Academic literature on the topic 'Game logic'

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Journal articles on the topic "Game logic"

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Hartonas, Chrysafis. "Game-theoretic semantics for non-distributive logics." Logic Journal of the IGPL 27, no. 5 (January 11, 2019): 718–42. http://dx.doi.org/10.1093/jigpal/jzy079.

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AbstractWe introduce game-theoretic semantics for systems without the conveniences of either a De Morgan negation, or of distribution of conjunction over disjunction and conversely. Much of game playing rests on challenges issued by one player to the other to satisfy, or refute, a sentence, while forcing him/her to move to some other place in the game’s chessboard-like configuration. Correctness of the game-theoretic semantics is proven for both a training game, corresponding to Positive Lattice Logic and for more advanced games for the logics of lattices with weak negation and modal operators (Modal Lattice Logic).
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Platzer, André. "Differential Game Logic." ACM Transactions on Computational Logic 17, no. 1 (December 10, 2015): 1–51. http://dx.doi.org/10.1145/2817824.

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Baier, Christel, Tomáš Brázdil, Marcus Größer, and Antonín Kučera. "Stochastic game logic." Acta Informatica 49, no. 4 (June 2012): 203–24. http://dx.doi.org/10.1007/s00236-012-0156-0.

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Hicks, Daniel J., and John Milanese. "The Logic Game." Teaching Philosophy 38, no. 1 (2015): 77–93. http://dx.doi.org/10.5840/teachphil20151731.

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Васюков, В. Л. "Game Theoretical Semantic for Relevant Logic." Logical Investigations 21, no. 2 (September 28, 2015): 42–52. http://dx.doi.org/10.21146/2074-1472-2015-21-2-42-52.

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In 1979 D.E. Over proposed game theoretical semantics for first-degree entailment formulated by Anderson and Belnap. In order to extend this approach to include other systems of relevant logc (e.g., $\boldsymbol{R}$) we have two promoting facts. Firstly, there is Routley- Meyer’s situational semantic for system$\boldsymbol{R}$ of relevant logic. Secondly, this semantics shows some resemblance with W__ojcicki’s situational semantic of non-fregean logic for which the situational game semantics was developed by author exploiting essentially the notion of non-fregean games. In the paper an attempt is done to give a partial account of these results and some conception of situational games developed which laid down into foundation of the game theoretical semantics of relevant logic $\boldsymbol{R}$.
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Kaneko, Mamoru. "Common knowledge logic and game logic." Journal of Symbolic Logic 64, no. 2 (June 1999): 685–700. http://dx.doi.org/10.2307/2586493.

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AbstractWe show the faithful embedding of common knowledge logic CKL into game logic GL, that is, CKL is embedded into GL and GL is a conservative extension of the fragment obtained by this embedding. Then many results in GL are available in CKL, and vice versa. For example, an epistemic consideration of Nash equilibrium for a game with pure strategies in GL is carried over to CKL. Another important application is to obtain a Gentzen-style sequent calculus formulation of CKL and its cut-elimination. The faithful embedding theorem is proved for the KD4–type propositional CKL and GL, but it holds for some variants of them.
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Halim, Hanasrullah, Wan Amirah Najwa Wan Idris, and Haslina Hassan. "Learning Logic Gate through 7-Gates Game." International Journal of Multimedia and Recent Innovation 2, no. 1 (March 22, 2020): 1–10. http://dx.doi.org/10.36079/lamintang.ijmari-0201.70.

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This game is based on Logic Gates that invented by Walther Bothe in 1924 and improvised by Konrad Zuse (from 1935 – 1938). This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.
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VAN BENTHEM, JOHAN. "RATIONAL DYNAMICS AND EPISTEMIC LOGIC IN GAMES." International Game Theory Review 09, no. 01 (March 2007): 13–45. http://dx.doi.org/10.1142/s0219198907001254.

