and study more general gameforms, which we call arbitrary game forms. Some of the results we prove hold even with arbitrary local interactions, the others use a standard assumption onthe local interactions involved.First, we prove general results on concurrent games, with very few assumptions on the payoff functions and local interactions involved. In particular, we consider a crucial result on concurrent games: Martin's result on Blackwell determinacy, which can be stated as follows. Consider a concurrent game whereall local interactions are standard finite. From each state, there is a value u in[0, 1] such that Player A's (resp. B's) strategies can guarantee that the expected value of the measurable payoff function is above (resp. below) any threshold below (resp. above) u. We generalize this result to games with arbitrary gameforms. We deduce from this generalization other results on concurrent games,possibly using standard local interactions, which could not have been obtained directly from the original result by Martin. We also prove other results on concurrent games, in particular results related to subgame optimal strategies.Second, we study how finite-state concurrent parity games behave in termsof existence and nature of (almost and/or subgame) optimal strategies, with very few assumptions on the local interactions involved.Third, we define subsets of concurrent games that enjoy some of the nice properties of turn-based games while being more general than turn-based games.These subsets are constructed via local-global transfers, which is a novel approach. Specifically, given a desirable property on concurrent games, we first characterize the game forms that ensure that all simple games using them aslocal interactions satisfy this property. Thus, we characterize the game formsthat behave well individually. We then show that all concurrent games that use these game forms as local interactions also satisfy this property. Thus, we show that these game forms also behave well collectively, hence globally
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Óbdržálek, Jan. „Algorithmic analysis of parity games“. Thesis, University of Edinburgh, 2006. http://hdl.handle.net/1842/25034.

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In this thesis we add to the body of work on parity games. We start by presenting parity games and explaining the concepts behind them, giving a survey of known algorithms, and show their relationship to other problems. In the second part of the thesis we want to answer the following question: Are there classes of graphs on which we can solve parity games in polynomial time? Tree-width has long been considered the most important connectivity measure of (undirected) graphs, and we give a polynomial algorithm for solving parity games on graphs of bounded tree-width. However tree-width is not the most concise measure for directed graphs, on which the parity games are played. We therefore introduce a new measure for directed graphs called DAG-width. We show several properties of this measure, including its relationship to other measures, and give a polynomial-time algorithm for solving parity games on graphs of bounded DAG-width. In the third part we analyze the strategy improvement algorithm of Vöge and Jurdziński, providing some new results and comments on their algorithm. Finally we present a new algorithm for parity games, in part inspired by the strategy improvement algorithm, based on spines. The notion of spine is a new structural way of capturing the (possible) winning sets and counterstrategies. This notion has some interesting properties, which can give a further insight into parity games.
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Wang, Huaxin. „Solving parity games through fictitious play“. Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/12554.

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The thesis aims to find an efficient algorithm for solving parity games. Parity games are graph-based, 0-sum, 2-person games with infinite plays. It is known that these games are determined: all nodes in these games are won by exactly one player. Solving parity games is equivalent to the model checking problem of modal mu-calculus; an efficient solution has important implications to program verification and controller synthesis. Although the decision problem of which player wins a given node is generally believed to be in PTIME, all known algorithms so far have been shown to run in (sub)exponential time. The design of existing algorithms either derives from the determinacy proof of parity games or from a purely graph theoretical perspective, using certain rank functions to iteratively search for an optimal solution. Since parity games are 2-person, 0-sum games, in this thesis I borrow ideas of game theory and investigate the viability of using fictitious play to solve them. Fictitious play is a method where two players choose strategies in strict alternation, and where these choices are “best responses” against the last k (so called bounded recall length) or against all strategies (unbounded recall length) of the other player chosen so far. I use this method to design an algorithm that can solve partity games and study its theoretical and experimental properties. For example, I prove that the basic algorithm solves fully connected games in polynomial time through a number of iterations that is bounded by a small constant. Although the proof is not extended to the general cases in the thesis, the basic algorithm performs demonstrably well against existing solvers in experiments over a large number and variety of games. In particular, the empirically obtained number of iterations that our basic algorithm requires appears to increase polynomially against the game sizes for all the games tested. Furthermore, the algorithm is conjectured to have a run time complexity bounded by O(n4 log2(n)) and I provide a discussion of strategy graphs and their emperically observed properties that motivates this conjecture. One caveat of fictitious play with bounded recall length is that the algorithm may fail to converge to the optimal solution due to the presence of nonoptimal strategy cycles of length greater than 2. In this thesis, I observe that in practice such cases account for less than 0.01% of the games tested. Different cycle resolution methods are explored in the thesis to address this. One particular method combines our basic algorithm and the discrete strategy solver together such that the resulting algorithm is guaranteed to terminate with the optimal solution. Also, this combined solver shares the runtime performance of fictitious play.
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Rösner, Clemens [Verfasser]. „Constrained Clustering Problems and Parity Games / Clemens Rösner“. Bonn : Universitäts- und Landesbibliothek Bonn, 2019. http://d-nb.info/1200020146/34.

