Journal articles on the topic 'Game logic'

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1

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

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AbstractWe introduce game-theoretic semantics for systems without the conveniences of either a De Morgan negation, or of distribution of conjunction over disjunction and conversely. Much of game playing rests on challenges issued by one player to the other to satisfy, or refute, a sentence, while forcing him/her to move to some other place in the game’s chessboard-like configuration. Correctness of the game-theoretic semantics is proven for both a training game, corresponding to Positive Lattice Logic and for more advanced games for the logics of lattices with weak negation and modal operators (Modal Lattice Logic).
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2

Platzer, André. "Differential Game Logic." ACM Transactions on Computational Logic 17, no. 1 (December 10, 2015): 1–51. http://dx.doi.org/10.1145/2817824.

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3

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

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4

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

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5

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

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

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

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This game is based on Logic Gates that invented by Walther Bothe in 1924 and improvised by Konrad Zuse (from 1935 – 1938). This game is a simple method for a student that try to learn in Logic Gates, an educational game with futuristic adventure. The only way for the player to save the digital world in this game by using Logic Gates, with Logic Gates formulas the player can make the power connection on the circuit to the digital world engine. Without knowing how Logic Gates functional will make the player losing the power for the engine to the digital world. 7 Gates Digital World is a complex genre game. The main genre for this game absolutely is an Educational Game. Although, the game developer made a complex genre for this educational game. Puzzle include in this game combined with platforms games style the player must collect all the switches in confusion platform map to go through the next portal to the next level. Educational genre in this game giving the content level completely based on the level of understanding and give the player to memorize every gates formula.
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8

VAN BENTHEM, JOHAN. "RATIONAL DYNAMICS AND EPISTEMIC LOGIC IN GAMES." International Game Theory Review 09, no. 01 (March 2007): 13–45. http://dx.doi.org/10.1142/s0219198907001254.

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Game-theoretic solution concepts describe sets of strategy profiles that are optimal for all players in some plausible sense. Such sets are often found by recursive algorithms like iterated removal of strictly dominated strategies in strategic games, or backward induction in extensive games. Standard logical analyses of solution sets use assumptions about players in fixed epistemic models for a given game, such as mutual knowledge of rationality. In this paper, we propose a different perspective, analyzing solution algorithms as processes of learning which change game models. Thus, strategic equilibrium gets linked to fixed-points of operations of repeated announcement of suitable epistemic statements. This dynamic stance provides a new look at the current interface of games, logic, and computation.
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9

Grossi, Davide, Emiliano Lorini, and Francois Schwarzentruber. "The Ceteris Paribus Structure of Logics of Game Forms." Journal of Artificial Intelligence Research 53 (May 27, 2015): 91–126. http://dx.doi.org/10.1613/jair.4666.

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

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The culture in Indonesia is very diverse, one of which is traditional songs. However, knowledge of traditional songs is still small. Digital Games can spread knowledge about traditional songs, one of which is Central Javanese traditional songs. However, the Game that is made still has static difficulties, so the Game cannot follow the player's ability, resulting in the player feeling bored and not wanting to continue the Game. To generate dynamic difficulties, methods in artificial intelligence can be applied to Games, one of which is Fuzzy. So in this study proposed the application of dynamic difficulties using Fuzzy Logic in music Games / Rhythm Games. Fuzzy Logic is built based on mathematical values and represents uncertainty, where this logic imitates the human way of thinking. Fuzzy Logic can convert crisp input values into fuzzy sets by performing fuzzification. After the input value is converted, the input will be entered into the set of rules provided. Each rule produces a different output. After the process is complete, the output value will be converted back to the crisp output value. Based on the research conducted, it is found that Fuzzy Logic can be applied to music Games where the Game can follow the player's ability based on the given rules.
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11

Artemov, Sergei. "Towards Syntactic Epistemic Logic." Fundamenta Informaticae 186, no. 1-4 (August 30, 2022): 45–62. http://dx.doi.org/10.3233/fi-222118.

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Traditionally, Epistemic Logic represents epistemic scenarios using a single model. This, however, covers only complete descriptions that specify truth values of all assertions. Indeed, many—and perhaps most—epistemic descriptions are not complete. Syntactic Epistemic Logic, SEL, suggests viewing an epistemic situation as a set of syntactic conditions rather than as a model. This allows us to naturally capture incomplete descriptions; we discuss a case study in which our proposal is successful. In Epistemic Game Theory, this closes the conceptual and technical gap, identified by R. Aumann, between the syntactic character of game-descriptions and semantic representations of games.
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12

VAN BENTHEM, JOHAN. "ERRATUM: "RATIONAL DYNAMICS AND EPISTEMIC LOGIC IN GAMES"." International Game Theory Review 09, no. 02 (June 2007): 377–409. http://dx.doi.org/10.1142/s0219198907001485.