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Game-theoretic solution concepts describe sets of strategy profiles that are optimal for all players in some plausible sense. Such sets are often found by recursive algorithms like iterated removal of strictly dominated strategies in strategic games, or backward induction in extensive games. Standard logical analyses of solution sets use assumptions about players in fixed epistemic models for a given game, such as mutual knowledge of rationality. In this paper, we propose a different perspective, analyzing solution algorithms as processes of learning which change game models. Thus, strategic equilibrium gets linked to fixed-points of operations of repeated announcement of suitable epistemic statements. This dynamic stance provides a new look at the current interface of games, logic, and computation.
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Grossi, Davide, Emiliano Lorini, and Francois Schwarzentruber. "The Ceteris Paribus Structure of Logics of Game Forms." Journal of Artificial Intelligence Research 53 (May 27, 2015): 91–126. http://dx.doi.org/10.1613/jair.4666.

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The article introduces a ceteris paribus modal logic, called CP, interpreted on the equivalence classes induced by finite sets of propositional atoms. This logic is studied and then used to embed three logics of strategic interaction, namely atemporal STIT, the coalition logic of propositional control (CL−PC) and the starless fragment of the dynamic logic of propositional assignments (DL−PA). The embeddings highlight a common ceteris paribus structure underpinning the key operators of all these apparently very different logics and show, we argue, remarkable similarities behind some of the most influential formalisms for reasoning about strategic interaction
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Wisinggya, Kadhana Reya, Hanny Haryanto, T. Sutojo, Edy Mulyanto, and Erlin Dolphina. "Tingkat Kesulitan Dinamis Menggunakan Logika Fuzzy pada Game Musik Tradisional Jawa Tengah." Jurnal ELTIKOM 5, no. 2 (September 10, 2021): 56–64. http://dx.doi.org/10.31961/eltikom.v5i2.281.

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The culture in Indonesia is very diverse, one of which is traditional songs. However, knowledge of traditional songs is still small. Digital Games can spread knowledge about traditional songs, one of which is Central Javanese traditional songs. However, the Game that is made still has static difficulties, so the Game cannot follow the player's ability, resulting in the player feeling bored and not wanting to continue the Game. To generate dynamic difficulties, methods in artificial intelligence can be applied to Games, one of which is Fuzzy. So in this study proposed the application of dynamic difficulties using Fuzzy Logic in music Games / Rhythm Games. Fuzzy Logic is built based on mathematical values and represents uncertainty, where this logic imitates the human way of thinking. Fuzzy Logic can convert crisp input values into fuzzy sets by performing fuzzification. After the input value is converted, the input will be entered into the set of rules provided. Each rule produces a different output. After the process is complete, the output value will be converted back to the crisp output value. Based on the research conducted, it is found that Fuzzy Logic can be applied to music Games where the Game can follow the player's ability based on the given rules.
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Dissertations / Theses on the topic "Game logic"

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Crone, Logan. "Determinacy of Schmidt's Game and Other Intersection Games." Thesis, University of North Texas, 2020. https://digital.library.unt.edu/ark:/67531/metadc1703306/.

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Schmidt's game, and other similar intersection games have played an important role in recent years in applications to number theory, dynamics, and Diophantine approximation theory. These games are real games, that is, games in which the players make moves from a complete separable metric space. The determinacy of these games trivially follows from the axiom of determinacy for real games,ADR, which is a much stronger axiom than that asserting all integer games are determined, AD. One of our main results is a general theorem which under the hypothesis AD implies the determinacy of intersection games which have a property allowing strategies to be simplified. In particular, we show that Schmidt's (α,β,ρ) game on R is determined from AD alone, but on Rn for n≥3 we show that AD does not imply the determinacy of this game. We then give an application of simple strategies and prove that the winning player in Schmidt's (α,β,ρ) game on R has a winning positional strategy, without appealing to the axiom of choice. We also prove several other results specifically related to the determinacy of Schmidt's game. These results highlight the obstacles in obtaining the determinacy of Schmidt's game from AD
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Bruin, Boudewijn Paul de. "Explaining games on the logic of game theoretic explanations /." Amsterdam : Amsterdam : Institute for logic, language and computation ; Universiteit van Amsterdam [Host], 2004. http://dare.uva.nl/document/73758.