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Kuo, Huan-Pu. „Parity games : descriptive complexity and algorithms for new solvers“. Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/12175.

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Parity games are 2-person, 0-sum, graph-based, and determined games that form an important foundational concept in formal methods (see e.g., [Zie98]), and their exact computational complexity has been an open problem for over twenty years now. In this thesis, we study algorithms that solve parity games in that they determine which nodes are won by which player, and where such decisions are supported with winning strategies. We modify and so improve a known algorithm but also propose new algorithmic approaches to solving parity games and to understanding their descriptive complexity. For all of our contributions, we write our own custom frameworks, in the Scala programming language, to perform tailored experiments and empirical studies to demonstrate and support our theoretical findings. First, we improve on one of the solver algorithms, based on small progress measures [Jur00], by use of concurrency. We show that, for many parity games, it is possible to deliver extra performance using this technique in a multi-core environment. Second, we design algorithms to reduce the computational complexity of parity games, and create implementations to observe and evaluate the behaviours of these reductions in our experimental settings. The measure Rabin index, arising from the design of the said algorithm, is shown to be a new descriptive complexity for parity games. Finally, we define a new family of attractors and derive new parity game solvers from them. Although these new solvers are “partial”, in that they do not solve all parity games completely, our experiments show that they do solve a set of benchmark games (i.e., games with known structures) designed to stress test solvers from PGSolver toolkit [FL10] completely, and some of these partial solvers deliver favourable performance against a known high performance solver in many circumstances.
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Hilaire, Mathieu. „Parity games and reachability in infinite-state systems with parameters“. Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG095.