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Game-theoretic solution concepts describe sets of strategy profiles that are optimal for all players in some plausible sense. Such sets are often found by recursive algorithms like iterated removal of strictly dominated strategies in strategic games, or backward induction in extensive games. Standard logical analyses of solution sets use assumptions about players in fixed epistemic models for a given game, such as mutual knowledge of rationality. In this paper, we propose a different perspective, analyzing solution algorithms as processes of learning which change game models. Thus, strategic equilibrium gets linked to fixed-points of operations of repeated announcement of suitable epistemic statements. This dynamic stance provides a new look at the current interface of games, logic, and computation.
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13

Ruan, Ji, and Michael Thielscher. "The Epistemic Logic Behind the Game Description Language." Proceedings of the AAAI Conference on Artificial Intelligence 25, no. 1 (August 4, 2011): 840–45. http://dx.doi.org/10.1609/aaai.v25i1.7943.

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A general game player automatically learns to play arbitrary new games solely by being told their rules. For this purpose games are specified in the game description language GDL, a variant of Datalog with function symbols and a few known keywords. In its latest version GDL allows to describe nondeterministic games with any number of players who may have imperfect, asymmetric information. We analyse the epistemic structure and expressiveness of this language in terms of epistemic modal logic and present two main results:The operational semantics of GDL entails that the situation at any stage of a game can be characterised by a multi-agent epistemic (i.e., S5-) model;(2) GDL is sufficiently expressive to model any situation that can be described by a (finite) multi-agent epistemic model.
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14

Pavlova, Alexandra. "Game-theoretical interpretation of abelian logic A." Logical Investigations 25, no. 2 (December 23, 2019): 75–93. http://dx.doi.org/10.21146/2074-1472-2019-25-2-75-93.

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In the present paper we introduce a variation of Giles's game that captures the semantics of Slaney and Meyer's Abelian logic. This is a variation of the game earlier proposed for the Łukasiewicz infinitely-valued logic. We discuss two possible interpretations of this game. One of the interpretations involves a reference to different types of agents. We also give a brief description of the Abelian logic which as well corresponds to one of the comparative logics proposed by Casari. By different types of agents, we understand agents with diverse cognitive presumptions and capabilities. This reflects the idea that different agents can be encoded by a game (dialogue) semantics and truth (and validity) can be seen as a product of different types of communications between agents, establishing the relation between various types of moves available to the players and the resulting type of rationality. However, the main focus of the paper is concentrated on the technical result concerning the game proposed in the paper. In a separate section, we prove that this game is adequate to the Abelian logic. The game can be extended to the one allowing for the disjunctive strategies. As immediate future research, we suggest proving that Proponent’s winning strategies for some formula $F$ in the game for Abelian logic $\textbf{A}$ with disjunctive strategies correspond to a derivation of the formula $F$ in the hypersequent calculus $\textbf{GA}$.
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15

Scheepers, Marion. "Variations on a game of Gale (I): Coding strategies." Journal of Symbolic Logic 58, no. 3 (September 1993): 1035–43. http://dx.doi.org/10.2307/2275110.

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AbstractWe consider an infinite two-person game. The second player has a winning perfect information strategy; we show that this player has a winning strategy which depends on substantially less information. The game studied here is a variation on a game of Gale.
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16

Heifetz, Aviad, and Philippe Mongin. "Probability Logic for Type Spaces." Games and Economic Behavior 35, no. 1-2 (April 2001): 31–53. http://dx.doi.org/10.1006/game.1999.0788.

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17

Matet, Pierre. "Game ideals." Annals of Pure and Applied Logic 158, no. 1-2 (March 2009): 23–39. http://dx.doi.org/10.1016/j.apal.2008.09.022.

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18

Ha, Eun, Jonathan Rowe, Bradford Mott, and James Lester. "Goal Recognition with Markov Logic Networks for Player-Adaptive Games." Proceedings of the AAAI Conference on Artificial Intelligence 26, no. 1 (September 20, 2021): 2113–19. http://dx.doi.org/10.1609/aaai.v26i1.8439.