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Günzel, Stephan, Michael Liebe, and Dieter Mersch. "Logic and structure of the computer game." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4302/.

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This paper comprises four parts. Firstly, an overview of the mathematics of decision logic in relation to games and of the construction of narration and characters is given. This includes specific limits of the use of decision logic pertaining to games in general and to storytelling in particular. Secondly, the rule system as the medial unconsciousness is focused on. Thirdly, remarks are made on the debate between ludology and narratology, which had to fail as it missed the crucial point: the computer game as a medium. Finally, gaming in general, as well as its relationship to chance, coincidence, emergence, and event is discussed.
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Blot, Valentin. "Game semantics and realizability for classical logic." Thesis, Lyon, École normale supérieure, 2014. http://www.theses.fr/2014ENSL0945/document.

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Cette thèse étudie deux modèles de réalisabilité pour la logique classique construits sur la sémantique des jeux HO, interprétant la logique, l'arithmétique et l'analyse classiques directement par des programmes manipulant un espace de stockage d'ordre supérieur.La non-innocence en jeux HO autorise les références d'ordre supérieur, et le non parenthésage révèle la CPS des jeux HO et fournit une catégorie de continuations dans laquelle interpréter le lambda-mu calcul de Parigot. Deux modèles de réalisabilité sont construits sur cette interprétation calculatoire directe des preuves classiques.Le premier repose sur l'orthogonalité, comme celui de Krivine, mais il est simplement typé et au premier ordre. En l'absence de codage de l'absurdité au second ordre, une mu-variable libre dans les réaliseurs permet l'extraction. Nous définissons un bar-récurseur et prouvons qu'il réalise l'axiome du choix dépendant, utilisant deux conséquences de la structure de CPO du modèle de jeux: toute fonction sur les entiers (même non calculable) existe dans le modèle, et toute fonctionnelle sur des séquences est Scott-continue. La bar-récursion est habituellement utilisée pour réaliser intuitionnistiquement le « double negation shift » et en déduire la traduction négative de l'axiome du choix. Ici, nous réalisons directement l'axiome du choix dans un cadre classique.Le second, très spécifique au modèle de jeux, repose sur des conditions de gain: des ensembles de positions d'un jeu munis de propriétés de cohérence. Un réaliseur est alors une stratégie dont les positions sont toutes gagnantes
This thesis investigates two realizability models for classical logic built on HO game semantics. The main motivation is to have a direct computational interpretation of classical logic, arithmetic and analysis with programs manipulating a higher-order store.Relaxing the innocence condition in HO games provides higher-order references, and dropping the well-bracketing of strategies reveals the CPS of HO games and gives a category of continuations in which we can interpret Parigot's lambda-mu calculus. This permits a direct computational interpretation of classical proofs from which we build two realizability models.The first model is orthogonality-based, as the one of Krivine. However, it is simply-typed and first-order. This means that we do not use a second-order coding of falsity, and extraction is handled by considering realizers with a free mu-variable. We provide a bar-recursor in this model and prove that it realizes the axiom of dependent choice, relying on two consequences of the CPO structure of the games model: every function on natural numbers (possibly non computable) exists in the model, and every functional on sequences is Scott-continuous. Usually, bar-recursion is used to intuitionistically realize the double negation shift and consequently the negative translation of the axiom of choice. Here, we directly realize the axiom of choice in a classical setting.The second model relies on winning conditions and is very specific to the games model. A winning condition is a set of positions in a game which satisfies some coherence properties, and a realizer of a formula is then a strategy which positions are all winning
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Mio, Matteo. "Game semantics for probabilistic modal μ-calculi." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/6223.

