Dissertations / Theses on the topic 'Game logic'

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1

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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2

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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3

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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4

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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5

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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6

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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7

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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8

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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9

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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10

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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11

Leissner, Lotta, and Henrik Augustsson. "Spelmotor och spellogik för androidspel." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-37792.

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Denna rapport behandlar utvecklingen av den spelmotor samt spellogik som används i spelet Steam Tale utvecklat under projektnamnet Project Steam Age av gruppen StormBound. Spelet utvecklades i första hand för mobila enheter, och i rapporten ingår även en kort undersökning av mobila spel i ett historiskt perspektiv. Även spelets genre, JRPG, en förkortning av Japanese Role Playing Game, kommer att förklaras som hastigast med referenser till andra spel inom genren. Spelet programmerades för Android OS version 2.3 och framåt i språket Java. En av svårigheterna som påträffades, såsom beskrivs i rapporten, var att säkerställa att spelet fungerar för den varierande prestanda som mobila enheter utgör, inklusive aspekter såsom med eller utan hårdvaruacceleration av grafik, varierande mängd lagringsutrymme och processorkärnor samt storlek på skärmar. Därtill bör man vid skapandet av en applikation av denna typ beakta resurshantering, framförallt beträffande grafik och ljud, ett ämne som behandlas i denna rapport.
This report concerns the development of the game engine and game logic that are used within the game Steam Tale, which during the development process was known as Project Steam Age, by the group StormBound. The game was developed targeting mobile devices, and within this report is included a short perspective on the history of mobile gaming. The game’s genre, JRPG, short for Japanese Role Playing Game, and peripheral concepts in regards to it are explained as well, and in relation to other genres and games available. The game was made for Android v2.3 and later and as such coded in Java. Amongst the difficulties encountered, as detailed within this report, were the task of ensuring that the game runs on a wide range of phone hardware, including aspects such as both with and without hardware-based graphical acceleration, varying amounts of storage space and CPU-cores, as well as differing screen sizes. Furthermore, at the creation of applications such as this one should consider resource handling, especially concerning graphics and sounds, a topic discussed in this report.
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12

Graf, Jonathan Peter. "Optimizing Programmable Logic Design Security Strategies." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/89920.

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A wide variety of design security strategies have been developed for programmable logic devices, but less work has been done to determine which are optimal for any given design and any given security goal. To address this, we consider not only metrics related to the performance of the design security practice, but also the likely action of an adversary given their goals. We concern ourselves principally with adversaries attempting to make use of hardware Trojans, although we also show that our work can be generalized to adversaries and defenders using any of a variety of microelectronics exploitation and defense strategies. Trojans are inserted by an adversary in order to accomplish an end. This goal must be considered and quantified in order to predict the adversary's likely action. Our work here builds upon a security economic approach that models the adversary and defender motives and goals in the context of empirically derived countermeasure efficacy metrics. The approach supports formation of a two-player strategic game to determine optimal strategy selection for both adversary and defender. A game may be played in a variety of contexts, including consideration of the entire design lifecycle or only a step in product development. As a demonstration of the practicality of this approach, we present an experiment that derives efficacy metrics from a set of countermeasures (defender strategies) when tested against a taxonomy of Trojans (adversary strategies). We further present a software framework, GameRunner, that automates not only the solution to the game but also enables mathematical and graphical exploration of "what if" scenarios in the context of the game. GameRunner can also issue "prescriptions," sets of commands that allow the defender to automate the application of the optimal defender strategy to their circuit of concern. We also present how this work can be extended to adjacent security domains. Finally, we include a discussion of future work to include additional software, a more advanced experimental framework, and the application of irrationality models to account for players who make subrational decisions.
Doctor of Philosophy
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13

Burgis, Benjamin. "Truth is a One-Player Game: A Defense of Monaletheism and Classical Logic." Scholarly Repository, 2011. http://scholarlyrepository.miami.edu/oa_dissertations/677.

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The Liar Paradox and related semantic antinomies seem to challenge our deepest intuitions about language, truth and logic. Many philosophers believe that to solve them, we must give up either classical logic, or the expressive resources of natural language, or even the “naïve theory of truth” (according to which "P" and “it is true that 'P'” always entail each other). A particularly extreme form of radical surgery is proposed by figures like Graham Priest, who argues for “dialetheism”—the position that some contradictions are actually true—on the basis of the paradoxes. While Priest’s willingness to dispense with the Law of Non-Contradiction may be unpopular in contemporary analytic philosophy, figures as significant as Saul Kripke and Hartry Field have argued that, in light of the paradoxes, we can only save Non-Contradiction at the expense of the Law of the Excluded Middle, abandoning classical logic in favor of a “paracomplete” alternative in which P and ~P can simultaneously fail to hold. I believe that we can do better than that, and I argue for a more conservative approach, which retains not only “monaletheism” (the orthodox position that no sentence, either in natural languages or other language, can have more than one truth-value at a time), but the full inferential resources of classical logic.
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Crabb, Rebecca. "A dynamic game for managing a conservative pollutant in an estuary /." Thesis, Connect to this title online; UW restricted, 2003. http://hdl.handle.net/1773/6768.

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Chang, Hung. "Cross-strait relations in the process of economic integration : same game, but different logic." Thesis, University of Warwick, 2017. http://wrap.warwick.ac.uk/91137/.