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Goal recognition in digital games involves inferring players’ goals from observed sequences of low-level player actions. Goal recognition models support player-adaptive digital games, which dynamically augment game events in response to player choices for a range of applications, including entertainment, training, and education. However, digital games pose significant challenges for goal recognition, such as exploratory actions and ill-defined goals. This paper presents a goal recognition framework based on Markov logic networks (MLNs). The model’s parameters are directly learned from a corpus that was collected from player interactions with a non-linear educational game. An empirical evaluation demonstrates that the MLN goal recognition framework accurately predicts players’ goals in a game environment with exploratory actions and ill-defined goals.
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Irawan, Nurul Ria, Nisa Rizqiya Fadhliana, and Wahyuni Eka Sari. "Android Educational Game: Introduction to Basic Logic for Children." TEPIAN 1, no. 1 (March 24, 2020): 1–8. http://dx.doi.org/10.51967/tepian.v1i1.46.

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Introduction to Basic Logic aims to develop children's thinking abilities about numbers and quantities to teach activities that are in accordance with the development of their thinking power. Learning in children requires an educational media game facility, one of which is the Educational Game. This educational type game aims to provoke children's interest in learning the subject matter while playing the game. Mobile games can be an alternative in children's learning. Basically children prefer to play rather than learn. This is natural, because child psychology is playing. Based on these problems an educational game application is made for the introduction of basic logic in Android-based children, so that it can produce alternative learning for children. This educational game is intended for children aged 6-7 years because children aged 6-7 years have begun to understand the concept of numbers and develop sensitivity in solving a problem. And trials are carried out using a questionnaire
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20

Xiong, Liping, and Sumei Guo. "Representation and Reasoning about Strategic Abilities with ω-Regular Properties." Mathematics 9, no. 23 (November 27, 2021): 3052. http://dx.doi.org/10.3390/math9233052.

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Specification and verification of coalitional strategic abilities have been an active research area in multi-agent systems, artificial intelligence, and game theory. Recently, many strategic logics, e.g., Strategy Logic (SL) and alternating-time temporal logic (ATL*), have been proposed based on classical temporal logics, e.g., linear-time temporal logic (LTL) and computational tree logic (CTL*), respectively. However, these logics cannot express general ω-regular properties, the need for which are considered compelling from practical applications, especially in industry. To remedy this problem, in this paper, based on linear dynamic logic (LDL), proposed by Moshe Y. Vardi, we propose LDL-based Strategy Logic (LDL-SL). Interpreted on concurrent game structures, LDL-SL extends SL, which contains existential/universal quantification operators about regular expressions. Here we adopt a branching-time version. This logic can express general ω-regular properties and describe more programmed constraints about individual/group strategies. Then we study three types of fragments (i.e., one-goal, ATL-like, star-free) of LDL-SL. Furthermore, we show that prevalent strategic logics based on LTL/CTL*, such as SL/ATL*, are exactly equivalent with those corresponding star-free strategic logics, where only star-free regular expressions are considered. Moreover, results show that reasoning complexity about the model-checking problems for these new logics, including one-goal and ATL-like fragments, is not harder than those of corresponding SL or ATL*.
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Gazzard, Alison, and Alan Peacock. "Repetition and Ritual Logic in Video Games." Games and Culture 6, no. 6 (November 2011): 499–512. http://dx.doi.org/10.1177/1555412011431359.

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By moving away from a model of ritual that focuses on magic and fantasy worlds, this article seeks to broaden the discussion of ritual actions, performances, and objects in first- and third-person video games. Ritual will be understood through the idea of a “ritual logic” that enables the wider associations of ritual in the virtual as opposed to the real world to be analyzed, and through the key element of repetition in game play. In part derived from the intertextuality of video game genres and associated popular culture artifacts such as films and novels, ritual logic contributes to the players’ knowledge and understanding of what ritual is and what ritual does in the game, and how ritual can be used to progress its narrative and play trajectories.
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Cropper, Andrew, Richard Evans, and Mark Law. "Inductive general game playing." Machine Learning 109, no. 7 (November 18, 2019): 1393–434. http://dx.doi.org/10.1007/s10994-019-05843-w.

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AbstractGeneral game playing (GGP) is a framework for evaluating an agent’s general intelligence across a wide range of tasks. In the GGP competition, an agent is given the rules of a game (described as a logic program) that it has never seen before. The task is for the agent to play the game, thus generating game traces. The winner of the GGP competition is the agent that gets the best total score over all the games. In this paper, we invert this task: a learner is given game traces and the task is to learn the rules that could produce the traces. This problem is central to inductive general game playing (IGGP). We introduce a technique that automatically generates IGGP tasks from GGP games. We introduce an IGGP dataset which contains traces from 50 diverse games, such as Sudoku, Sokoban, and Checkers. We claim that IGGP is difficult for existing inductive logic programming (ILP) approaches. To support this claim, we evaluate existing ILP systems on our dataset. Our empirical results show that most of the games cannot be correctly learned by existing systems. The best performing system solves only 40% of the tasks perfectly. Our results suggest that IGGP poses many challenges to existing approaches. Furthermore, because we can automatically generate IGGP tasks from GGP games, our dataset will continue to grow with the GGP competition, as new games are added every year. We therefore think that the IGGP problem and dataset will be valuable for motivating and evaluating future research.
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Ishikawa, Ryuichiro. "Dynamic Game Logic of Communication." Transactions of the Institute of Systems, Control and Information Engineers 32, no. 12 (December 15, 2019): 429–38. http://dx.doi.org/10.5687/iscie.32.429.