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Les approches standard de la vérification de modèle se limitent à des spécifications concrètes, par exemple «est-il possible d'atteindre une configuration après que plus de 10 unités de temps se soient écoulées?». Néanmoins, pour certains types de programmes informatiques, comme les technologies embarquées, les contraintes dépendent de l'environnement. De là émerge la nécessité des spécifications paramétriques, par exemple «est-il possible d'atteindre une configuration après que plus de p unités de temps se soient écoulées?» où p désigne un paramètre dont la valeur reste à spécifier.Dans cette thèse nous étudions des variantes paramétriques de trois modèles classique, les automates à pile, à compteur, et temporisés. En plus d'exprimer des contraintes concrètes (sur la pile, le compteur ou les horloges), ces modèles peuvent exprimer des contraintes paramétriques via des comparaisons avec des paramètres. Le problème de l'accessibilité consiste à demander s'il existe une assignation des paramètres telle que il existe une exécution acceptante dans l'automate concret qui en résulte. En plus de ce problème nous étudions des jeux de parités paramétriques, où deux joueurs choisissent une évaluation pour chaque paramètre chacun leur tour, puis déplacent un jeton dans le graphe de l'automate concret résultant. Nous nous intéressons au problème de décider quel joueur dispose d'une stratégie gagnante.Les automates temporisés paramétriques ont été introduit dans les années 90 par Alur, Henzinger et Vardi, qui ont démontré que le problème de l'accessibilité était indécidable, même avec seulement trois horloges pouvant être comparées à des paramètres, ou horloges paramétriques — mais décidable dans le cas d'une seule horloge paramétrique. Des résultats récents de Bundala et Ouaknine démontrent que dans le cas de deux horloges paramétriques et un paramètre, le problème est décidable ainsi que PSPACE^NEXP-dur. Un des principaux résultats de cette thèse consiste à démontrer le caractère EXPSPACE-complet du problème.La borne inférieure EXPSPACE repose sur des résultats récents du domaine de la complexité avancée. Inspirés par Göller, Haase, Ouaknine, et Worrell, nous visualisons la classe EXPSPACE comme un langage de feuille (vision qui repose sur le théorème de Barrington). Nous introduisons un langage de programmation qui peut reconnaître ce genre de langage de feuille. Nous utilisons ensuite une représentation des entiers sous forme de restes chinois dont Chiu, Davida et Litow ont montré qu'elle permettait de calculer en LOGSPACE la représentation binaire, et démontrons grâce à elle que les automates temporisés paramétriques à deux horloges paramétriques et un paramètre peuvent simuler notre langage de programmation.Pour la borne supérieure, à la façon de Bundala et Ouaknine, nous réduisons le problème au problème de l'accessibilité dans un type particulier d'automates à compteur paramétrique. Par une série de techniques de découpage d'une exécution fictive, nous démontrons que ce problème est dans PSPACE. Étant donné que notre réduction se fait en temps exponentiel, cela conduit à une borne supérieure EXPSPACE pour le problème de l'accessibilité dans les automates temporisés paramétriques à deux horloges et un paramètre.En ce qui concerne les jeux de parités paramétriques pour les automates à piles paramétriques, nous démontrons que le problème de déterminer quel joueur a une stratégie gagnante est dans (n+1)-EXP si le nombre de paramètres est fixé à n, mais nonélémentaire sinon. Le caractère nonélémentaire du problème est démontré par réduction du problème de la satisfaisabilité des formules de la logique du premier ordre. La borne supérieure est obtenue via une réduction aux automates à pile de piles, pour lesquels le problème des jeux de parités est n-EXP-complet dans le cas de n niveaux de piles
The most standard model checking approaches are limited to verifying concrete specifications, such as “can we reach a configuration with more than 10 time units elapsing ?”. Nethertheless, for certaincomputer programs, like embedded systems, the constraints depend on the environment. Thus arisesthe need for parametric specifications, such as “can we reach a configuration with more than p timeunits elapsing ?” where p is a parameter which takes values in the non-negative integers.In this thesis, we study parametric pushdown, counter and timed automata and extensions the-reof. In addition to expressing concrete constraints (on the stack, on the counter or on clocks), thesecan employ parametric constraints. The reachability problem for a parametric automaton asks for the existence of an assignment of the parameters such that there exists an accepting run in the underlying concrete automaton. In addition to the reachability problem, we consider parametric parity games, two player games where players alternate chosing assignments for each parameters, then alternate moving a token along the configurations of the concrete automaton resulting from their choice of parameter assignment. We consider the problem of deciding which player has a winning strategy.Parametric timed automata (PTA for short) were introduced in the 90s by Alur, Henzinger andVardi, who showed that the reachability problem for PTA was undecidable, already when only threeclocks can be compared against parameters, and decidable in the case only one clock can. We callsuch clocks that can be compared to parameters parametric clocks. A few years ago, Bundala andOuaknine proved that, for parametric timed automata with two parametric clocks and one parame-ter ((2, 1)-PTA for short), the reachability problem is decidable and also provided a PSPACENEXP lower bound. One of the main results of this thesis states that reachability for (2, 1)-PTA is in factEXPSPACE-complete. For the EXPSPACE lower bound, inspired by previous work by Göller, Haase, Ouaknine, and Worrell, we rely on a serializability characterization of EXPSPACE (in turn originally based on Barrington's Theorem). We provide a programming language and we show it can simulate serializability computations. Relying on a logspace translation of numbers in Chinese Remainder Representation to binary representation due to Chiu, Davida, and Litow, we then show that small (2, 1)-PTA can simulate our programming language. For the EXPSPACE upper bound on (2, 1)-PTA, we first give a careful exponential time reduction towards a variant of parametric one-counter automata over one parameter based on a minor adjustment of a construction due to Bundala and Ouaknine. We solve the reachability problem for this parametric one-counter automata with one parameter variant, by providing a series of techniques to partition a fictitious run into several carefully chosen subruns. This allows us to prove that it is sufficient to consider a parameter value of exponential magnitude only, which in turn leads to a doubly-exponential upper bound on the value of the only parameter of the (2, 1)-PTA. We hope that extensions of our techniques lead to finally establishing decidability of the long-standing open problem of reachability in PTA with two parametric clocks and arbitrarily many parameters.Concerning parametric pushdown automata, our main result states that deciding the winner ofa parametric parity game is in (n + 1)-EXP in the case the number of parameters n is fixed, but nonelementary otherwise. We provide the nonelementary lower bound via a reduction of the FO satisfiability problem on words. For the upper bound, we reduce parametric pushdown parity games to higher-order pushdown automata parity games, which are known to be n-EXP complete in the case of stacks of level n
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Jonsson, Fatima. „Hanging out in the game café : Contextualising co-located computer game play practices and experiences“. Doctoral thesis, Stockholms universitet, Institutionen för data- och systemvetenskap, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-75793.

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What social practices are people involved when staying in a game café? What kind of social setting is the game café? What are the attitudes towards playing computer games at home and in public among parents? What are the media representations of co-located game playing in public? What are the sensory experiences of playing co-located game play in public? This dissertation gives a descriptive and analytical account of the contexts and meanings of playing co-located computer games in public settings such as game cafés and LAN parties. The overall aim with the dissertation is to describe and investigate the social and cultural meanings and contexts of playing computer games in a game café. The research questions have been investigated in four empirical studies. The dissertation shows that people are involved in various social practices and activities aimed at supporting and maintaining social relationships among friends and peers. The game café can be seen as a third place, as it used by players for recreation and an escape from the pressure of home and school, a place which feels like home, is familiar and welcoming. However the game café is a limited third place used by young men who likes to play online and network games. The dissertation also shows how the social environment provides for specific sensory experiences. These sensory experiences involve sitting together side by side slapping each other’s shoulders and legs, eating candies and drinking sodas, listening to music. The representations of co-located game playing in public reproduce traditional gender roles where professional gamers are represented by men and causal gamers are represented by women (and men) as well as construct youth as party lovers. The study also suggests that parents’ attitudes towards their children playing games in public draw on traditional values and ideas about children’s play and social relationships.