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This thesis provides a theoretical and empirical examination of the contentious “sovereignty” dispute between Taiwan and China, especially following the signing of the Cross-Strait Economic Cooperation Framework Agreement (ECFA) in 2010. Distinctive from many contemporary studies of cross-Strait relations, this research analyzes Beijing’s and Taipei’s political agendas regarding sovereignty in the broader context of East Asian economic integration, as the ECFA is in fact the byproduct of their regional strategies. Commercial diplomacy and interdependence theory constitute the theoretical framework of this thesis. Moreover, this thesis employs various definitions of sovereignty in order to evaluate the extent to which China has impacted upon Taiwan’s sovereignty in the process of economic integration. By employing document analysis and elite interview methodologies, this thesis finds that Taipei has a limited ability to protect its sovereignty from China’s commercial diplomacy in the post-ECFA era. This outcome can be explained by Beijing’s efforts to marginalize Taiwan during the construction of East Asian regionalism, which has driven Taipei to shift its strategy from confrontation to cooperation with Beijing so as to secure its economic and sovereignty interests. To date, economic integration features centrally in Taiwan’s new Mainland policy. This has increased the degree of Taiwan’s economic dependence on China, which gives greater scope for Beijing to wield commercial diplomacy to infringe upon Taiwan’s domestic, functional, and de jure sovereignty. This thesis makes two overall contributions. The most significant contribution of this thesis is its pioneering research approach, which analyzes how China and Taiwan reconcile their economic interests and sovereignty concerns through the lens of commercial diplomacy. Furthermore, by categorizing sovereignty according to its different aspects, this thesis also contributes to the understanding of the effectiveness of China’s commercial diplomacy in furthering its sovereignty interests with regards to Taiwan.
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Haji, Mohammad Ali Sabbagh Shabnam. "Digital Interactive Games for Assessment: A Study of the Effectiveness of a Digital Game as a Measure of Students' Understanding of Boolean Logic." Master's thesis, University of Central Florida, 2014. http://digital.library.ucf.edu/cdm/ref/collection/ETD/id/6284.

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Digital games have been used mostly for entertainment but recently researchers have started to use digital games in other areas such as education and training. Researchers have shown that digital games can provide a compelling, creative, and collaborative environment for learning. However, the popularity of computers and the Internet brings this question to mind: Are the assessment methods falling behind and remaining traditional? Will the traditional methods of learning and knowledge assessment be sufficient for this new generation who are starving for new technology? This study investigates the effectiveness of using a digital interactive game as an assessments method – in this case a mini-game that was designed to assess the student's knowledge on basic Boolean logic. The study reports on the performance differences of the students who participated in this study and correlations between the performance of these students in a digital interactive game, written tests and their in-class performance to examine the effectiveness of using a digital game as a new knowledge assessment method.
M.F.A.
Masters
Visual Arts and Design
Arts and Humanities
Emerging Media; Digital Media
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17

Silva, Salmeron Juan Manuel. "An Adaptive Approach to Exergames with Support for Multimodal Interfaces." Thèse, Université d'Ottawa / University of Ottawa, 2013. http://hdl.handle.net/10393/23758.

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Technology such as television, computers, and video games are often in the line for reasons of why people lack physical activity and tend to gain weight and become obese. In the case of video games, with the advent of the so called “serious games initiative”, a new breed of video games have come into place. Such games are called “exergames” and they are intended to motivate the user to do physical activity. Although there is some evidence that some types of Exergames are more physically demanding than traditional sedentary games, there is also evidence that suggests that such games are not really providing the intensity of exert that is at the recommended levels for a daily exercise. Currently, most exergames have a passive approach. There is no real tracking of the players progress, there is no assessment of his/her level of exert, no contextual information, and there is no adaptability on the game itself to change the conditions of the game and prompt the desired physiological response on the player. In this thesis we present research work done towards the design and development of an architecture and related systems that support a shift in the exertion game paradigm. The contributions of this work are enablers in the design and development of exertion games with a strict serious game approach. Such games should have “exercising” as the primary goal, and a game engine that has been developed under this scheme should be aware of the exertion context of the player. The game should be aware of the level of exertion of the player and adapt the gaming context (in-game variables and exertion interface settings) so that the player can reach a predefined exertion rate as desired. To support such degree of adaptability in a multimedia, multimodal system, we have proposed a system architecture that lays down the general guidelines for the design and development of such systems.
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Lüdecke, Rainer [Verfasser]. "Infinite-Valued Least Model and Game Semantics for Formula-Based and Normal Logic Programs / Rainer Lüdecke." München : Verlag Dr. Hut, 2012. http://d-nb.info/1028783744/34.

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Tsouanas, Athanasios. "On the semantics of disjunctive logic programs." Thesis, Lyon, École normale supérieure, 2014. http://www.theses.fr/2014ENSL0919.

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Cette thèse s’intéresse à la sémantique dénotationnelle (en théorie desmodèles et en théorie des jeux) de quatre langages de programmation logique: - LP, le plus restrictif de tous, - DLP, une extension de LP aux disjonctions, - LPN, une extension de LP aux négations, et - DLPN, qui inclut les deux.Ce manuscrit apporte trois contributions principales:(1) Un cadre abstrait pour la sémantique de la programmation logique yest défini, et toutes les approches sémantiques que nous étudions par lasuite prennent place dans ce cadre.Nous définissons la notion générale d'espace de valeurs de vérité commeune structure algébrique spécifique, satisfaisant un certain ensembled'axiomes. Les booléens forment l'exemple canonique d'un tel espace,mais nous devons étudier des cas plus généraux si nous voulonsconsidérer la "négation par l'échec". Pour cela, nous définissons etétudions une famille infinie d'espaces, paramétrée par un ordinal.(2) Une sémantique des jeux pour LP a été définie en 1986, et son étudea été approfondie en 1998. Elle a ensuite été étendue au cas desprogrammes LPN en 2005.Ici nous développons en détails une sémantique pour les programmes DLP.Nous prouvons qu'elle est correcte et complète par rapport aux modèlesminimaux de Minker.(3) Nous définissons un opérateur sémantique qui, étant donnée une sémantique abstraite d'un langage non disjonctif, la transforme en une sémantique disjonctive associée.La correction de cette transformation découle du fait qu'elle conserveles équivalences de sémantiques.Nous en présentons ensuite quelques applications qui permettent, entre autres, d'obtenir la première sémantique des jeux pour DLPN
In this thesis, we study denotational semantics (model-theoretic andgame-theoretic) of four logic programming languages:- LP which is the most restrictive one;- DLP which extends LP by allowing disjunctions;- LPN which extends LP by allowing negations; and- DLPN which allows both.The three main contributions of this dissertation can be summarized as follows:(1) An abstract framework for logic programming semantics is definedand all semantic approaches that we study are placed within this framework.We define the general notion of a truth value space as an appropriate algebraicstructure that satisfies a set of axioms.The booleans form the canonical example of such a space, but we need toconsider much more general ones when dealing with negation-as-failure. Forthis we define and study an infinite family of spaces, parametrized over anordinal number.(2) A game semantics for LP was defined in 1986 and further studied in 1998.Then in 2005 it was extended for the case of LPN programs.Here a game semantics for DLP programs is developed in full detail; we provethat it is sound and complete with respect to the standard, minimal modelssemantics of Minker.(3) We define a semantic operator which transforms any given abstractsemantics of a non-disjunctive language to a semantics of the"corresponding" disjunctive one. We exhibit the correctness of thistransformation by proving that it preserves equivalences of semantics,and we present some applications of it, obtaining new game semantics forDLPN, among others
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Duell, Mathias. "Developing a serious game for service innovation : - a workshop-based approach." Thesis, Internationella Handelshögskolan, Jönköping University, IHH, Informatik, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:hj:diva-49106.