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Arfi, Badredine. "Linguistic Fuzzy-Logic Game Theory." Journal of Conflict Resolution 50, no. 1 (February 2006): 28–57. http://dx.doi.org/10.1177/0022002705284708.

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25

Kellner, Jakob, Matti Pauna, and Saharon Shelah. "Winning the pressing down game but not Banach-Mazur." Journal of Symbolic Logic 72, no. 4 (December 2007): 1323–35. http://dx.doi.org/10.2178/jsl/1203350789.

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AbstractLet S be the set of those α ∈ ω2 that have cofinality ω1. It is consistent relative to a measurable that the nonempty player wins the pressing down game of length ω1, but not the Banach-Mazur game of length ω + 1 (both games starting with S).
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Bohrer, Brandon, and André Platzer. "Structured Proofs for Adversarial Cyber-Physical Systems." ACM Transactions on Embedded Computing Systems 20, no. 5s (October 31, 2021): 1–26. http://dx.doi.org/10.1145/3477024.

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Many cyber-physical systems (CPS) are safety-critical, so it is important to formally verify them, e.g. in formal logics that show a model’s correctness specification always holds. Constructive Differential Game Logic ( CdGL ) is such a logic for (constructive) hybrid games, including hybrid systems. To overcome undecidability, the user first writes a proof, for which we present a proof-checking tool. We introduce Kaisar , the first language and tool for CdGL proofs, which until now could only be written by hand with a low-level proof calculus. Kaisar’s structured proofs simplify challenging CPS proof tasks, especially by using programming language principles and high-level stateful reasoning. Kaisar exploits CdGL ’s constructivity and refinement relations to build proofs around models of game strategies. The evaluation reproduces and extends existing case studies on 1D and 2D driving. Proof metrics are compared and reported experiences are discussed for the original studies and their reproductions.
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Kafer, Gary. "Gaming Borders: The Rhetorics of Gamification and National Belonging in Papers, Please." American Literature 94, no. 1 (January 27, 2022): 181–209. http://dx.doi.org/10.1215/00029831-9697057.

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Abstract Game media have long participated in projects of nation building by remediating historical, political, and social relations in ways that reinforce affective processes of national belonging. The genre of border games in particular is well-known for staging the discursive and symbolic value of national boundaries through the deployment of specific gameplay mechanics and storytelling elements. However, as this essay argues, border games do more than merely represent borders in games; they reflect how borders themselves might be experienced as games within the cultural logic of gamification. Through an analysis of Lucas Pope’s independently produced American video game Papers, Please (2013), this article interrogates gamification as a rhetorical process that communicates how play dynamics sustain the procedural logics of border security and citizenship. Such logics, the game suggests, are marked by the installment of a series of rule-based interactions that modulate affect within the sociotechnical mechanics of state-sanctioned racism to enable the proper flow of both play and mobility. However, through failure, the game also reveals gamification to be an incomplete diagram of control, one where the priming of affect rubs up against the sociopolitical frictions that shape individual play experiences. Ultimately, this article argues that border games like Papers, Please enable players to experiment with the forms of national belonging that subtend our experiences of gamification.
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Schiffel, Stephan. "Symmetry Detection in General Game Playing." Proceedings of the AAAI Conference on Artificial Intelligence 24, no. 1 (July 4, 2010): 980–85. http://dx.doi.org/10.1609/aaai.v24i1.7649.

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We develop a method for detecting symmetries in arbitrary games and exploiting these symmetries when using tree search to play the game. Games in the General Game Playing domain are given as a set of logic based rules defining legal moves, their effects and goals of the players. The presented method transforms the rules of a game into a vertex-labeled graph such that automorphisms of the graph correspond with symmetries of the game. The algorithm detects many kinds of symmetries that often occur in games, e.g., rotation and reflection symmetries of boards, interchangeable objects, and symmetric roles. A transposition table is used to efficiently exploit the symmetries in many games.
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Nguyen, Josef. "Reconsidering Lost Opportunities for Diverse Representation." American Literature 94, no. 1 (January 27, 2022): 73–102. http://dx.doi.org/10.1215/00029831-9697001.