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The probabilistic (or quantitative) modal μ-calculus is a fixed-point logic designed for expressing properties of probabilistic labeled transition systems (PLTS’s). Two semantics have been studied for this logic, both assigning to every process state a value in the interval [0, 1] representing the probability that the property expressed by the formula holds at the state. One semantics is denotational and the other is a game semantics, specified in terms of two-player stochastic games. The two semantics have been proved to coincide on all finite PLTS’s. A first contribution of the thesis is to extend this coincidence result to arbitrary PLTS’s. A shortcoming of the probabilistic μ-calculus is the lack of expressiveness required to encode other important temporal logics for PLTS’s such as Probabilistic Computation Tree Logic (PCTL). To address this limitation, we extend the logic with a new pair of operators: independent product and coproduct, and we show that the resulting logic can encode the qualitative fragment of PCTL. Moreover, a further extension of the logic, with the operation of truncated sum and its dual, is expressive enough to encode full PCTL. A major contribution of the thesis is the definition of appropriate game semantics for these extended probabilistic μ-calculi. This relies on the definition of a new class of games, called tree games, which generalize standard 2-player stochastic games. In tree games, a play can be split into concurrent subplays which continue their evolution independently. Surprisingly, this simple device supports the encoding of the whole class of imperfect-information games known as Blackwell games. Moreover, interesting open problems in game theory, such as qualitative determinacy for 2-player stochastic parity games, can be reformulated as determinacy problems for suitable classes of tree games. Our main technical result about tree games is a proof of determinacy for 2-player stochastic metaparity games, which is the class of tree games that we use to give game semantics to the extended probabilistic μ-calculi. In order to cope with measure-theoretic technicalities, the proof is carried out in ZFC set theory extended with Martin’s Axiom at the first uncountable cardinal (MAℵ1). The final result of the thesis shows that the game semantics of the extended logics coincides with the denotational semantics, for arbitrary PLTS’s. However, in contrast to the earlier coincidence result, which is proved in ZFC, the proof of coincidence for the extended calculi is once again carried out in ZFC +MAℵ1.
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Calderon, Ana C. M. A. "Understanding game semantics through coherence spaces." Thesis, University of Bath, 2012. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.580675.

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Maslar, David Wang X. H. Tsoi Allanus Hak-Man. "An experimental study of the game of Nim." Diss., Columbia, Mo. : University of Missouri-Columbia, 2009. http://hdl.handle.net/10355/6725.

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The entire thesis text is included in the research.pdf file; the official abstract appears in the short.pdf file; a non-technical public abstract appears in the public.pdf file. Title from PDF of title page (University of Missouri--Columbia, viewed on March 23, 2010). Thesis advisors: Dr. X. H. Wang and Dr. Allanus Tsoi. Includes bibliographical references.
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Jackson, E. P. "A representation language based on a game-theoretic interpretation of logic." Thesis, University of Leeds, 1987. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.376515.

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Gardy, Patrick. "Semantics of Strategy Logic." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLN022/document.