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Many organisations need to increase their use and knowledge of service innovation in order to answer up to the increased demand for sustainable services and offerings that cater to the needs of their users. They need to become better at understanding that the best starting point for organisational development is outside the organisation where the value of their products and services are Co created with other actors and stakeholders. This paper explores the possibility of creating a serious game that introduces service innovation using the design science research and workshops as a collaboration method. The most important Service Innovation elements to include in the game are evaluated and the game ideas generated are examined through the lens of two different game design frameworks.
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Aziz, Yunus Emre. "Improving The Programming Logic of Children by Creating Computer Games on Greenfoot Framework." Thesis, Linnéuniversitetet, Institutionen för datavetenskap, fysik och matematik, DFM, 2011. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-10121.

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In our modern time, age of education is decreasing day by day. People have started tolearn more advanced things at earlier ages. This fact is also true for children. They arelearning more advanced thing now because they are facing new technology in everyaspect of life. Today, one of the most popular subject is computer programming so it is also one ofthe most popular technologies to investigate, inevitably. One reason to such popularity isthat computer programming is very important in every field of life or business and itseems that this importance will improve with time. Certain levels of logic and synthesisare needed for programming. It is crucial to improve these skills. This master thesis tries to improve and tame the programming abilities of childrenand strengthen the knowledge about the basic concepts of mathematics and physics,which are related to the computer science by creating simple computer games usingGreenfoot Framework. In this project, tutorials like approach was used. Designs of the games was studied astutorials and at the end of the last tutorial, two tests and a survey were applied. According to the results, purpose about improving and taming the programmingabilities of children is achieved. For the other purposes, these are increases around 8%and 16%. Since they are not dramatic increases and the target number is 6 I can not sayclearly that these purposes are also achieved.
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22

Simaitis, Aistis. "Automatic verification of competitive stochastic systems." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:68b5e2d8-ba04-419f-8926-4cd542121e2d.

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In this thesis we present a framework for automatic formal analysis of competitive stochastic systems, such as sensor networks, decentralised resource management schemes or distributed user-centric environments. We model such systems as stochastic multi-player games, which are turn-based models where an action in each state is chosen by one of the players or according to a probability distribution. The specifications, such as “sensors 1 and 2 can collaborate to detect the target with probability 1, no matter what other sensors in the network do” or “the controller can ensure that the energy used is less than 75 mJ, and the algorithm terminates with probability at least 0.5'', are provided as temporal logic formulae. We introduce a branching-time temporal logic rPATL and its multi-objective extension to specify such probabilistic and reward-based properties of stochastic multi-player games. We also provide algorithms for these logics that can either verify such properties against the model, providing a yes/no answer, or perform strategy synthesis by constructing the strategy for the players that satisfies the specification. We conduct a detailed complexity analysis of the model checking problem for rPATL and its multi-objective extension and provide efficient algorithms for verification and strategy synthesis. We also implement the proposed techniques in the PRISM-games tool and apply them to the analysis of several case studies of competitive stochastic systems.
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23

Lindgren, Patrik. "Value co-creation within “card game encounters” : Facilitating the customer and supplier learning processes through interaction." Thesis, Karlstads universitet, Avdelningen för företagsekonomi, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:kau:diva-28442.

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Marketing is on the path of evolving to a Service-Dominant (S-D) Logic perspective. S-D Logic researchers have acknowledged that customers do not only receive value, they contribute to create value and subjectively assess it in use - a notion that challenge the logic of traditional marketing. In interaction, suppliers have the opportunity to reveal processes of customer value creation, and accordingly, align these with its own internal processes. From this perspective, the supplier is turned into a co-creator of value. This study investigates the potentials of value co-creation, through interaction, within the context of card game encounters, an activity originally developed for traditional marketing purposes. Atlas Copco Rock Drills AB has implemented the method of the card game, and is now in search for academic support to identify the actual potentials of interaction within these encounters. By drawing on a literature review compromising (1) a conceptual model presenting the functions of direct interaction as a merging of processes (Grönroos & Voima 2013), and (2) a processed-based framework for co-creation of value (Payne et al. 2008), a qualitative study was conducted to investigate Atlas Copco employees’ perception of how supplier representatives and customers engage in learning process by co-creating value. The study provides guidance of how the supplier, through direct interaction, engages in the learning process through keeping a customer-oriented dialogue. Supplier representatives’ product-specific knowledge is operative to the comprehension of customer processes. It is also decisive for the organizational learning outcome from card game encounters. Statistical customer research with all due respect, however, interaction is the key to forming value propositions supporting real value creation. The study suggest an identification of mechanism supporting supplier and customer learning processes and show how supplier actions may influence the levels of customer learning within the context of discrete interactions. It suggests that customers’ (1) cognitive ability are to be supported in information search, (2) emotions are to be supported by recognition and appreciation and (3) behavioral elements of value creation are to be supported through the sharing of knowledge and skills.
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24

Hallin, Magnus. "SMT-Based Reasoning and Planning in TAL." Thesis, Linköpings universitet, Institutionen för datavetenskap, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-72596.

