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1

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

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Cette thèse examine certaines questions quantitatives dans le cadre de deux modèles stochastiques différents. Il est divisé en deux parties : la première partie examine une nouvelle classe de jeux stochastiques avec une fonction de paiement particulière que nous appelons « de priorité ». Cette classe de jeux contient comme sous-classes propre les jeux de parité, largement étudiés en informatique, et les jeux de limsup et liminf, étudiés dans la théorie des jeux. La deuxième partie de la thèse examine certaines questions naturelles mais complexes sur les distributions, étudiées dans le cadre plus simple des chaînes de Markov à espace d'états fini. Dans la première partie, nous examinons les jeux à somme nulle à deux joueurs en se centrant sur la fonction de paiement de priorité. Cette fonction de paiement génère le gain utilisé dans les jeux de parité. Nous considérons à la fois les jeux de priorité stochastiques à tour de rôle et les jeux de priorité simultanés. Notre approche des jeux de priorité est basée sur le concept du point fixe le plus proche (« nearest fixed point ») des applications monotones non expansives et étend l'approche mu-calcul aux jeux de priorité.La deuxième partie de la thèse concerne les questions de population. De manière simplifiée, nous examinons comment une distribution de probabilité sur les états évolue dans le temps. Plus précisément, nous sommes intéressés par des questions comme la suivante : à partir d'une distribution initiale, la population peut-elle atteindre à un moment donné une distribution avec une probabilité dépassant un seuil donné dans l'état visé? Il s'avère que ce type de questions est beaucoup plus difficile à gérer que les questions concernant les trajectoires individuelles : on ne connaît pas, pour le modèle des chaînes de Markov, si les questions de population soient décidables. Nous étudions les restrictions des chaînes de Markov assurant la décision des questions de population
This thesis examines some quantitative questions in the framework of two different stochastic models. It is divided into two parts: the first part examines a new class of stochastic games with priority payoff. This class of games contains as proper subclasses the parity games extensively studied in computer science, and limsup and liminf games studied in game theory. The second part of the thesis examines some natural but involved questions about distributions, studied in the simple framework of finite state Markov chain.In the first part, we examine two-player zero-sum games focusing on a particular payoff function that we call the priority payoff. This payoff function generalizes the payoff used in parity games. We consider both turn-based stochastic priority games and concurrent priority games. Our approach to priority games is based on the concept of the nearest fixed point of monotone nonexpansive mappings and extends the mu-calculus approach to priority games.The second part of the thesis deals with population questions. Roughly speaking, we examine how a probability distribution over states evolves in time. More specifically, we are interested in questions like the following one: from an initial distribution, can the population reach at some moment a distribution with a probability mass exceeding a given threshold in state Goal? It turns out that this type of questions is much more difficult to handle than the questions concerning individual trajectories: it is not known for the simple model of Markov chains whether population questions are decidable. We study restrictions of Markov chains ensuring decidability of population questions
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2

Bordais, Benjamin. "Concurrent two-player antagonistic games on graphs." Electronic Thesis or Diss., université Paris-Saclay, 2023. http://www.theses.fr/2023UPASG072.