At the time of the doctoral defense, the following paper was unpublished and had a status as follows: Paper 4: Submitted. 

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Chon, ChuYoung. „An uninvited party power, gaze, and Wedekind's Lulu /“. Oxford, Ohio : Miami University, 2003. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1070577246.

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Chon, ChuYoung. „AN UNINVITED PARTY: POWER, GAZE, AND WEDEKIND’S LULU“. Miami University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=miami1070577246.

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Bücher zum Thema "Parity game"

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The party game. New York: W.H. Freeman, 1985.

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Stratton, Bryan. Mario Party 5: Official Strategy Guide. Roseville, CA: Prima Games, 2003.

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Bogenn, Tim. Mario Party 2: Official Strategy Guide. Indianapolis, IN: BradyGames, 2000.

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Cohen, Mark L. The Sims house party expansion pack: Prima's official strategy guide. Roseville, CA: Prima Games, 2001.

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Mason, Bernard Sterling. Party games. New York: Perennial Library, 1986.

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Party games. Glasgow: HarperCollins, 1994.

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Party games. Mankato, Minn: QEB Pub., 2010.

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Mason, Bernard Sterling. Party games. New York: Perennial Library, 1986.

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Development, Prima. Mario Party 2: Prima's Official Strategy Guide. Rocklin, CA: Prima Games, 2000.

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Bounford, Trevor. Children's party games. London: Collins, 2007.

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Buchteile zum Thema "Parity game"

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Hansen, Helle Hvid, Clemens Kupke, Johannes Marti und Yde Venema. „Parity Games and Automata for Game Logic“. In Lecture Notes in Computer Science, 115–32. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-73579-5_8.

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Laveaux, Maurice, Wieger Wesselink und Tim A. C. Willemse. „On-The-Fly Solving for Symbolic Parity Games“. In Tools and Algorithms for the Construction and Analysis of Systems, 137–55. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99527-0_8.

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AbstractParity games can be used to represent many different kinds of decision problems. In practice, tools that use parity games often rely on a specification in a higher-order logic from which the actual game can be obtained by means of an exploration. For many of these decision problems we are only interested in the solution for a designated vertex in the game. We formalise how to use on-the-fly solving techniques during the exploration process, and show that this can help to decide the winner of such a designated vertex in an incomplete game. Furthermore, we define partial solving techniques for incomplete parity games and show how these can be made resilient to work directly on the incomplete game, rather than on a set of safe vertices. We implement our techniques for symbolic parity games and study their effectiveness in practice, showing that speed-ups of several orders of magnitude are feasible and overhead (if unavoidable) is typically low.
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Prakash, Aditya. „Checking History-Determinism is NP-hard for Parity Automata“. In Lecture Notes in Computer Science, 212–33. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-57228-9_11.

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AbstractWe show that the problem of checking if a given nondeterministic parity automaton simulates another given nondeterministic parity automaton is NP-hard. We then adapt the techniques used for this result to show that the problem of checking history-determinism for a given parity automaton is NP-hard. This is an improvement from Kuperberg and Skrzypczak’s previous lower bound of solving parity games from 2015. We also show that deciding if Eve wins the one-token game or the two-token game of a given parity automaton is NP-hard. Finally, we show that the problem of deciding if the language of a nondeterministic parity automaton is contained in the language of a history-deterministic parity automaton can be solved in quasi-polynomial time.
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Hausmann, Daniel, Nir Piterman, Irmak Sağlam und Anne-Kathrin Schmuck. „Fair $$\omega $$-Regular Games“. In Lecture Notes in Computer Science, 13–33. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-57228-9_2.