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Automated planning as a satisfiability problem is a method developed in theearly nineties. It has some known disadvantages, such as its inefficient encod-ing of numbers. The field of Satisfiability Modulo Teories tries to connectalready established solvers for e.g. linear constraints into SAT-solvers in orderto make reasoning about numerical values more efficient. This thesis combines planning as satisfiability and SMT to perform efficientreasoning about actions that occupy realistic time in Temporal Action Logic,a formalism developed at Linköping University for reasoning about action andchange.
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25

Rogers-Ostema, Patrick J. "Building and using a model of insurgent behavior to avoid IEDS in an online video game." Thesis, Manhattan, Kan. : Kansas State University, 2010. http://hdl.handle.net/2097/4112.

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26

Heijltjes, Willem Bernard. "Graphical representation of canonical proof : two case studies." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/5838.

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An interesting problem in proof theory is to find representations of proof that do not distinguish between proofs that are ‘morally’ the same. For many logics, the presentation of proofs in a traditional formalism, such as Gentzen’s sequent calculus, introduces artificial syntactic structure called ‘bureaucracy’; e.g., an arbitrary ordering of freely permutable inferences. A proof system that is free of bureaucracy is called canonical for a logic. In this dissertation two canonical proof systems are presented, for two logics: a notion of proof nets for additive linear logic with units, and ‘classical proof forests’, a graphical formalism for first-order classical logic. Additive linear logic (or sum–product logic) is the fragment of linear logic consisting of linear implication between formulae constructed only from atomic formulae and the additive connectives and units. Up to an equational theory over proofs, the logic describes categories in which finite products and coproducts occur freely. A notion of proof nets for additive linear logic is presented, providing canonical graphical representations of the categorical morphisms and constituting a tractable decision procedure for this equational theory. From existing proof nets for additive linear logic without units by Hughes and Van Glabbeek (modified to include the units naively), canonical proof nets are obtained by a simple graph rewriting algorithm called saturation. Main technical contributions are the substantial correctness proof of the saturation algorithm, and a correctness criterion for saturated nets. Classical proof forests are a canonical, graphical proof formalism for first-order classical logic. Related to Herbrand’s Theorem and backtracking games in the style of Coquand, the forests assign witnessing information to quantifiers in a structurally minimal way, reducing a first-order sentence to a decidable propositional one. A similar formalism ‘expansion tree proofs’ was presented by Miller, but not given a method of composition. The present treatment adds a notion of cut, and investigates the possibility of composing forests via cut-elimination. Cut-reduction steps take the form of a rewrite relation that arises from the structure of the forests in a natural way. Yet reductions are intricate, and initially not well-behaved: from perfectly ordinary cuts, reduction may reach unnaturally configured cuts that may not be reduced. Cutelimination is shown using a modified version of the rewrite relation, inspired by the game-theoretic interpretation of the forests, for which weak normalisation is shown, and strong normalisation is conjectured. In addition, by a more intricate argument, weak normalisation is also shown for the original reduction relation.
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27

Kučera, Martin. "Motivační výuková hra na platformě Android." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2015. http://www.nusl.cz/ntk/nusl-234913.

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The aim of the dissertation is to create a prototype of an educational game which should help students with the choice of future their studies. To this end, the game introduces the topic of logic systems in a non-threating interactive way with clear illustrative examples. The theoretical part of the work deals with the background knowledge necessary in order to design the game. It explains logic systems, gates, flip-flop circuits, and explores various aspects of game genres with primary focus on puzzle games and their history. In addition, the dissertation presents some of the issues related to cross-platform development of games for both mobile and computer platforms, and provides brief descriptions of several popular cross-platform libraries. Lastly, the work introduces and compares several chosen applications created as a supplementary material for teaching logic system.
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28

Kumar, Sri K. "Tools for enterprises collaboration in virtual enterprises." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/12512.

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Virtual Enterprise (VE) is an organizational collaboration concept which provides a competitive edge in the globalized business environment. The life cycle of a VE consists of four stages i.e. opportunity identification (Pre-Creation), partner selection (Creation), operation and dissolution. The success of VEs depends upon the efficient execution of their VE-lifecycles along with knowledge enhancement for the partner enterprises to facilitate the future formation of efficient VEs. This research aims to study the different issues which occur in the VE lifecycle and provides a platform for the formation of high performance enterprises and VEs. In the pre-creation stage, enterprises look for suitable partners to create their VE and to exploit a market opportunity. This phase requires explicit and implicit information extraction from enterprise data bases (ECOS-ontology) for the identification of suitable partners. A description logic (DL) based query system is developed to extract explicit and implicit information and to identify potential partners for the creation of the VE. In the creation phase, the identified partners are analysed using different risks paradigms and a cooperative game theoretic approach is used to develop a revenue sharing mechanism based on enterprises inputs and risk minimization for optimal partner selection. In the operation phases, interoperability remains a key issue for seamless transfer of knowledge information and data. DL-based ontology mapping is applied in this research to provide interoperability in the VE between enterprises with different domains of expertise. In the dissolution stage, knowledge acquired in the VE lifecycle needs to be disseminated among the enterprises to enhance their competitiveness. A DL-based ontology merging approach is provided to accommodate new knowledge with existing data bases with logical consistency. Finally, the proposed methodologies are validated using the case study. The results obtained in the case study illustrate the applicability and effectiveness of proposed methodologies in each stage of the VE life cycle.
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29

Kaplan, Akilli Goknur. "A Proposal Of Instructional Design/development Model For Game-like Learning Environments: The Fid&lt." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12604703/index.pdf.

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Computer games are considered as powerful tools to learning and they have a potential for educational use. However, the lack of available comprehensive design paradigms and well-designed research studies about the question of &ldquo
how to&rdquo
incorporate games into learning environments is still a question, despite more than 30 years&rsquo
existence of computer games and simulations in the instructional design movement. Setting off from these issues, a formative research study is designed to propose an instructional design/development model, which may be used for creation of game-like learning environments. Eighteen undergraduate students from Computer Education and Instructional Technology Department in METU participated to the study. Data collection lasted for three months and data were collected through interviews, observations and the artifacts that the participants produced. After the data analysis, it was found that the phases of the instructional design/development process should not be separate, strictly bounded, and processing a linear manner. Depending on these results and with the inspiration from fuzzy logic, an instructional design/development model for creating game-like environments, which is called as &ldquo
FID<
sup>
2<
/sup>
GE model&rdquo
is proposed.
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30

Jovanovic, Radmila. "Hintikka's defence of realism and the constructivist challenge." Thesis, Lille 3, 2015. http://www.theses.fr/2015LIL30002/document.