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On étudie des jeux à deux joueuses (A et B) sur des graphes. À partir d'un état du graphe, les joueuses interagissent pour aller d'un état à un autre.Ceci induit une suite infinie d'états à laquelle une fonction de gain mesurable associe une valeur dans [0, 1]. La Joueuse A (resp. B) tente de maximiser (resp.minimiser) l'espérance de cette fonction de gain.Les jeux à tours, i.e. les jeux tels qu'à chaque état une seule joueuse choisit(une loi de probabilités sur) l'état suivant, ont de nombreuses bonnes propriétés.Par exemple, dans tous les jeux à tours perd/gagne déterministes, une joueuse a une stratégie gagnante. De plus, dans les jeux de parité à tours finis, les deux joueuses ont des stratégies optimales positionnelles. A contrario, les jeux concurrents, i.e. les jeux tels qu'à chaque état les deux joueuses concourent au choix d'une loi de probabilité sur les états suivants, se comportent mal. Ainsi, il existe des jeux concurrents de parité déterministes tels que : aucune des joueuses n'a de stratégie gagnante ; aucune joueuse n'a de stratégie optimale, même stochastique. De plus, lorsque c'est possible, jouer de manière optimale peut nécessiter une mémoire infinie. Le but de ce manuscrit est d'enrichir notre compréhension du comportement des jeux concurrents. Pour ce faire, on étudie la notion de forme de jeu. Les formes de jeu sont les objets mathématiques qui décrivent les interactions (locales) des joueuses à chaque état d'un jeu concurrent. Les formes de jeu sont définies par un ensemble de stratégies locales par joueuse, un ensemble d'issues et une fonction envoyant une paire d'une stratégie locale par joueuse sur une loi de probabilités sur les issues. Généralement, dans les articles sur les jeux concurrents, les interactions locales sont des formes de jeu standard (finies) :les ensembles de stratégies locales sont des lois de probabilités sur les ensembles(finis) d'actions sous-jacents. Ici, on définie des formes de jeu plus générales,que l'on appelle formes de jeu arbitraires. Certains des résultats établis dans ce manuscrit supposent que les interactions locales sont standard, tandis que les autres ne font pas de telles hypothèses.Premièrement, on prouve des résultats généraux sur les jeux concurrents,avec très peu d'hypothèses sur les fonctions de gain et les interactions locales.En particulier, on considère un résultat crucial sur les jeux concurrents : la détermination de Blackwell de Martin, qui peut être énoncé comme suit. Soit un jeu concurrent dont toutes les interactions locales sont standards finies.Depuis chaque état, il existe une valeur u dans [0, 1] telle que les stratégies de la Joueuse A (resp. B) peuvent garantir que l'espérance de la fonction de gain est au moins (resp. au plus) égal à n'importe quel seuil en-dessous(resp. au-dessus) de u. On généralise ce résultat aux jeux dont les formes de jeu sont arbitraires et en déduisons d'autres résultats sur les jeux concurrents. On prouve également d'autres résultats sur les jeux concurrents, en particulier sur les stratégies optimales en sous-jeu. Deuxièmement, on étudie le comportement des jeux de parité concurrents finis en termes d'existence et de nature des stratégies (presque) optimales (en sous-jeu), avec très peu d'hypothèses sur les interactions locales.Troisièmement, on définie des ensembles de jeux concurrents qui ont certaines des propriétés des jeux à tours tout en étant plus généraux que les jeux à tours. Ainsi, étant donné une propriété souhaitable des jeux concurrents, oncaractérise tout d'abord les formes de jeu qui garantissent que tous les jeuxsimples qui les utilisent comme interactions locales satisfont cette propriété. Oncaractérise ainsi les formes de jeu qui se comportent bien individuellement. Onmontre ensuite que tous les jeux concurrents qui utilisent ces formes de jeucomme interactions locales satisfont également cette propriété. Ces formes de jeux se comportent également bien collectivement
We study games played by two players, Player A and Player B, on a graph. Starting from a state of the graph, the players interact to move from state to state. This induces an infinite sequence of states, which is mapped to a value in [0, 1] by a measurable payoff function. Player A (resp. B) tries to maximize (resp. minimize) the expected value of this payoff function.Turn-based games, i.e. games where at each state only one player chooses a (probability distribution over) successor state, enjoy many nice properties.For instance, in all deterministic win/lose turn-based games, from each state,one of the players has a winning strategy. In addition, in finite turn-based parity games, both players have positional optimal strategies from each state.By contrast, concurrent games, i.e. games where at each state both players interact concurrently, i.e. simultaneously, to generate a probability distributionover successor states, behave much more poorly. Indeed, there are very simple deterministic concurrent parity games such that: neither player has a winning strategy; neither player has an optimal strategy, even a stochastic one. Inaddition, when optimal strategies do exist, they may require infinite memory. The goal of this dissertation is to give significant insight on how concurrent games behave. To do so, we study the notion of game form. Game forms arethe mathematical objects that describe the (local) interactions of the players at each state of a concurrent game. Game forms are defined by a set of local strategies per player, a set of outcomes and a function mapping a pair of one local strategy per player to a probability distribution over outcomes. Generally,in the literature on concurrent games, local interactions are standard (finite)game forms: the sets of local strategies are distributions over underlying (finite) sets of actions. In this dissertation, we define and study more general gameforms, which we call arbitrary game forms. Some of the results we prove hold even with arbitrary local interactions, the others use a standard assumption onthe local interactions involved.First, we prove general results on concurrent games, with very few assumptions on the payoff functions and local interactions involved. In particular, we consider a crucial result on concurrent games: Martin's result on Blackwell determinacy, which can be stated as follows. Consider a concurrent game whereall local interactions are standard finite. From each state, there is a value u in[0, 1] such that Player A's (resp. B's) strategies can guarantee that the expected value of the measurable payoff function is above (resp. below) any threshold below (resp. above) u. We generalize this result to games with arbitrary gameforms. We deduce from this generalization other results on concurrent games,possibly using standard local interactions, which could not have been obtained directly from the original result by Martin. We also prove other results on concurrent games, in particular results related to subgame optimal strategies.Second, we study how finite-state concurrent parity games behave in termsof existence and nature of (almost and/or subgame) optimal strategies, with very few assumptions on the local interactions involved.Third, we define subsets of concurrent games that enjoy some of the nice properties of turn-based games while being more general than turn-based games.These subsets are constructed via local-global transfers, which is a novel approach. Specifically, given a desirable property on concurrent games, we first characterize the game forms that ensure that all simple games using them aslocal interactions satisfy this property. Thus, we characterize the game formsthat behave well individually. We then show that all concurrent games that use these game forms as local interactions also satisfy this property. Thus, we show that these game forms also behave well collectively, hence globally
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3