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De nombreux bugs informatiques ont mis en lumière le besoin de certifier les programmes informatiques et la vérification de programmes a connu un développement important au cours des quarante dernières années. Parmi les méthodes possibles, on trouve le model-checking, développé par Clarke et Emerson dans les années 80. Le model-checking consiste à trouver un modèle abstrait pour le système et un formalisme logique pour le comportement puis à vérifier si le modèle vérifie la propriété exprimée dans la logique. La difficulté consiste alors à développer des algorithmes efficaces pour les différents formalismes. Nous nous intéresserons en particulier au formalisme logique de strategy Logic SL, utilisée sur les systèmes multiagents. SL est particulièrement expressif de par son traitement des stratégies (comportements possibles pour les agents du système) comme des objets du premier ordre. Dans sa définition, divers choix sémantiques sont faits et, bien que ces choix se justifient, d'autres possibilités n'en sont pas plus absurdes: tel ou tel choix donne telle ou telle logique et chacune permet d'exprimer des propriétés différentes. Dans cette thèse, nous étudions les différentes implications des différents choix sémantiques. Nous commencerons par introduire SL et préciserons l'étendue des connaissances actuelles. Nous nous intéresserons ensuite aux possibilités non explorées par la sémantique originale. Nous étudierons aussi la logique sur des systèmes quantitatifs (ajout de contraintes d'énergie et de contraintes de compteurs). Finalement, nous examinerons la question des dépendances dans SL[BG] (un fragment de SL)
With the proliferation of computerised devices, software verification is more prevalent than ever. Since the 80's, multiple costly software failures have forced both private and public actors to invest in software verification. Among the main procedures we find the model-checking, developed by Clarke and Emerson in the 80's. It consists in abstracting both the system into a formal model and the property of expected behaviour in some logical formalism, then checking if the property's abstraction holds on the system's abstraction. The difficulty lies in finding appropriate models and efficient algorithms. In this thesis, we focus on one particular logical formalism: the Strategy Logic SL, used to express multi-objectives properties of multi-agents systems. Strategy Logic is a powerful and expressive formalism that treats strategies (i.e. potential behaviours of the agents) like first-order objects. It can be seen as an analogue to first-order logic for multi-agents systems. Many semantic choices were made in its definition without much discussion. Our main contributions are relative to the possibilities left behind by the original definition. We first introduce SL and present some complexity results (including some of our owns). We then outline some other semantic choices within SL's definition and study their influence. Third, we study the logic's behaviour under quantitative multi-agents systems (games with energy and counter constraints). Finally, we address the problem of dependencies within SL[BG], a fragment of SL
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Bilal, Ahmed. "Counterfactual conditional analysis using the Centipede Game." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/cmc_theses/2252.

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The Backward Induction strategy for the Centipede Game leads us to a counterfactual reasoning paradox, The Centipede Game paradox. The counterfactual reasoning proving the backward induction strategy for the game appears to rely on the players in the game not choosing that very same backward induction strategy. The paradox is a general paradox that applies to backward induction reasoning in sequential, perfect information games. Therefore, the paradox is not only problematic for the Centipede Game, but it also affects counterfactual reasoning solutions in games similar to the Centipede Game. The Centipede Game is a prime illustration of this paradox in counterfactual reasoning. As a result, this paper will use a material versus subjunctive/counterfactual conditional analysis to provide a theoretical resolution to the Centipede Game, with the hope that a similar solution can be applied to other areas where this paradox may appear. The solution involves delineating between the epistemic systems of the players and the game theorists.
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Books on the topic "Game logic"

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Meaningful games: Exploring language with game theory. Cambridge, MA: The MIT Press, 2011.

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Cristina, Bicchieri, Jeffrey Richard C, and Skyrms Brian, eds. The logic of strategy. New York: Oxford University Press, 1999.

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Peter, Jackson. Implementing a game theoretic interpretation of logic. Edinburgh: University of Edinburgh Department of Artificial Intelligence, 1985.

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Gabriel, Sandu, and Sevenster Merlijn, eds. Independence-friendly logic: A game-theoretic approach. Cambridge, UK: Cambridge University Press, 2011.

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Luck, logic, and white lies: The mathematics of games. Wellesley, Mass: A K Peters, 2005.

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Moral calculations: Game theory, logic, and human frailty. New York, NY: Copernicus, 1998.

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1965-, Benz Anton, Jäger Gerhard 1967-, and Van Rooij Robert 1966-, eds. Game theory and pragmatics. New York: Palgrave Macmillan, 2005.

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International Conference on Logic, Game Theory and Social Choice, LGS '99, Oisterwijk, 1999. Logic, game theory and social choice: Proceedings of the International Conference, LGS '99, May 13-16, 1999. Tilburg: Tilburg University Press, 1999.