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Dans cette thèse nous étudions les sémantiques ludothéoriques, conçues comme les altérnatives à la sémantique traditionelle de Tarski, qui metent en marche le princip Meaning is in use et l’idée des jeux de language de second Wittgenstein: le sens des constantes logiques est donné par les règles qui en fixent l’usage et qui apparaissent dans les interactions social que sont les jeux de langage. Deux traditions ludotheorique sont présentées: Game Theoretical Semantics (GTS), proposé par Hintikka et Sandu en 1968 et Dialogical logic, proposé initialement par Paul Lorenzen et Kuno Lorenz en 1955 et developé à partir de 1993 par Shahid Rahman et ses collègues. En 1989 Hintikka et Sandu ont arrivé à l’idée des jeux avec des informations imparfaits qui les a emmené à Independence Friendly Logique (IF logic), logique du premiere ordre qui dépasse en expressivité la logique classique. Deux chapitres de cette thèse sont consacrés à l’axiom de choix et au traitement de l’anaphore, deux sujets choisis par Hintikka pour démontrer la fécondité de la logique IF et de GTS. Le but de cette thèse et de montrer que’il est possible de rendre compte aussi bien et à moindre frais dans le cadre dialogique. Plus précisément, la logique IF est comparée avec la théorie constructive des types dans la forme dialogique pour conclure à la supériorité de cette dernière qui a le même pouvoir explicatif qu’IF sans sacrifier pour autant la dimension inférentielle de la logique
This thesis studies game-theoretically oriented semantics which provide an alternative to traditional Tarski-style semantics, implementing Wittgenstein’s idea of the meaning as use. Two different game theoretical traditions are presented: Game Theoretical Semantics (GTS), developed by Jaako Hintikka and Gabriel Sandu, and Dialogical logic, first introduced by Paul Lorenzen and Kuno Lorenz and further developed by Shahid Rahman and his associates. In 1989 Hintikka and Sandu came up with games with imperfect information. Those games yielded Independence friendly first-order logic (IF logic), exceeding the expressive power of classical first-order logic. It is expressive enough to enable formulating linearly, and at the first-order level, sentences containing branching quantification. Because of this characteristic, Hintikka claims that IF logic is most suitable for at least two main purposes: to be the logic of the first-order fragment of natural language; and to be the medium for the foundation of mathematics. This thesis aims to explore the above uses of IF logic. The properties of IF logic are discussed, as well as the advantages of this approach such as the possibility of taking account of (in)dependency relations among variables; GTS-account of two different notions of scope of quantifiers; the “outside–in” direction in approaching the meaning, which turns out to be advantageous over the traditional “inside-out” approach; the usefulness of game-theoretic reasoning in mathematics; the expressiveness of IF language, which allows formulating branching quantifiers on the first-order level, as well as defining the truth predicate in the language itself. We defend Hintikka’s stance on the first-order character of IF logic against some criticisms of this point. The weak points are also discussed: first and foremost, the lack of a full axiomatization for IF logic and second, the problem of signalling, a problematic phenomenon related to the possibility of imperfect information in a game. We turn to another game-theoretically oriented semantics, that of Dialogical Logic linked with Constructive Type Theory, in which dependency relations can be accounted for, but without using more means than constructive logic and the dialogical approach to meaning have to offer. This framework is used first to analyse and confront Hintikka’s take on the axiom of choice, and second to analyse the GTS account of anaphora
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31

Lumpkin, Jonathan. "A Semantic Conception of Truth." ScholarWorks@UNO, 2014. http://scholarworks.uno.edu/honors_theses/60.

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I explore three main points in Alfred Tarski’s Semantic Conception of Truth and the Foundation of Theoretical Semantics: (1) his physicalist program, (2) a general theory of truth, and (3) the necessity of a metalanguage when defining truth. Hartry Field argued that Tarski’s theory of truth failed to accomplish what it set out to do, which was to ground truth and semantics in physicalist terms. I argue that Tarski has been adequately defended by Richard Kirkham. Development of logic in the past three decades has created a shift away from Fregean and Russellian understandings of quantification to an independent conception of quantification in independence-friendly first-order logic. This shift has changed some of the assumptions that led to Tarski’s Impossibility Theorem.
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32

Mackling, Thomas. "A logic for finite games /." Thesis, McGill University, 1991. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=61217.

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A formalism and calculus is presented for the treatment of a normal modal logic with two principal operators: 'necessarily next' and 'necessarily prior'. The formalism is proposed as an efficient means of representing classes of game configurations for a broad range of finite games. As part of this treatment a system of context-free, strongly normalizing rewrite rules is given, which identifies logically equivalent formulae and is itself adequate for K, the weakest normal propositional logic with one (principal) operator. Deduction (and deducibility), with respect to a given theory, is introduced and its soundness is shown via standard models. The canonical model construction is given, yielding completeness and, through filtrations, decidability. Finally, a mechanism, using decidability (and some properties of the rewrite system) is given for obtaining a (logically equivalent) reduced form of formulae, modulo a finite theory. Throughout the thesis, a score of smaller results and ideas are also presented.
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33

Maubert, Bastien. "Fondations logiques des jeux à information imparfaite : stratégies uniformes." Phd thesis, Université Rennes 1, 2014. http://tel.archives-ouvertes.fr/tel-00980490.