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Abstract This article considers the cultural politics of frustrated potential for diverse representation in games by examining developer comments on the 1995 digital game I Have No Mouth, and I Must Scream, adapted from Harlan Ellison’s 1967 science fiction story of the same name. While Ellison’s story featured a gay man named Benny among the protagonists, the game developers adapted Benny without his original sexual identity. In a 2012 Game Informer magazine article, however, the developers reflected on their version of Benny as a “lost opportunity” for exploring gay identity. Rooted in discussion of this frustrated potential for a gay in-game Benny, this article interrogates a logic of lost opportunity for diverse representation present in game-development discourse, which manifests in a longing for more diverse characters that could have been but never came to be. This logic suggests particular ways that developers might conceive of diverse representation as simply a design issue under neoliberal logics of economic opportunity, commercial risk, and fetishized innovation—without meaningful consideration of political significance. Opposing this instrumentalization of frustrated diverse representation, this article draws on queer game studies and speculative design and literature to explore the possible contours and implications of diverse characters that never were more seriously than such comments typically do. Doing so demands more than romanticized longings for lost opportunities for diverse representation that treat this longing as the end in itself.
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Kaban, Roberto, Fandy Syahputra, and Fajrillah Fajrillah. "Perancangan Game RPG (Role Playing Game) “Nusantara Darkness Rises”." Journal of Information System Research (JOSH) 2, no. 4 (July 24, 2021): 235–46. http://dx.doi.org/10.47065/josh.v2i4.780.

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Games are generally used for entertainment, so by playing games the players will feel happy. Games can also be used as learning media with the concept of learning while playing. Each game has a set of logical functions and rules that guide the course of the game, as well as targets that must be achieved in each level. Each game has different logic and target functions. RPG(Role Playing Game) is one of the most popular game genres. In RPG games, it allows players to take on the roles of multiple imaginary characters and collaborate to complete in-game challenges. This study aims to create a game with the RPG genre with the theme of Indonesian culture and history. The tools used for designing this game are RPG Maker Mv, which is a special software for creating RPG genre games. In the design stage, the author uses the ADDIE method with stages consisting of Analysis, Design, Development, Implementation, and Evaluation. The result of this research is an RPG game entitled "Nusantara Darkness Risess". It is hoped that with this game, it can attract people's interest to study Indonesian history and culture
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Scheepers, Marion, and William Weiss. "Variations on a game of Gale (III): remainder strategies." Journal of Symbolic Logic 62, no. 4 (December 1997): 1253–64. http://dx.doi.org/10.2307/2275641.

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An infinite set X is given. D. Gale, in correspondence with J. Mycielski, described the following game in which players one and two play an inning per positive integer: In the nth inning one chooses a finite subset Xn of X, and two chooses a point xn from (X1∪ … ∪Xn)\{x1,…,xn−1}. A playis won by two if . Gale asked whether two could have a winning strategy which depends for each n on knowledge of only the contents of the setIn mathematical terms, is there a function F defined on the collection of finite subsets of X such that:for every sequence X1, x1, …, Xn, xn,…. where each Xn is a finite subsetof X and for each nwe have We shall call a strategy of this sort a remainder strategy for two. If there is some finite subset U of X such that F(U) ∉ U, then F cannot be a winning remainder strategy for two, because one can defeat F by choosing U each inning. So, when studying remainder strategies for two we may as well assume that for each finite set U ⊂ X, F(U) ∈ U.
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Rizal, Ahmad, Yani Parti Astuti, and Abas Setiawan. "Tingkat Kesulitan Adaptif pada Android Game bertema Flora Fauna Endemik Indonesia dengan Fuzzy Logic." Jurnal Buana Informatika 13, no. 1 (April 1, 2022): 1–10. http://dx.doi.org/10.24002/jbi.v13i1.4946.