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service), SpringerLink (Online, ed. Explaining Games: The Epistemic Programme in Game Theory. Dordrecht: Springer Science+Business Media B.V., 2010.

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John, Symons, Pietarinen Ahti-Veikko, Tulenheimo Tero, Majer Ondrej, and SpringerLink (Online service), eds. Games: Unifying Logic, Language, and Philosophy. Dordrecht: Springer Netherlands, 2009.

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Book chapters on the topic "Game logic"

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Genesereth, Michael, and Michael Thielscher. "Logic." In General Game Playing, 111–27. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_13.

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Bohrer, Brandon, and André Platzer. "Constructive Game Logic." In Programming Languages and Systems, 84–111. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-44914-8_4.

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AbstractGame Logic is an excellent setting to study proofs-about-programs via the interpretation of those proofs as programs, because constructive proofs for games correspond to effective winning strategies to follow in response to the opponent’s actions. We thus develop Constructive Game Logic, which extends Parikh’s Game Logic (GL) with constructivity and with first-order programs à la Pratt’s first-order dynamic logic (DL). Our major contributions include: 1. a novel realizability semantics capturing the adversarial dynamics of games, 2. a natural deduction calculus and operational semantics describing the computational meaning of strategies via proof-terms, and 3. theoretical results including soundness of the proof calculus w.r.t. realizability semantics, progress and preservation of the operational semantics of proofs, and Existential Properties on support of the extraction of computational artifacts from game proofs. Together, these results provide the most general account of a Curry-Howard interpretation for any program logic to date, and the first at all for Game Logic.
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Abramsky, Samson, and Guy McCusker. "Game Semantics." In Computational Logic, 1–55. Berlin, Heidelberg: Springer Berlin Heidelberg, 1999. http://dx.doi.org/10.1007/978-3-642-58622-4_1.

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Simchi-Levi, David, Xin Chen, and Julien Bramel. "Game Theory." In The Logic of Logistics, 45–64. New York, NY: Springer New York, 2013. http://dx.doi.org/10.1007/978-1-4614-9149-1_3.

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Kane, Ben. "Procedural Logic." In Procedural Generation in Game Design, 119–32. Boca Raton : Taylor & Francis, CRC Press, 2017.: A K Peters/CRC Press, 2017. http://dx.doi.org/10.1201/9781315156378-14.

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Genesereth, Michael, and Michael Thielscher. "Analyzing Games with Logic." In General Game Playing, 129–49. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_14.

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Genesereth, Michael, and Michael Thielscher. "Discovering Heuristics with Logic." In General Game Playing, 161–69. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-031-01569-4_16.

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Leimbach, Judy. "Baseball Game." In Grades 2-4 Primarily Logic, 48. New York: Routledge, 2021. http://dx.doi.org/10.4324/9781003237259-41.

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Berwanger, Dietmar, and Sophie Pinchinat. "Game Quantification Patterns." In Logic and Its Applications, 116–30. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-92701-3_8.

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Thielscher, Michael. "Answer Set Programming for Single-Player Games in General Game Playing." In Logic Programming, 327–41. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02846-5_28.

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Conference papers on the topic "Game logic"

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BinSubaih, Ahmed, Steve Maddock, and Daniela Romano. "Game logic portability." In the 2005 ACM SIGCHI International Conference. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1178477.1178580.

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Baier, Christel, Tomas Brazdil, Marcus Grosser, and Antonin Kucera. "Stochastic Game Logic." In Fourth International Conference on the Quantitative Evaluation of Systems (QEST 2007). IEEE, 2007. http://dx.doi.org/10.1109/qest.2007.38.