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On trouve dans la littérature de nombreux exemples de jeux où les stratégies souhaitées sont soumises à des contraintes ''transversales'' portant sur des ensembles de parties, reliées entre elles par quelque relation sémantique. L'exemple le plus fameux est celui des stratégies dans les jeux à information imparfaite, et les jeux où la condition de gain a un aspect épistémique en sont d'autres. Cependant, aucune étude approfondie n'a à notre connaissance été menée sur ce type de contraintes dans leur généralité. C'est ce que nous nous proposons de commencer dans cette thèse. Nous définissons donc une notion générale de stratégies uniformes. Les propriétés d'uniformité des stratégies sont exprimées dans un langage logique qui étend CTL∗ avec deux quantificateurs originaux. Ces quantificateurs sont très proches des opérateurs de connaissance classiques en logique épistémique, et font intervenir des ensembles de parties reliées entre elles par des relations binaires. Nous montrons comment cette notion de stratégies uniformes capture les exemples connus de la littérature, puis nous étudions en profondeur le problème de la synthèse de stratégies uniformes, en considérant que les relations binaires entre les parties sont reconnaissables par des automates finis (relations rationnelles). Nous établissons plusieurs résultats de décidabilité et de complexité, reposant largement sur des techniques d'automates : nous introduisons notamment comme outils les automates d'arbres bondissants et les automates d'ensembles d'informations. Par ailleurs, nos résultats permettent d'améliorer des résultats existants et d'en établir de nouveaux, dans les domaines du model-checking des logiques temporelles et épistémiques, ainsi que de la planification épistémique.
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34

Choy, C. S. O. "A bipolar multilevel differential logic gate array." Thesis, University of Manchester, 1986. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.378029.

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35

Lu, Aiguo. "Logic synthesis for field programmable gate arrays." Thesis, University of Bristol, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.295061.

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36

Heaton, Tim D. "Digital Logic Gate Characterization with Gallium NitrideTransistors." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555641604378544.

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37

Jaber, Guilhem. "A logical study of program equivalence." Thesis, Nantes, Ecole des Mines, 2014. http://www.theses.fr/2014EMNA0124/document.

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Prouver l’équivalence de programmes écrits dans un langage fonctionnel avec références est un problème notoirement difficile. L’objectif de cette thèse est de proposer un système logique dans lequel de telles preuves peuvent être formalisées, et dans certains cas inférées automatiquement. Dans la première partie, une méthode générique d’extension de la théorie des types dépendants est proposée, basée sur une interprétation du forcing vu comme une traduction de préfaisceaux de la théorie des types. Cette extension dote la théorie des types de constructions récursives gardées, qui sont utilisées ensuite pour raisonner sur les références d’ordre supérieure. Dans une deuxième partie, nous définissons une sémantique des jeux nominale opérationnelle pour un langage avec références d’ordre supérieur. Elle marie la structure catégorique de la sémantique des jeux avec une représentation sous forme de traces de la dénotation des programmes, qui se calcule de manière opérationnelle et dispose donc de bonnes propriétés de modularité. Cette sémantique nous permet ensuite de prouver la complétude de relations logiques à la Kripke définit de manière directe, via l’utilisation de types récursifs gardés, sans utilisation de la biorthogonalité. Une telle définition directe nécessite l’utilisation de mondes omniscient et un contrôle fin des locations divulguées. Finalement, nous introduisons une logique temporelle qui donne un cadre pour définir ces relations logiques à la Kripke. Nous ramenons alors le problème de l’équivalence contextuelle à la satisfiabilité d’une formule de cette logique générée automatique, c’est à dire à l’existence d’un monde validant cette formule. Sous certaines conditions, cette satisfiabilité peut être décidée via l’utilisation d’un solveur SMT. La complétude de notre méthode devrait permettre d’obtenir des résultats de décidabilité pour l’équivalence contextuelle de certains fragment du langage considéré, en fournissant un algorithme pour construire de tels mondes
Proving program equivalence for a functional language with references is a notoriously difficult problem. The goal of this thesis is to propose a logical system in which such proofs can be formalized, and in some cases inferred automatically. In the first part, a generic extension method of dependent type theory is proposed, based on a forcing interpretation seen as a presheaf translation of type theory. This extension equips type theory with guarded recursive constructions, which are subsequently used to reason on higher-order references. In the second part, we define a nominal game semantics for a language with higher-order references. It marries the categorical structure of game semantics with a trace representation of denotations of programs, which can be computed operationally and thus have good modularity properties. Using this semantics, we can prove the completeness of Kripke logical relations defined in a direct way, using guarded recursive types, without using biorthogonality. Such a direct definition requires omniscient worlds and a fine control of disclosed locations. Finally, we introduce a temporal logic which gives a framework to define these Kripke logical relations. The problem of contextual equivalence is then reduced to the satisfiability of an automatically generated formula defined in this logic, i.e. to the existence of a world validating this formula. Under some conditions, this satisfiability can be decided using a SMT solver. Completeness of our methods opens the possibility of getting decidability results of contextual equivalence for some fragments of the language, by giving an algorithm to build such worlds
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38

Grönqvist, Hampus, and David Zetterdahl. "METAL IN YOUR BRAIN - AI." Thesis, Örebro universitet, Institutionen för naturvetenskap och teknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:oru:diva-36147.

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Denna rapport går igenom utvecklingen av spelet Metal in Your Brain som skickas in som ett bidrag till Swedish Game Awards (SGA), nordens största spelutvecklar-tävling och hur den artificiella intelligensen är uppbyggd och funktionerar. Den artificiella intelligensen är konstruerad på två sätt: fuzzy logic som står bakom de handlingar som en icke spelande karaktär (NPC) tar beroende på vilken situation den befinner sig i och A*-sökning som används för att en NPC ska kunna söka sig fram till ett mål och ta den kortaste vägen eller fly från spelaren för att gömma sig bakom närmsta skydd. Metal in Your Brain är ett 2D top-down shooter för Windowsdatorer där man tillsammans med två andra spelare ska överleva en rad vågor av fiender och möjligen samtidigt utföra ett antal uppdrag beroende på vilken bana det är.
This report reviews the development of the game Metal inYour Brain that will be submitted to Swedish Game Awards (SGA), Scandinavia's largest game developer competition and how the artificial intelligence is structured and functions. The artificial intelligence is constructed in two ways: fuzzy logic that decides the actions for a non-player character (NPC) will take depending on the situation it find itself in, and A * search that is used for a NPC to be able to seek out a goal and take the shortest route to get there or flee from the player and take cover behind the nearest shelter. Metal In Your Brain is a 2D top-down shooter for Windows computers where you, together with two other players aim to survive a series of waves of enemies and possibly simultaneously perform a number of tasks depending on what level one is at. 1
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39

Gutierrez, Julian. "On bisimulation and model-checking for concurrent systems with partial order semantics." Thesis, University of Edinburgh, 2011. http://hdl.handle.net/1842/5281.