Óbdržálek, Jan. "Algorithmic analysis of parity games." Thesis, University of Edinburgh, 2006. http://hdl.handle.net/1842/25034.

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In this thesis we add to the body of work on parity games. We start by presenting parity games and explaining the concepts behind them, giving a survey of known algorithms, and show their relationship to other problems. In the second part of the thesis we want to answer the following question: Are there classes of graphs on which we can solve parity games in polynomial time? Tree-width has long been considered the most important connectivity measure of (undirected) graphs, and we give a polynomial algorithm for solving parity games on graphs of bounded tree-width. However tree-width is not the most concise measure for directed graphs, on which the parity games are played. We therefore introduce a new measure for directed graphs called DAG-width. We show several properties of this measure, including its relationship to other measures, and give a polynomial-time algorithm for solving parity games on graphs of bounded DAG-width. In the third part we analyze the strategy improvement algorithm of Vöge and Jurdziński, providing some new results and comments on their algorithm. Finally we present a new algorithm for parity games, in part inspired by the strategy improvement algorithm, based on spines. The notion of spine is a new structural way of capturing the (possible) winning sets and counterstrategies. This notion has some interesting properties, which can give a further insight into parity games.
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4

Wang, Huaxin. "Solving parity games through fictitious play." Thesis, Imperial College London, 2013. http://hdl.handle.net/10044/1/12554.

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

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6

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

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Parity games are 2-person, 0-sum, graph-based, and determined games that form an important foundational concept in formal methods (see e.g., [Zie98]), and their exact computational complexity has been an open problem for over twenty years now. In this thesis, we study algorithms that solve parity games in that they determine which nodes are won by which player, and where such decisions are supported with winning strategies. We modify and so improve a known algorithm but also propose new algorithmic approaches to solving parity games and to understanding their descriptive complexity. For all of our contributions, we write our own custom frameworks, in the Scala programming language, to perform tailored experiments and empirical studies to demonstrate and support our theoretical findings. First, we improve on one of the solver algorithms, based on small progress measures [Jur00], by use of concurrency. We show that, for many parity games, it is possible to deliver extra performance using this technique in a multi-core environment. Second, we design algorithms to reduce the computational complexity of parity games, and create implementations to observe and evaluate the behaviours of these reductions in our experimental settings. The measure Rabin index, arising from the design of the said algorithm, is shown to be a new descriptive complexity for parity games. Finally, we define a new family of attractors and derive new parity game solvers from them. Although these new solvers are “partial”, in that they do not solve all parity games completely, our experiments show that they do solve a set of benchmark games (i.e., games with known structures) designed to stress test solvers from PGSolver toolkit [FL10] completely, and some of these partial solvers deliver favourable performance against a known high performance solver in many circumstances.
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7

Hilaire, Mathieu. "Parity games and reachability in infinite-state systems with parameters." Electronic Thesis or Diss., université Paris-Saclay, 2022. http://www.theses.fr/2022UPASG095.

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

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

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

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

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

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Weinert, Alexander Dominik [Verfasser], and Martin [Akademischer Betreuer] Zimmermann. "Optimality and resilience in parity games / Alexander Dominik Weinert ; Betreuer: Martin Zimmermann." Saarbrücken : Saarländische Universitäts- und Landesbibliothek, 2018. http://d-nb.info/118367323X/34.

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Vijayakumar, Suresh Mikler Armin. "FPGA implementation of low density parity check codes decoder." [Denton, Tex.] : University of North Texas, 2009. http://digital.library.unt.edu/permalink/meta-dc-11003.

