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/.
Full textBruin, 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.
Full textGünzel, Stephan, Michael Liebe, and Dieter Mersch. "Logic and structure of the computer game." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4302/.
Full textBlot, Valentin. "Game semantics and realizability for classical logic." Thesis, Lyon, École normale supérieure, 2014. http://www.theses.fr/2014ENSL0945/document.
Full textThis 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
Mio, Matteo. "Game semantics for probabilistic modal μ-calculi." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/6223.
Full textCalderon, 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.
Full textMaslar, 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.
Full textJackson, 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.
Full textGardy, Patrick. "Semantics of Strategy Logic." Thesis, Université Paris-Saclay (ComUE), 2017. http://www.theses.fr/2017SACLN022/document.
Full textWith 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
Bilal, Ahmed. "Counterfactual conditional analysis using the Centipede Game." Scholarship @ Claremont, 2019. https://scholarship.claremont.edu/cmc_theses/2252.
Full textLeissner, 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.
Full textThis 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.
Graf, Jonathan Peter. "Optimizing Programmable Logic Design Security Strategies." Diss., Virginia Tech, 2019. http://hdl.handle.net/10919/89920.
Full textDoctor of Philosophy
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.
Full textCrabb, 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.
Full textChang, 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/.
Full textHaji, 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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Masters
Visual Arts and Design
Arts and Humanities
Emerging Media; Digital Media
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.
Full textLüdecke, 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.
Full textTsouanas, Athanasios. "On the semantics of disjunctive logic programs." Thesis, Lyon, École normale supérieure, 2014. http://www.theses.fr/2014ENSL0919.
Full textIn 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
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.
Full textAziz, 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.
Full textSimaitis, Aistis. "Automatic verification of competitive stochastic systems." Thesis, University of Oxford, 2014. http://ora.ox.ac.uk/objects/uuid:68b5e2d8-ba04-419f-8926-4cd542121e2d.
Full textLindgren, 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.
Full textHallin, 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.
Full textRogers-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.
Full textHeijltjes, Willem Bernard. "Graphical representation of canonical proof : two case studies." Thesis, University of Edinburgh, 2012. http://hdl.handle.net/1842/5838.
Full textKučera, 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.
Full textKumar, Sri K. "Tools for enterprises collaboration in virtual enterprises." Thesis, Loughborough University, 2013. https://dspace.lboro.ac.uk/2134/12512.
Full textKaplan, Akilli Goknur. "A Proposal Of Instructional Design/development Model For Game-like Learning Environments: The Fid<." Master's thesis, METU, 2004. http://etd.lib.metu.edu.tr/upload/12604703/index.pdf.
Full texthow 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
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is proposed.
Jovanovic, Radmila. "Hintikka's defence of realism and the constructivist challenge." Thesis, Lille 3, 2015. http://www.theses.fr/2015LIL30002/document.
Full textThis 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
Lumpkin, Jonathan. "A Semantic Conception of Truth." ScholarWorks@UNO, 2014. http://scholarworks.uno.edu/honors_theses/60.
Full textMackling, Thomas. "A logic for finite games /." Thesis, McGill University, 1991. http://digitool.Library.McGill.CA:80/R/?func=dbin-jump-full&object_id=61217.
Full textMaubert, Bastien. "Fondations logiques des jeux à information imparfaite : stratégies uniformes." Phd thesis, Université Rennes 1, 2014. http://tel.archives-ouvertes.fr/tel-00980490.
Full textChoy, 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.
Full textLu, Aiguo. "Logic synthesis for field programmable gate arrays." Thesis, University of Bristol, 1995. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.295061.
Full textHeaton, Tim D. "Digital Logic Gate Characterization with Gallium NitrideTransistors." The Ohio State University, 2019. http://rave.ohiolink.edu/etdc/view?acc_num=osu1555641604378544.
Full textJaber, Guilhem. "A logical study of program equivalence." Thesis, Nantes, Ecole des Mines, 2014. http://www.theses.fr/2014EMNA0124/document.
Full textProving 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
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.
Full textThis 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
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.
Full textMidde, 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.
Full textIn 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.
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.
Full textGani, 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.
Full textVASCONCELOS, 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.
Full textCONSELHO 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.
Prakash, Manu. "Micro-mechanical logic for field produceable gate arrays." Thesis, Massachusetts Institute of Technology, 2005. http://hdl.handle.net/1721.1/34486.
Full textIncludes 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.
Wenz, Karin. "Narrative logics of digital games." Universität Potsdam, 2010. http://opus.kobv.de/ubp/volltexte/2010/4275/.
Full textSantocanale, 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.
Full textHoward, Neil John. "Defect-tolerant Field-Programmable Gate Arrays." Thesis, University of York, 1994. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.359290.
Full textCappellani, 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.
Full textGautam, Dibya. "Hardware implementation of Reversible Logic Gates in VHDL." Youngstown State University / OhioLINK, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=ysu1596153644684878.
Full textPanttaja, 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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