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AbstractWe consider two-player games over finite graphs in which both players are restricted by fairness constraints on their moves. Given a two player game graph $$G=(V,E)$$ G = ( V , E ) and a set of fair moves $$E_f\subseteq E$$ E f ⊆ E a player is said to play fair in G if they choose an edge $$e\in E_f$$ e ∈ E f infinitely often whenever the source node of e is visited infinitely often. Otherwise, they play unfair. We equip such games with two $$\omega $$ ω -regular winning conditions $$\alpha $$ α and $$\beta $$ β deciding the winner of mutually fair and mutually unfair plays, respectively. Whenever one player plays fair and the other plays unfair, the fairly playing player wins the game. The resulting games are called fair$$\alpha /\beta $$ α / β games.We formalize fair $$\alpha /\beta $$ α / β games and show that they are determined. For fair parity/parity games, i.e., fair $$\alpha /\beta $$ α / β games where $$\alpha $$ α and $$\beta $$ β are given each by a parity condition over G, we provide a polynomial reduction to (normal) parity games via a gadget construction inspired by the reduction of stochastic parity games to parity games. We further give a direct symbolic fixpoint algorithm to solve fair parity/parity games. On a conceptual level, we illustrate the translation between the gadget-based reduction and the direct symbolic algorithm which uncovers the underlying similarities of solution algorithms for fair and stochastic parity games, as well as for the recently considered class of fair games in which only one player is restricted by fair moves.
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Lapauw, Ruben, Maurice Bruynooghe und Marc Denecker. „Improving Parity Game Solvers with Justifications“. In Lecture Notes in Computer Science, 449–70. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-39322-9_21.

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Hausmann, Daniel, und Lutz Schröder. „Quasipolynomial Computation of Nested Fixpoints“. In Tools and Algorithms for the Construction and Analysis of Systems, 38–56. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-030-72016-2_3.

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AbstractIt is well-known that the winning region of a parity game with n nodes and k priorities can be computed as a k-nested fixpoint of a suitable function; straightforward computation of this nested fixpoint requires $$\mathcal {O}(n^{\frac{k}{2}})$$ O ( n k 2 ) iterations of the function. Calude et al.’s recent quasipolynomial-time parity game solving algorithm essentially shows how to compute the same fixpoint in only quasipolynomially many iterations by reducing parity games to quasipolynomially sized safety games. Universal graphs have been used to modularize this transformation of parity games to equivalent safety games that are obtained by combining the original game with a universal graph. We show that this approach naturally generalizes to the computation of solutions of systems of any fixpoint equations over finite lattices; hence, the solution of fixpoint equation systems can be computed by quasipolynomially many iterations of the equations. We present applications to modal fixpoint logics and games beyond relational semantics. For instance, the model checking problems for the energy $$\mu $$ μ -calculus, finite latticed $$\mu $$ μ -calculi, and the graded and the (two-valued) probabilistic $$\mu $$ μ -calculus – with numbers coded in binary – can be solved via nested fixpoints of functions that differ substantially from the function for parity games but still can be computed in quasipolynomial time; our result hence implies that model checking for these $$\mu $$ μ -calculi is in $$\textsc {QP}$$ QP . Moreover, we improve the exponent in known exponential bounds on satisfiability checking.
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Aggarwal, Saksham, Alejandro Stuckey de la Banda, Luke Yang und Julian Gutierrez. „A Matrix-Based Approach to Parity Games“. In Tools and Algorithms for the Construction and Analysis of Systems, 666–83. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-30823-9_34.

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AbstractParity games are two-player zero-sum games of infinite duration played on finite graphs for which no solution in polynomial time is still known. Solving a parity game is an $$\text{ NP }\cap \text{ co-NP }$$ NP ∩ co-NP problem, with the best worst-case complexity algorithms available in the literature running in quasi-polynomial time. Given the importance of parity games within automated formal verification, several practical solutions have been explored showing that considerably large parity games can be solved somewhat efficiently. Here, we propose a new approach to solving parity games guided by the efficient manipulation of a suitable matrix-based representation of the games. Our results show that a sequential implementation of our approach offers very competitive performance, while a parallel implementation using GPUs outperforms the current state-of-the-art techniques. Our study considers both real-world benchmarks of structured games as well as parity games randomly generated. We also show that our matrix-based approach retains the optimal complexity bounds of the best recursive algorithm to solve large parity games in practice.
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Majumdar, Rupak, Irmak Sağlam und K. S. Thejaswini. „Rabin Games and Colourful Universal Trees“. In Tools and Algorithms for the Construction and Analysis of Systems, 213–31. Cham: Springer Nature Switzerland, 2024. http://dx.doi.org/10.1007/978-3-031-57256-2_11.

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AbstractWe provide an algorithm to solve Rabin and Streett games over graphs with n vertices, m edges, and k colours that runs in $$\tilde{O}\left( mn(k!)^{1+o(1)} \right) $$ O ~ m n ( k ! ) 1 + o ( 1 ) time and $$O(nk\log k \log n)$$ O ( n k log k log n ) space, where $$\tilde{O}$$ O ~ hides poly-logarithmic factors. Our algorithm is an improvement by a super quadratic dependence on k! from the currently best known run time of $$O\left( mn^2(k!)^{2+o(1)}\right) $$ O m n 2 ( k ! ) 2 + o ( 1 ) , obtained by converting a Rabin game into a parity game, while simultaneously improving its exponential space requirement.Our main technical ingredient is a characterisation of progress measures for Rabin games using colourful trees and a combinatorial construction of succinctly-represented, universal colourful trees. Colourful universal trees are generalisations of universal trees used by Jurdziński and Lazić (2017) to solve parity games, as well as of Rabin progress measures of Klarlund and Kozen (1991). Our algorithm for Rabin games is a progress measure lifting algorithm where the lifting is performed on succinct, colourful, universal trees.
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Lapauw, Ruben, Maurice Bruynooghe und Marc Denecker. „Justifications and a Reconstruction of Parity Game Solving Algorithms“. In Analysis, Verification and Transformation for Declarative Programming and Intelligent Systems, 170–87. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-31476-6_9.