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Abstract. Adaptive Difficulty Level on Android of Indonesian Endemic Plants and Animals with Fuzzy Logic. The education of protecting endemic plants and animals in Indonesia requires the raising public awareness. One attempt is to develop an interactive digital games application. However, not all games are interesting to play. High boredom and frustration zones are also caused by the game content and level repetition that are not suitable for children's playing level. In this study, an Android-based educational game with theme Indonesian endemic plants and animals has been created with an adaptive level of difficulty according to the player's ability. The game mechanism is card gameslike with artificial intelligence using Sugeno Fuzzy logic which can automatically estimate the game level by drawing the card type at the game according to the player's ability. The results show that Sugeno Fuzzy made 35 correct decisions and 15 false decisions from 50 trials. Keywords: animals and plants, game, adaptive difficulty, fuzzy, testing Abstrak. Edukasi untuk melindungi flora dan fauna endemik di Indonesia diperlukan untuk menumbuhkan kesadaran bagi masyarakat. Salah satunya dengan aplikasi dari game digital yang interaktif. Namun, tidak semua game menarik untuk dimainkan. Zona bosan dan zona frustasi yang tinggi juga disebabkan karena pengulangan kasus dan tingkat permainan yang kurang sesuai dengan kemampuan bermain anak-anak. Pada penelitian ini diciptakan suatu game edukasi berbasis Android bertema flora dan fauna endemik Indonesia dengan tingkat kesulitan yang adaptif sesuai kemampuan pemain. Mekanisme game yang dibuat seperti game kartu dengan kecerdasan buatan menggunakan logika Fuzzy Sugeno yang mampu mempertimbangkan langsung tingkat permainan dengan cara mengeluarkan jenis kartu dalam lapangan permainan yang sesuai dengan kemampuan pemain. Hasil pengujian memperlihatkan Fuzzy Sugeno dapat membuat 35 keputusan dan 15 nilai pasti dari 50 kali percobaan. Kata Kunci: flora dan fauna, game, tingkat kesulitan adaptif, fuzzy, pengujian
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33

BinSubaih, Ahmed, and Steve Maddock. "Game Portability Using a Service-Oriented Approach." International Journal of Computer Games Technology 2008 (2008): 1–7. http://dx.doi.org/10.1155/2008/378485.

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Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating thegamefrom the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability.
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34

Pietarinen, Ahti. "Quantum Logic and Quantum Theory in a Game-Theoretic Perspective." Open Systems & Information Dynamics 09, no. 03 (September 2002): 273–90. http://dx.doi.org/10.1023/a:1019712730037.

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Extensive games of imperfect information, together with the associated semantic machinery, can be brought to bear on logical aspects of quantum-theoretic phenomena. Among other things, this kinship implies that propositional logic of informational independence is useful in understanding such quantum theoretic issues as non-locality and EPR-type paradoxes, and that quantum logic exhibits the overall game-theoretical notion of uncertainty.
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35

Kraíček, Jan. "Interpolation by a Game." Mathematical Logic Quarterly 44, no. 4 (1998): 450–58. http://dx.doi.org/10.1002/malq.19980440403.

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36

Hirsch, Robin, and Ian Hodkinson. "Step by step – Building representations in algebraic logic." Journal of Symbolic Logic 62, no. 1 (March 1997): 225–79. http://dx.doi.org/10.2307/2275740.

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AbstractWe consider the problem of finding and classifying representations in algebraic logic. This is approached by letting two players build a representation using a game. Homogeneous and universal representations are characterized according to the outcome of certain games. The Lyndon conditions defining representable relation algebras (for the finite case) and a similar schema for cylindric algebras are derived. Finte relation algebras with homogeneous representations are characterized by first order formulas. Equivalence games are defined, and are used to establish whether an algebra is ω-categorical. We have a simple proof that the perfect extension of a representable relation algebra is completely representable.An important open problem from algebraic logic is addressed by devising another two-player game, and using it to derive equational axiomatisations for the classes of all representable relation algebras and representable cylindric algebras.Other instances of this approach are looked at, and include the step by step method.
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37

Japaridze, Giorgi. "Computability logic: Giving Caesar what belongs to Caesar." Logical Investigations 25, no. 1 (May 21, 2019): 100–119. http://dx.doi.org/10.21146/2074-1472-2019-25-1-100-119.

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The present article is a brief informal survey o$\textit {computability logic}$ (CoL). This relatively young and still evolving nonclassical logic can be characterized as a formal theory of computability in the same sense as classical logic is a formal theory of truth. In a broader sense, being conceived semantically rather than proof-theoretically, CoL is not just a particular theory but an ambitious and challenging long-term project for redeveloping logic. In CoL, logical operators stand for operations on computational problems, formulas represent such problems, and their "truth" is seen as algorithmic solvability. In turn, computational problems – understood in their most general, interactive sense – are defined as games played by a machine against its environment, with "algorithmic solvability" meaning existence of a machine which wins the game against any possible behavior of the environment. With this semantics, CoL provides a systematic answer to the question "What can be computed?", just like classical logic is a systematic tool for telling what is true. Furthermore, as it happens, in positive cases "What can be computed" always allows itself to be replaced by "How can be computed", which makes CoL a problem-solving tool. CoL is a conservative extension of classical first order logic but is otherwise much more expressive than the latter, opening a wide range of new application areas. It relates to intuitionistic and linear logics in a similar fashion, which allows us to say that CoL reconciles and unifies the three traditions of logical thought (and beyond) on the basis of its natural and "universal" game semantics.
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38

Hense, Jan, Willy Christian Kriz, and Joseph Wolfe. "Putting Theory-Oriented Evaluation Into Practice." Simulation & Gaming 40, no. 1 (January 15, 2008): 110–33. http://dx.doi.org/10.1177/1046878107308078.