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MEDEIROS, JOSE A. G. de. "Correlacao angular direcional gama-gama no nucleo sup(72)Ge." reponame:Repositório Institucional do IPEN, 2000. http://repositorio.ipen.br:8080/xmlui/handle/123456789/10797.

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Tese (Doutoramento)
IPEN/T
Instituto de Pesquisas Energeticas e Nucleares - IPEN/CNEN-SP
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Ismaïli, Anisse. "Algorithms for Nash-equilibria in Agent Networks and for Pareto-efficiency in State Space Search : Generalizations to Pareto-Nash in Multiple Objective Games." Thesis, Paris 6, 2016. http://www.theses.fr/2016PA066148.

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Un agent est un élément qui décide une action. Par ce formalisme très général on peut aussi bien désigner deux enfants jouant à pierre-papier-ciseaux, des êtres humains choisissant des produits sur un marché, un logiciel de routage calculant un plus court chemin sur Internet pour transporter des informations sur des routes numériques encombrées, qu’une enchère combinatoire automatique pour vendre des liens commerciaux et rapportant des milliards à google. Les chercheurs en théorie de la décision algorithmique et en théorie des jeux algorithmique – des mathématiciens et informaticiens – aiment à penser que ces exemples concrets peuvent être modélisés au moyen de systèmes décisionnels rationnels, aussi complexe la réalité soit-elle. Les systèmes décisionnels modernes trouvent leur complexité dans plusieurs dimensions. D’une part, les préférences d’un agent peuvent être complexes à représenter avec de simples nombres réels, alors que de multiples objectifs conflictuels interviennent dans chaque décision. D’une autre part, les interactions entre agents font que les récompenses de chacun dépendent des actions de tous, rendant difficile la prédiction des actions individualistes résultantes. L’objet de cette thèse en théorie algorithmique des systèmes décisionnels interactifs (jeux) est de poursuivre des efforts de recherche menés sur ces deux sources de complexité, et in fine, de considérer les deux complexités dans un même modèle
An agent is an entity that decides an action. By using this abstraction, it is possible to model two children playing rock-paper-scissors, a software computing a shortest path on the internet for packet-routing on congest numerical networks, as well as an automatic combinatorial auction that sells commercial links in order to make google earn billions. The researchers in algorithmic decision theory and algorithmic game theory (mathematicians and computer scientists) like to think that these real-life examples can be modelled by mean of agents in an interaction decision system, no matter how complex is reality. The modern interactive decision systems find their complexity in multiple aspects. Firstly, the preferences of an agent can be complex to model with real numbers when there are multiple conflicting objectives resulting from every decision. Secondly, the interactions between agents are such that the payoff of every individual depends of the actions of all, making difficult the prediction of the resulting action-profile. This thesis aims at pursuing research efforts lead on these two sources of complexity, in order to consider ultimately both aspects in the same model
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15

Ismaïli, Anisse. "Algorithms for Nash-equilibria in Agent Networks and for Pareto-efficiency in State Space Search : Generalizations to Pareto-Nash in Multiple Objective Games." Electronic Thesis or Diss., Paris 6, 2016. http://www.theses.fr/2016PA066148.

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Un agent est un élément qui décide une action. Par ce formalisme très général on peut aussi bien désigner deux enfants jouant à pierre-papier-ciseaux, des êtres humains choisissant des produits sur un marché, un logiciel de routage calculant un plus court chemin sur Internet pour transporter des informations sur des routes numériques encombrées, qu’une enchère combinatoire automatique pour vendre des liens commerciaux et rapportant des milliards à google. Les chercheurs en théorie de la décision algorithmique et en théorie des jeux algorithmique – des mathématiciens et informaticiens – aiment à penser que ces exemples concrets peuvent être modélisés au moyen de systèmes décisionnels rationnels, aussi complexe la réalité soit-elle. Les systèmes décisionnels modernes trouvent leur complexité dans plusieurs dimensions. D’une part, les préférences d’un agent peuvent être complexes à représenter avec de simples nombres réels, alors que de multiples objectifs conflictuels interviennent dans chaque décision. D’une autre part, les interactions entre agents font que les récompenses de chacun dépendent des actions de tous, rendant difficile la prédiction des actions individualistes résultantes. L’objet de cette thèse en théorie algorithmique des systèmes décisionnels interactifs (jeux) est de poursuivre des efforts de recherche menés sur ces deux sources de complexité, et in fine, de considérer les deux complexités dans un même modèle
An agent is an entity that decides an action. By using this abstraction, it is possible to model two children playing rock-paper-scissors, a software computing a shortest path on the internet for packet-routing on congest numerical networks, as well as an automatic combinatorial auction that sells commercial links in order to make google earn billions. The researchers in algorithmic decision theory and algorithmic game theory (mathematicians and computer scientists) like to think that these real-life examples can be modelled by mean of agents in an interaction decision system, no matter how complex is reality. The modern interactive decision systems find their complexity in multiple aspects. Firstly, the preferences of an agent can be complex to model with real numbers when there are multiple conflicting objectives resulting from every decision. Secondly, the interactions between agents are such that the payoff of every individual depends of the actions of all, making difficult the prediction of the resulting action-profile. This thesis aims at pursuing research efforts lead on these two sources of complexity, in order to consider ultimately both aspects in the same model
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Edlund, Jens, Simon Alexandersson, Jonas Beskow, Lisa Gustavsson, Mattias Heldner, Anna Hjalmarsson, Petter Kallionen, and Ellen Marklund. "3rd party observer gaze as a continuous measure of dialogue flow." Stockholms universitet, Institutionen för lingvistik, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-79029.