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Anand, Ashwani, Satya Prakash Nayak und Anne-Kathrin Schmuck. „Synthesizing Permissive Winning Strategy Templates for Parity Games“. In Computer Aided Verification, 436–58. Cham: Springer Nature Switzerland, 2023. http://dx.doi.org/10.1007/978-3-031-37706-8_22.

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AbstractWe present a novel method to compute permissive winning strategies in two-player games over finite graphs with $$ \omega $$ ω -regular winning conditions. Given a game graph G and a parity winning condition $$\varPhi $$ Φ , we compute a winning strategy template$$\varPsi $$ Ψ that collects an infinite number of winning strategies for objective $$\varPhi $$ Φ in a concise data structure. We use this new representation of sets of winning strategies to tackle two problems arising from applications of two-player games in the context of cyber-physical system design – (i) incremental synthesis, i.e., adapting strategies to newly arriving, additional$$\omega $$ ω -regular objectives $$\varPhi '$$ Φ ′ , and (ii) fault-tolerant control, i.e., adapting strategies to the occasional or persistent unavailability of actuators. The main features of our strategy templates – which we utilize for solving these challenges – are their easy computability, adaptability, and compositionality. For incremental synthesis, we empirically show on a large set of benchmarks that our technique vastly outperforms existing approaches if the number of added specifications increases. While our method is not complete, our prototype implementation returns the full winning region in all 1400 benchmark instances, i.e. handling a large problem class efficiently in practice.
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Konferenzberichte zum Thema "Parity game"

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Lee, Samsik, und Hyojin Choi. „Transition of Fertility Practice: Measurement Using Demographic Technique of Parity Progression Ratio“. In Art, Culture, Game, Graphics, Broadcasting and Digital Contents 2015. Science & Engineering Research Support soCiety, 2015. http://dx.doi.org/10.14257/astl.2015.101.22.

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Friedmann, Oliver. „An Exponential Lower Bound for the Parity Game Strategy Improvement Algorithm as We Know it“. In 2009 24th Annual IEEE Symposium on Logic In Computer Science (LICS). IEEE, 2009. http://dx.doi.org/10.1109/lics.2009.27.

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Peng, Hui, und Xiao-bing Xu. „The exchange rate theory of network game currency: Based on the parity between input and total output value per unit time“. In 2009 International Conference on Management Science and Engineering (ICMSE). IEEE, 2009. http://dx.doi.org/10.1109/icmse.2009.5317976.

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Atorf, Daniel, Sergius Dyck und Ehm Kannegieser. „Integrating System-independent Learning Content with the Benefits of Digital Game Based Learning“. In Human Systems Engineering and Design (IHSED 2021) Future Trends and Applications. AHFE International, 2021. http://dx.doi.org/10.54941/ahfe1001150.

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Serious games following the ideas of Digital Game Based Learning by Marc Prensky mainly focus on designing a learning system which feels like a real game while also teaching learning objectives. These games utilize intrinsic motivation, influencing learning effects positively. Previous studies and evaluations identified a demand for a more modular and streamlined framework. Such a framework should provide independence between knowledge domain (mainly content for learning objectives) and the game itself (mainly game mechanics and game loop). Implementing standards will enable incorporating multi-faceted knowledge domains of third-party learning systems. This paper reviews state-of-the-art methods and technologies that enable learning systems to invoke and communicate with other external learning systems. In the second step, the methods and technologies are discussed. Based on the discussion, a conceptual design and a system architecture is presented. The paper concludes with recommendations for future work.
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Moubayed, Samer Al, Jens Edlund und Joakim Gustafson. „Analysis of gaze and speech patterns in three-party quiz game interaction“. In Interspeech 2013. ISCA: ISCA, 2013. http://dx.doi.org/10.21437/interspeech.2013-302.

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Parreiras, Marcus, Geraldo Xexéo und Pedro Marques. „Proposta e Estudo de Caso de um Método para Design de Vídeo Games Educacionais“. In Anais Estendidos do Simpósio Brasileiro de Jogos e Entretenimento Digital. Sociedade Brasileira de Computação, 2022. http://dx.doi.org/10.5753/sbgames_estendido.2022.226084.