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Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach, which possesses a holistic perspective that aims at including all elements associated with the situation created by a game. The use of the logic model approach is illustrated as applied to SIMGAME, a board game created for secondary school level business education in six European Union countries.
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39

Mundici, Daniele. "Ulam Games, Łukasiewicz Logic, and AF C*-Algebras." Fundamenta Informaticae 18, no. 2-4 (April 1, 1993): 151–61. http://dx.doi.org/10.3233/fi-1993-182-405.

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Ulam asked what is the minimum number of yes-no questions necessary to find an unknown number in the search space (1, …, 2n), if up to l of the answers may be erroneous. The solutions to this problem provide optimal adaptive l error correcting codes. Traditional, nonadaptive l error correcting codes correspond to the particular case when all questions are formulated before all answers. We show that answers in Ulam’s game obey the (l+2)-valued logic of Łukasiewicz. Since approximately finite-dimensional (AF) C*-algebras can be interpreted in the infinite-valued sentential calculus, we discuss the relationship between game-theoretic notions and their C*-algebraic counterparts. We describe the correspondence between continuous trace AF C*-algebras, and Ulam games with separable Boolean search space S. whose questions are the clopen subspaces of S. We also show that these games correspond to finite products of countable Post MV algebras, as well as to countable lattice-ordered Specker groups with strong unit.
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40

Boaventura, Filipe M. B., and Victor T. Sarinho. "MEnDiGa: A Minimal Engine for Digital Games." International Journal of Computer Games Technology 2017 (2017): 1–13. http://dx.doi.org/10.1155/2017/9626710.

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Game engines generate high dependence of developed games on provided implementation resources. Feature modeling is a technique that captures commonalities and variabilities results of domain analysis to provide a basis for automated configuration of concrete products. This paper presents the Minimal Engine for Digital Games (MEnDiGa), a simplified collection of game assets based on game features capable of building small and casual games regardless of their implementation resources. It presents minimal features in a representative hierarchy of spatial and game elements along with basic behaviors and event support related to game logic features. It also presents modules of code to represent, interpret, and adapt game features to provide the execution of configured games in multiple game platforms. As a proof of concept, a clone of the Doodle Jump game was developed using MEnDiGa assets and compared with original game version. As a result, a new G-factor based approach for game construction is provided, which is able to separate the core of game elements from the implementation itself in an independent, reusable, and large-scale way.
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41

Weirich, Paul. "Epistemic Game Theory and Logic: Introduction." Games 8, no. 2 (March 31, 2017): 19. http://dx.doi.org/10.3390/g8020019.

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42

Torres, Javier. "Dynamic Epistemic Logic in Game Design." Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment 13, no. 2 (June 25, 2021): 135–40. http://dx.doi.org/10.1609/aiide.v13i2.12965.

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Dynamic Epistemic Logics are a set of multimodal logics that deal with knowledge and change. We argue that the theory for this formalism is mature enough to start a practical implementation, while at the same time having a sizable amount of theoretical expansions. We also claim that these two factors make it an attractive formalism for new features in games featuring an agent’s internal model, like planning for gathering information, acting without revealing one’s goals or feeding possibly false information to a set of agents to influence their beliefs, augmenting already existing mechanisms.
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43

Blass, Andreas. "A game semantics for linear logic." Annals of Pure and Applied Logic 56, no. 1-3 (April 1992): 183–220. http://dx.doi.org/10.1016/0168-0072(92)90073-9.

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44

Kaneko, Mamoru, and Takashi Nagashima. "Game logic and its applications I." Studia Logica 57, no. 2-3 (October 1996): 325–54. http://dx.doi.org/10.1007/bf00370838.

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45

Doberkat, Ernst-Erich. "A stochastic interpretation of game logic." Journal of Logical and Algebraic Methods in Programming 88 (April 2017): 64–98. http://dx.doi.org/10.1016/j.jlamp.2017.02.001.

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46

Andrejevic, Mark. "Productive Play 2.0: The Logic of In-Game Advertising." Media International Australia 130, no. 1 (February 2009): 66–76. http://dx.doi.org/10.1177/1329878x0913000109.