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Enqvist, Sebastian, Helle Hvid Hansen, Clemens Kupke, Johannes Marti, and Yde Venema. "Completeness for Game Logic." In 2019 34th Annual ACM/IEEE Symposium on Logic in Computer Science (LICS). IEEE, 2019. http://dx.doi.org/10.1109/lics.2019.8785676.

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Fredericks, Erik M., Byron DeVries, and Jared M. Moore. "Towards self-adaptive game logic." In ICSE '22: 44th International Conference on Software Engineering. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3524494.3527625.

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Engesser, Thorsten, Robert Mattmüller, Bernhard Nebel, and Michael Thielscher. "Game Description Language and Dynamic Epistemic Logic Compared." In Twenty-Seventh International Joint Conference on Artificial Intelligence {IJCAI-18}. California: International Joint Conferences on Artificial Intelligence Organization, 2018. http://dx.doi.org/10.24963/ijcai.2018/248.

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Several different frameworks have been proposed to model and reason about knowledge in dynamic multi-agent settings, among them the logic-programming-based game description language GDL-III, and dynamic epistemic logic (DEL), based on possible-worlds semantics. GDL-III and DEL have complementary strengths and weaknesses in terms of ease of modeling and simplicity of semantics. In this paper, we formally study the expressiveness of GDL-III vs. DEL. We clarify the commonalities and differences between those languages, demonstrate how to bridge the differences where possible, and identify large fragments of GDL-III and DEL that are equivalent in the sense that they can be used to encode games or planning tasks that admit the same legal action sequences. We prove the latter by providing compilations between those fragments of GDL-III and DEL.
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Liu, Hu. "Goal-directed Unbounded Coalitional Game and Its Complexity." In 13th Asian Logic Conference. WORLD SCIENTIFIC, 2015. http://dx.doi.org/10.1142/9789814678001_0010.

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Murawski, Andrzej S. "Reachability Games and Game Semantics: Comparing Nondeterministic Programs." In 2008 23rd Annual IEEE Symposium on Logic in Computer Science (LICS 2008). IEEE, 2008. http://dx.doi.org/10.1109/lics.2008.24.

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Maubert, Bastien, Sophie Pinchinat, Francois Schwarzentruber, and Silvia Stranieri. "Concurrent Games in Dynamic Epistemic Logic." In Twenty-Ninth International Joint Conference on Artificial Intelligence and Seventeenth Pacific Rim International Conference on Artificial Intelligence {IJCAI-PRICAI-20}. California: International Joint Conferences on Artificial Intelligence Organization, 2020. http://dx.doi.org/10.24963/ijcai.2020/260.

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Action models of Dynamic Epistemic Logic (DEL) represent precisely how actions are perceived by agents. DEL has recently been used to define infinite multi-player games, and it was shown that they can be solved in some cases. However, the dynamics being defined by the classic DEL update product for individual actions, only turn-based games have been considered so far. In this work we define a concurrent DEL product, propose a mechanism to resolve conflicts between actions, and define concurrent DEL games. As in the turn-based case, the obtained concurrent infinite game arenas can be finitely represented when all actions are public, or all are propositional. Thus we identify cases where the strategic epistemic logic ATL*K can be model checked on such games.
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Li, Peiyi, Peilin Li, John Morris, and Yu Sun. "A Context-Aware and Immersive Puzzle Game using Machine Learning and Big Data Analysis." In 5th International Conference on Computer Science and Information Technology (COMIT 2021). Academy and Industry Research Collaboration Center (AIRCC), 2021. http://dx.doi.org/10.5121/csit.2021.111717.