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Este artigo apresenta um método de design de vídeo games educativos chamado MEDIEVAL. O método cobre todo o processo de concepção e desenvolvimento, ao invés de se colocar na qualidade de uma ferramenta para uma parte específica, como planejamento ou teste do jogo, como outros. O objetivo e dar suporte ao game designer para elucidar todos os pontos principais, bem como apresentar teorias e ferramentas uteis a cada parte, com a intenção de criar vídeo games que sejam bem-sucedidos tanto no que diz respeito a parte educacional quanto a sua capacidade de entreter.
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Vester, Steen. „Winning Cores in Parity Games“. In LICS '16: 31st Annual ACM/IEEE Symposium on Logic in Computer Science. New York, NY, USA: ACM, 2016. http://dx.doi.org/10.1145/2933575.2933589.

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Berkling, Kay, Mehmet Ali Incekara und Tom Wolske. „NO-RPG, a game interface to common core sequenced third-party educational games“. In 2018 IEEE Global Engineering Education Conference (EDUCON). IEEE, 2018. http://dx.doi.org/10.1109/educon.2018.8363414.

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Shankaran, Sriram, und Tom Vandeputte. „Game-Theoretic Models for Cooperative Equilibrium Solutions of Interacting Engineering Sub-Systems“. In ASME Turbo Expo 2014: Turbine Technical Conference and Exposition. American Society of Mechanical Engineers, 2014. http://dx.doi.org/10.1115/gt2014-25293.

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Although game-theoretical models to study social and economic problems have existed for a long time, they have been sparsely used for the design of engineering systems. This is due to the significant theoretical hurdles posed by game formulations for real engineering environments /problems. In this study we show our first attempt at adapting the frame-work of game-theoretical models for engineering problems, in particular the aero-mechanical optimization of a notional turbine blade. We pose the design problem as a series of games, starting with the determination of the Pareto front, the non-cooperative (disagreement) point and the optimal solution as the tangent intersection of the Pareto front and contours of the overall system objective. We present gradient-based algorithms that determine the Pareto front, the non-cooperative solution and the tangent solution. The solution to this series of games provides the basis of a new equilibrium concept namely, System Optimal Cooperative Solution (SOCS), which is the central theme of this paper. Finally we compare the SOCS solution against other cooperative solutions like Nash-Bargaining [1]. The results of this study show that in engineering environments previously known cooperative solutions like Nash-Bargaining and Kalai-Smordinsky [2] are not that important while the notion of a System Optimal Cooperative Solution, SOCS, is the equilibrium solution of relevance. For the particular example we consider, the SOCS is shown to be more favoring the aerodynamic performance when compared against the Nash-Bargaining equilibrium solution.
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Nain, Sumit, und Moshe Y. Vardi. „Solving Partial-Information Stochastic Parity Games“. In 2013 Twenty-Eighth Annual IEEE/ACM Symposium on Logic in Computer Science (LICS 2013). IEEE, 2013. http://dx.doi.org/10.1109/lics.2013.40.

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Berichte der Organisationen zum Thema "Parity game"

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Fernández, Iván Escobar. COMTOG Report: ‘My Memory of Us’ — Boosting Historical Memory Through Implicit Visual Metaphors. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0037.

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My Memory of Us is a narrative-driven puzzle-adventure video game developed by Juggler Games. The game is set in a fictional version of Poland during World War II and tells the story of a young boy and girl who must navigate through a city that has been divided into two parts: one for Jews and one for non-Jews. The game features hand-drawn art, puzzle-solving, and stealth elements, as well as a unique memory-manipulation mechanic that allows players to change the past to solve puzzles and progress through the story. The game received positive reviews for its story and art. Overall, My Memory of Us is a touching and emotional game that tells a story of friendship, love, and survival during a war.
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Gonchigdorj, Ariunkhishig, Frederika Warren, Akanksha Bapna, Namrata Sharma, Arnaldo Pellini und Crystal Green. Spotlight on EdTech: Bangladesh. HundrED, November 2023. http://dx.doi.org/10.58261/misf7076.

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Bangladesh has made remarkable progress in achieving over 90% primary enrollment with significantly improved gender parity. Its focus has now shifted from universal primary education towards the quality of education and improvements in teaching outcomes. In order to meet this goal, the government has turned to the merits that EdTech can offer and is implementing a blended learning approach that integrates both digital and physical elements, and balances creative and logical aspects to strengthen its progress and address Bangladesh’s current educational challenges. In partnership with EdTech Hub, this Spotlight contributes to identifying EdTech innovations that have a great potential to be scaled and are being impactfully implemented in the context of Bangladesh and beyond, to directly address and support the learning needs of children, as well as supporting education stakeholders such as educators, parents, and communities coming from varying social and economic backgrounds. We sought a range of hi- to low-tech solutions, encompassing everything from SMS-based technologies and game-based learning to school management systems. These innovations target various educational stakeholders, including teachers, students, and administrators. This Spotlight also demonstrates how private and public sector players fit in the EdTech innovation ecosystem.
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Chatterjee, Krishnendu, und Thomas A. Henzinger. Algorithms for Stochastic Parity Games. Fort Belvoir, VA: Defense Technical Information Center, Mai 2005. http://dx.doi.org/10.21236/ada603293.