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In concurrency theory—the branch of (theoretical) computer science that studies the logical and mathematical foundations of parallel computation—there are two main formal ways of modelling the behaviour of systems where multiple actions or events can happen independently and at the same time: either with interleaving or with partial order semantics. On the one hand, the interleaving semantics approach proposes to reduce concurrency to the nondeterministic, sequential computation of the events the system can perform independently. On the other hand, partial order semantics represent concurrency explicitly by means of an independence relation on the set of events that the system can execute in parallel; following this approach, the so-called ‘true concurrency’ approach, independence or concurrency is a primitive notion rather than a derived concept as in the interleaving framework. Using interleaving or partial order semantics is, however, more than a matter of taste. In fact, choosing one kind of semantics over the other can have important implications—both from theoretical and practical viewpoints—as making such a choice can raise different issues, some of which we investigate here. More specifically, this thesis studies concurrent systems with partial order semantics and focuses on their bisimulation and model-checking problems; the theories and techniques herein apply, in a uniform way, to different classes of Petri nets, event structures, and transition system with independence (TSI) models. Some results of this work are: a number of mu-calculi (in this case, fixpoint extensions of modal logic) that, in certain classes of systems, induce exactly the same identifications as some of the standard bisimulation equivalences used in concurrency. Secondly, the introduction of (infinite) higher-order logic games for bisimulation and for model-checking, where the players of the games are given (local) monadic second-order power on the sets of elements they are allowed to play. And, finally, the formalization of a new order-theoretic concurrent game model that provides a uniform approach to bisimulation and model-checking and bridges some mathematical concepts in order theory with the more operational world of games. In particular, we show that in all cases the logic games for bisimulation and model-checking developed in this thesis are sound and complete, and therefore, also determined—even when considering models of infinite state systems; moreover, these logic games are decidable in the finite case and underpin novel decision procedures for systems verification. Since the mu-calculi and (infinite) logic games studied here generalise well-known fixpoint modal logics as well as game-theoretic decision procedures for analysing concurrent systems with interleaving semantics, this thesis provides some of the groundwork for the design of a logic-based, game-theoretic framework for studying, in a uniform manner, several concurrent systems regardless of whether they have an interleaving or a partial order semantics.
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40

Midde, Bharath Reddy. "Design, analysis, and synthesis of 16 bit arithmetic logic unit using reversible logic gate." Thesis, California State University, Long Beach, 2016. http://pqdtopen.proquest.com/#viewpdf?dispub=10099864.

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In the modern world, an Arithmetic Logic Unit (ALU) is one of the most crucial component of an embedded system and is used in many devices like calculators, cell phones, computers, and so on. An ALU is a multi-functional circuit that conditionally performs one of several possible functions on two operands A and B depending on control inputs. It is nevertheless the main performer of any computing device. This project proposes the design of programmable reversible logic gate structures, targeted for the ALU implementation and their use in the realization of an efficient reversible ALU. This ALU consists of sixteen operations, the arithmetic operations include addition, subtraction, multiplication and the logical operations includes AND, OR, NOT and XOR. All the modules are being designed using the basic reversible gates.

Using reversible logic gates instead of traditional logic AND/OR gates, a reversible ALU is constructed whose function is the same as traditional ALU. Comparing with the number of input bits and the discarded bits of the traditional ALU, the reversible ALU significantly reduces the use and loss of information bits. The proposed reversible 16-bit ALU reuses the information bits and achieves the goal of lowering delay of logic circuits by 42% approximately. Programmable reversible logic gates are realized in Verilog HDL.

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41

Camus, Dominic Roger. "Improved logic optimisation for field programmable gate arrays." Thesis, University of Oxford, 1999. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.301840.

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42

Gani, Sohail M. "A gate matrix approach to VLSI logic layout." Thesis, University of Essex, 1990. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.238380.

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43

VASCONCELOS, DAVI ROMERO DE. "FIRST-ORDER MODAL LOGIC FOR REASONING ABOUT GAMES." PONTIFÍCIA UNIVERSIDADE CATÓLICA DO RIO DE JANEIRO, 2007. http://www.maxwell.vrac.puc-rio.br/Busca_etds.php?strSecao=resultado&nrSeq=10082@1.

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COORDENAÇÃO DE APERFEIÇOAMENTO DO PESSOAL DE ENSINO SUPERIOR
CONSELHO NACIONAL DE DESENVOLVIMENTO CIENTÍFICO E TECNOLÓGICO
O termo jogo tem sido utilizado como uma metáfora, em várias áreas do conhecimento, para modelar e analisar situações onde agentes(jogadores) interagem em ambientes compartilhados para a realização de seus objetivos sejam eles individuais ou coletivos. Existem diversos modelos propostos para jogos por diferentes áreas do conhecimento, tais como matemática, ciência da computação, ciência política e social, entre outras. Dentre as diversas formas de modelar jogos examinamos a Teoria dos Jogos e as lógicas para jogos. Neste trabalho apresentamos uma lógica modal de primeira-ordem baseada na lógica CTL, chamada de Game Analysis nalysis Logic, para raciocinar sobre jogos. Relacionamos os principais modelos da Teoria dos Jogos (jogo estratégico, extensivo, e de coalizão) e seus principais conceitos de soluções(equilíbrio de Nash, equilíbrio de subjogo perfeito,e core) aos modelos de GAL e às fórmulas de GAL, respectivamente. Além disso, estudamos as alternativas de quantificação De Re e De Dicto no contexto dos jogos extensivos, caracterizando o conceito de equilíbrio de Nash e equilíbrio de subjogo perfeito de acordo com as alternativas de quantificação. Relacionamos as lógicas Alternating-time lternating-Tempomporal Logic (A ATL) TL) e Coalitional Game Logic (CGL) com a lógica GAL, demonstrando que ambas as lógicas são fragmentos da lógica GAL. Outro resultado deste trabalho é caracterizar uma classe de sistemas multi- agentes,que é baseada na arquitetura de agentes Belief-Desir Desire- Intention(BDI), para a qual existem jogos extensivos e vice-v versa. Como conseqüência, os critérios de racionalidade da Teoria dos Jogos podem ser aplicados diretamente para agentes BDI e vice-versa. Assim, a abordagem deste trabalho pode ser utilizada para analisar sistemas multi-agentes. Do ponto de vista prático, apresentamos um verificador de modelos para a lógica GAL. Diversos estudos de casos são realizados utilizando o verificador de modelos.
Games are abstract models of decision-making in which decision-makers(players)interact in a shared environment to accomplish their goals. Several models have been proposed to analyze a wide variety of applications in many disciplines such as mathematics, computer science and even political and social sciences among others. In this work, we focus on Game Theory and Game Logics. We present a first-order modal logic based on CTL, namely Game Analysis Logic (GAL), to model and reason about out games. The standard models of Game Theory (strategic games, extensiv games and coalition games) as well as their solution concepts (Nash equilibrium, subgame perfect equilibrium and co re),respectively, are express as models dels of GAL and formulas of GAL. Moreover, we study the alternatives of De Re and De Dicto quantification in the context of extensive games. We also show that two of the most representative game logics, namely Alternating-time lternating-Temp empor oral Logic (A ATL) TL) and Coalitional Game Logic (CGL), are fragments of GAL. We also characterize haracterize a class of multi-agent systems, which is based on the architecture Belief-Desire- Intention (BDI), for which there is a somehow equivalent class of games and vice-versa. As a consequence, criteria of rationality for agents can be directly applied to players and vice-versa. Game analysis formal tools can be applied to MAS as well. From a practical poin of view, we provide and develop a model-checker for GAL. In addition, we perform case studies using our prototype.
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44