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Recent years, video games have become one of the main forms of entertainment for people of all ages, in which millions of members publicly show their screenshots while playing games or share their experience of playing games [4]. Puzzle game is a popular game genre among various video games, it challenges players to find the correct solution by providing them with different logic/conceptual problems. However, designing a good puzzle game is not an easy task [5]. This paper designs a puzzle game for players of all age ranges with proper difficulty level, various puzzle mechanics and attractive background setting stories. We applied our games to different players to test play and conducted a qualitative evaluation of the approach. The results show that the pace of puzzle games affects play experience a lot and the difficulty level of the puzzles affects players' feelings to the game.
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Grossi, Davide, Emiliano Lorini, and François Schwarzentruber. "The Ceteris Paribus Structure of Logics of Game Forms (Extended Abstract)." In Twenty-Sixth International Joint Conference on Artificial Intelligence. California: International Joint Conferences on Artificial Intelligence Organization, 2017. http://dx.doi.org/10.24963/ijcai.2017/710.

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We present a simple Ceteris Paribus Logic (CP) and study its relationship with existing logics that deal with the representation of choice and power in games in normal form including atemporal STIT, Coalition Logic of Propositional Control (CL-PC) and Dynamic Logic of Propositional Assignments (DL-PA). Thanks to the polynomial reduction of the satisfiability problem for atemporal STIT in the satisfiability problem for CP, we obtain a complexity result for the latter problem.
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Reports on the topic "Game logic"

1

Platzer, Andre. Differential Game Logic for Hybrid Games. Fort Belvoir, VA: Defense Technical Information Center, March 2012. http://dx.doi.org/10.21236/ada561153.

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Smith, James F., Rhyne III, and II Robert D. Fuzzy Logic Resource Management and Coevolutionary Game-based Optimization. Fort Belvoir, VA: Defense Technical Information Center, September 2001. http://dx.doi.org/10.21236/ada390559.

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Rose, Jonathan, Robert J. Francis, Paul Chow, and David Lewis. The Effect of Logic Block Complexity on Area of Programmable Gate Arrays. Fort Belvoir, VA: Defense Technical Information Center, January 1987. http://dx.doi.org/10.21236/ada207172.

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4

Cheng, Julian. Integrated Photonic Switches and Logic Gate Arrays for Parallel Optical Switching and Computer Architectures. Fort Belvoir, VA: Defense Technical Information Center, June 1995. http://dx.doi.org/10.21236/ada297732.

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Lee, Timothy C., and Robert M. Proie. A Subthreshold Digital Library Using a Dynamic-Threshold Metal-Oxide Semiconductor (DTMOS) and Transmission Gate Logic. Fort Belvoir, VA: Defense Technical Information Center, September 2014. http://dx.doi.org/10.21236/ada608589.

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6

Wu, Lifei. Minimization of Permuted Reed-Muller Trees and Reed-Muller Trees for Cellular Logic Programmable Gate Arrays. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.6629.

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Schafer, Ingo. Orthogonal and Nonorthogonal Expansions for Multi-Level Logic Synthesis for Nearly Linear Functions and their Application to Field Programmable Gate Array Mapping. Portland State University Library, January 2000. http://dx.doi.org/10.15760/etd.1338.

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Estrada, Jorge. Ruthless Desires of Living Together in Roberto Bolaño’s 2666: Conviviality between Potestas and Potentia. Maria Sibylla Merian Centre Conviviality-Inequality in Latin America, March 2022. http://dx.doi.org/10.46877/estrada.2022.42.

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A desire to live together is perhaps a key idea in Roberto Bolaño’s narratives. His characters are constantly negotiating their involvement in diverse societies amid the historical catastrophes of the twentieth century, so this desire becomes highly differentiated. It undergoes perspectival shifts and creates “mirror games”, which express scepticism towards universalising forms and trigger reflections on history and modernity. In this working paper, I examine how, in 2666, the cosmopolitan desire of a self-legislating and self-authorizing individual is disassembled and superseded by a convivial framework and a relational subject that is crossed by diverse determining forces. This transition is correlated to Bolaño’s diagnosis of late capitalism, in which a matrix of domination that worked with the logic of potestas is replaced by the channelling of potentia, i.e. an apparatus for capturing a flow of lives whose features only come to light in forensic discourse and project the fictional city of Santa Teresa.
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