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Chatterjee, Krishnendu, Luca de Alfaro und Thomas A. Henzinger. The Complexity of Quantitative Concurrent Parity Games. Fort Belvoir, VA: Defense Technical Information Center, November 2004. http://dx.doi.org/10.21236/ada603313.

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Tokarieva, Anastasiia V., Nataliia P. Volkova, Inesa V. Harkusha und Vladimir N. Soloviev. Educational digital games: models and implementation. [б. в.], September 2019. http://dx.doi.org/10.31812/123456789/3242.

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Nowadays, social media, ICT, mobile technologies and applications are increasingly used as tools for communication, interaction, building up social skills and unique learning environments. One of the latest trends observed in education is an attempt to streamline the learning process by applying educational digital games. Despite numerous research data, that confirms the positive effects of digital games, their integration into formal educational contexts is still relatively low. The purpose of this article is to analyze, discuss and conclude what is necessary to start using games as an instructional tool in formal education. In order to achieve this aim, a complex of qualitative research methods, including semi-structured expert interviews was applied. As the result, the potential of educational digital games to give a unique and safe learning environment with a wide spectrum of build-in assistive features, be efficient in specific training contexts, help memorize studied material and incorporate different learning styles, as well as to be individually adaptable, was determined. At the same time, the need for complex approach affecting the administration, IT departments, educators, students, parents, a strong skill set and a wide spectrum of different roles and tasks a teacher carries out in a digital game-based learning class were outlined. In conclusion and as a vector for further research, the organization of Education Design Laboratory as an integral part of a contemporary educational institution was proposed.
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Grometstein, Alan A. Colonel Richard's Game. Part 1. Elementary Version. Fort Belvoir, VA: Defense Technical Information Center, Januar 1987. http://dx.doi.org/10.21236/ada178384.

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Williams, Thomas. Cell Biology Board Game: Cell Survival Drive. University of Dundee, 2023. http://dx.doi.org/10.20933/100001276.

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When dangers strike a cell, they are detected by sensors. Sensors tell messengers about the danger. Messengers tell the organiser. The organiser plans the cell defence, using responders and recyclers. Researchers in the MRC-PPU are figuring out how these different parts interact with each other.
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Galland, Martin. COMTOG Report on ‘Bury Me My Love’. European Center for Populism Studies (ECPS), April 2023. http://dx.doi.org/10.55271/rp0036.

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Bury Me My Love is a game about distance. It is a game which places front and center relationships between humans, how they interact, and what drives people to take a leap into the unknown and risk their lives in the hope of reaching safety. The eponymous phrase, ‘Bury Me My Love,’ is an Arabic expression to take care roughly meant to signify, “don’t think about dying before I do.” The game is inspired by but does not tell, the real-life story of Dana, a Syrian woman having left her country in September 2015. Both the journalist who wrote the article on Dana’s story and Dana herself working as part of the game’s editorial team
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Martinho, Diogo, Adam Field und Hugo Sarmento. Soccer referees are also part of the game: a systematic review. INPLASY - International Platform of Registered Systematic Review and Meta-analysis Protocols, August 2022. http://dx.doi.org/10.37766/inplasy2022.8.0052.

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Review question / Objective: The of this study was to review and organise the literature using a holistic approach about match indicators, testing, nutrition and physiology on soccer refereeing. Condition being studied: This review is focused on physical, physiological, body composition, and physiological outputs among soccer referees. Each main topic will be organized according to the results of extracted studies. Eligibility criteria: (1) population – male and/or female soccer referees and/or assistant referees; (2) relevant data about body size, body composition, physical performance, physiological outputs and nutrition.
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Rodríguez Chatruc, Marisol, und Sandra V. Rozo. How Does it Feel to Be Part of the Minority?: Impacts of Perspective Taking on Prosocial Behavio. Inter-American Development Bank, September 2021. http://dx.doi.org/10.18235/0003612.

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Can online experiences that illustrate the lives of vulnerable populations improve prosocial behaviors and reduce prejudice? We randomly assign 850 individuals to: i) an online game that immerses individuals in the life decisions of a Venezuelan migrant and ii) a documentary about the migration process of Venezuelans to Colombia. Both treatments effectively improve altruism and reduce prejudice towards migrants. The impacts of both treatments are not statistically different in any of the other outcomes that we examine. The effects of the game are mainly driven by changes in perspective-taking while the effects of the video are induced by changes in both empathy and perspective-taking.
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