Prakash, Manu. "Micro-mechanical logic for field produceable gate arrays." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/34486.

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Thesis (S.M.)--Massachusetts Institute of Technology, School of Architecture and Planning, Program in Media Arts and Sciences, 2005.
Includes bibliographical references (leaves 106-110).
A paradigm of micro-mechanical gates for field produceable logic is explored. A desktop manufacturing system is sought after which is capable of printing functional logic devices in the field. A logic scheme which induces non-linearities via geometrical properties is considered. Logic devices in two-phase air-water fluid-dynamic system at micron scales are constructed. A systematic study of non-linearities and relevant force fields in fluid dynamics at low Reynolds Number is undertaken. Viscous forces dominate inertial forces at low Reynolds Number flows at low pressure. Thus devices based on non-linear inertial effects at high Reynolds numbers can not be scaled down to micron-sizes. Bubble microfluidic logic gates are invented to tackle the above problem, thus producing low Reynolds Number logic in Newtonian fluids. Various devices including AND/OR gates, NOT gate, nonvolatile bistable memory, shift registers and ON/OFF flow valves, based on this new scheme of bubble bubble interaction in microfluidic devices to induce non-linearity, are designed and characterized. On-chip bubble generators and annihilators are used for encoding and destroying information in bubble logic devices.
(cont.) Applications of the above described logic devices as a flow control strategy for droplet based Lab-on-chip devices is explored. A simple to construct in-situ pressure sensor based on the principle of compressibility of an air bubble in microfluidic devices is invented. A scheme of controlled bubble/droplet movement in shift registers via pulsating pressure fields for precise temporal control of start of microfluidic reactions is proposed. Excimer laser micro-machining of boro-silicate glass is developed to direct write 3D microfluidic structures. Laser ablation process using a ArF based 193nm laser for machining is characterized using laser confocal microscopy techniques. Single bubble cavitation induced by laser pulses is developed as a process for writing micro-bubbles at precise locations in microfluidic channels.
by Manu Prakash.
S.M.
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45

Wenz, Karin. "Narrative logics of digital games." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4275/.

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The debate whether to locate the narrative of digital games a) as part of the code or b) as part of the performance will be the starting point for an analysis of two roleplaying games: the single-player game ZELDA: MAJORA’S MASK and the Korean MMORPG AION and their respective narrative logics. When we understand games as abstract code systems, then the narrative logic can be understood as embedded on the code level. With a focus on the player’s performance, the actualization of the possibilities given in the code system is central. Both logics, that of code and that of performance, are reflected in players’ narratives based on the playing experience. They do reflect on the underlying code and rules of the game system as they do reflect on the game world and their own performance within. These narratives rely heavily on the source text – the digital game –, which means that they give insights into the underlying logics of the source text. I will discuss the game structure, the players’ performance while playing the game and the performance of the player after playing the game producing fan narratives. I conceive the narrative structure and the performance of the player playing as necessarily interconnected when we discuss the narrative logics of a game. Producing fan narratives is understood as a performance as well. This performance is based on the experience the players made while playing and refers to both logics of the game they use as their source text.
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46

Santocanale, Luigi. "Structures algébriques en logique et concurrence." Habilitation à diriger des recherches, Université de Provence - Aix-Marseille I, 2008. http://tel.archives-ouvertes.fr/tel-00369583.

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Dans cet ouvrage nous allons résumer nos activités de recherche depuis l'obtention du titre de docteur à l'Université du Québec à Montréal. Ces recherches ont eu lieu auprès de et ont été possibles grâce à de nombreuses institutions que nous remercions : le BRICS à l'Université de Aarhus, le PIMS et le Département d'Informatique de l'Université de Calgary, le LaBRI de Bordeaux et, enfin, le Laboratoire d'Informatiqu Fondamentale de Marseille et l'Université de Provence. Nous souhaitons illustrer comment la notion de structure, algébrique et d'ordre, peut être un guide fructueux dans l'étude de sujets importants de l'informatique tels que les processus concurrents et les logiques modales et temporales pour la vérification des systèmes informatiques.
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Howard, Neil John. "Defect-tolerant Field-Programmable Gate Arrays." Thesis, University of York, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.359290.

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48

Cappellani, Annalisa. "Metal gate integration in CMOS logic for RF applications." Thesis, University of Newcastle Upon Tyne, 2001. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.366569.

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49

Gautam, Dibya. "Hardware implementation of Reversible Logic Gates in VHDL." Youngstown State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1596153644684878.

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50

Panttaja, Jonathan T. "Complexity in databases, games, and logics /." Diss., Digital Dissertations Database. Restricted to UC campuses, 2006. http://uclibs.org/PID/11984.

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