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Online video games are helping to pioneer the use of interactive advertising that targets consumers based on information about their behaviour, consumption patterns, and other demographic and psychographic information. This article draws on the example of in-game ads to explore some of the ways in which advertisers harness virtual worlds to marketing imperatives, and equate realism and authenticity with the proliferation of commercial messages. Since video games have the potential to serve as a model for other forms of marketing both online and off, the way in which they are being used to exploit interactivity as a form of commercial monitoring has broader implications for the digital economy.
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47

T Hella, Lauri, and Miikka S Vilander. "Formula size games for modal logic and μ-calculus." Journal of Logic and Computation 29, no. 8 (December 2019): 1311–44. http://dx.doi.org/10.1093/logcom/exz025.

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Abstract We propose a new version of formula size game for modal logic. The game characterizes the equivalence of pointed Kripke models up to formulas of given numbers of modal operators and binary connectives. Our game is similar to the well-known Adler–Immerman game. However, due to a crucial difference in the definition of positions of the game, its winning condition is simpler, and the second player does not have a trivial optimal strategy. Thus, unlike the Adler–Immerman game, our game is a genuine two-person game. We illustrate the use of the game by proving a non-elementary succinctness gap between bisimulation invariant first-order logic $\textrm{FO}$ and (basic) modal logic $\textrm{ML}$. We also present a version of the game for the modal $\mu $-calculus $\textrm{L}_\mu $ and show that $\textrm{FO}$ is also non-elementarily more succinct than $\textrm{L}_\mu $.
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48

Parlika, Rizky, Luthfiyatul ‘Azizah, Anggoro Cahyo Nugroho, Devi Anugrah Putri, and Stevanus Frangky Handono. "GAME LEARNING FISIKA “ASAH OTAK” BERBASIS ANDROID DENGAN APP INVENTOR 2." e-NARODROID 4, no. 2 (September 28, 2018): 25–34. http://dx.doi.org/10.31090/narodroid.v4i2.731.

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Abstract : Serious game is one of the kind that made not only for entertaiment but also has other functions such as learning or education, training, advertising, simulation, health and others. Nowadays many games are already used as a learning or education. Educational games are usually applied based on age stages or its genre. Educational games can help to train The thinking ability and the logic skill for it players. The learning methods that using games are expected to be more interesting and understandable for it players. This paper is discussed about an educational game concept as a learning media for high school students specialized for physics subject. This game is an android-based game that expected to be directly implemented into their smartphones and can be played anywhere. This Physics Learning Game is made used App Inventor 2 (AI2). Keywords: Serious Games, android, educational Games, App Inventor 2, Physics
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49

Kelly, Matthew. "The Game of Politics." Games and Culture 13, no. 5 (December 23, 2015): 459–78. http://dx.doi.org/10.1177/1555412015623897.

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This article examines the game Papers, Please to demonstrate how the aesthetic experience of gameplay resonates with the cultural logic of contemporary globalist paradigms. The author demonstrates how video games make their players undertake a synthesis of work and play via a process of psychological and physical self-modification. This interrelation between work, play, and subjectivity modification within gameplay experiences embodies the same ideological framework that governs many knowledge-based economies which thrive off of user-generated content. In using the work/play/subjectivity connection to locate similarities between video games and the logic of globalist paradigms, the author presents a revised understanding of what constitutes the political dimensions of video games and the experiences they elicit in their players. This article concludes with an analysis of how the mechanics and narrative of Papers, Please embodies the cultural mind-set of work-as-play while simultaneously challenging the discourses often applied to user-focused information technologies.
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50

Nohr, Rolf F. "The Development of Decision Support Systems in the 1960s as Antecedent of “AI-Rationality”." Eludamos: Journal for Computer Game Culture 10, no. 1 (April 21, 2020): 67–90. http://dx.doi.org/10.7557/23.6173.

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The decision making process in a given game is usually organized in binary form and oriented toward a final and finite set of goals. This determinative action shapes the game on both formal and ludological levels. At the same time, however, the computer (or better, the algorithm) is also a decision making machine: the deeply logical calculus of the code and the program do not seem to know any 'perhaps'—the system works (literally) according to the logic of 'or', which represents one of the central elements of digital computing. The decision rationality of computers (at the heart of computer games) is characterized by simplification, reduction, symbolic coding, and also by a dynamic of action and reaction (in the sense of decision and consequence). Such observations about the consequential logic of game-based AI inevitably lead to one grand question: Who is the primary decision maker in games—the player or the machine?
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