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We present an attempt at using 3rd party observer gaze to get a measure of how appropriate each segment in a dialogue is for a speaker change. The method is a step away from the current dependency of speaker turns or talkspurts towards a more general view of speaker changes. We show that 3rd party observers do indeed largely look at the same thing (the speaker), and how this can be captured and utilized to provide insights into human communication. In addition, the results also suggest that there might be differences in the distribution of 3rd party observer gaze depending on how information-rich an utterance is.
Samtalets rytm/Rhythm of conversation
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17

Bavarian, Mohammad. "Parallel repetition of multi-party and quantum games via anchoring and fortification." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/113550.

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Thesis: Ph. D., Massachusetts Institute of Technology, Department of Mathematics, 2017.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 107-111).
Parallel repetition is a fundamental operation for amplifying the hardness inherent in multiplayer games. Through the efforts of many researchers in the past two decades (e.g. Feige, Kilian, Raz, Holentstein, Rao, Braverman, etc.), parallel repetition of two-player classical games has become relatively well-understood. On the other hand, games with entangled players (quantum games), crucial to the study of quantum non-locality and quantum cryptography, and multi-player games were poorly understood until recently. In this thesis, we resolve some of the major problems regarding the parallel repetition of quantum and multi-player games by establishing the first exponential-rate hardness amplification results for these games and hence extend the classes of games where exponential decay rates is known considerably. We consider two different methods for obtaining these hardness amplification results. For our first method, we draw from the recent work of Moshkovitz on parallel repetition of fortified games. We introduce an analytic reformulation of Moshkovitz's fortification framework. This reformulation allows us to expand the scope of the fortification method to new settings. In particular, we prove parallel repetition and fortification theorems for games with players sharing quantum entanglement, and games with more than two players in this new framework. An important component of our work is a variant of the fortification transformation, called ordered fortification, that preserves the entangled value of a game. For our second method, we introduce a class of games we call anchored. Anchoring is a simple transformation on games inspired in part by the transformation proposed in the pioneering work of Feige-Kilian. Unlike the Feige-Kilian transformation, our anchoring transformation is completeness preserving. We prove an exponential-decay parallel repetition theorem for anchored games that involve any number of entangled players. We also prove a threshold version of our parallel repetition theorem for anchored games.
by Mohammad Bavarian.
Ph. D.
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18

Dittmann, Christoph [Verfasser], Stephan [Gutachter] Kreutzer, Erich [Gutachter] Grädel, and Uwe [Gutachter] Nestmann. "Parity games, separations, and the modal μ-calculus / Christoph Dittmann ; Gutachter: Stephan Kreutzer, Erich Grädel, Uwe Nestmann." Berlin : Universitätsverlag der TU Berlin, 2017. http://d-nb.info/1156182247/34.

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19

Straka, Richard. "Model strategického rozhodování ve vícehráčové hře s prvky kooperativního chování." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2013. http://www.nusl.cz/ntk/nusl-236212.

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This work concentrates on the study of mathematical models of human behaviour in dynamic games; in particular games with aspects of cooperation, implementation of a model and experimentation with the model. The game DarkElf was chosen for this project. It is a strategic, turn based game with economic and military features, where the decisions made by players are simultaneously implemented at a predetermined time.
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20

Vijayakumar, Suresh. "FPGA Implementation of Low Density Party Check Codes Decoder." Thesis, University of North Texas, 2009. https://digital.library.unt.edu/ark:/67531/metadc11003/.

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Reliable communication over the noisy channel has become one of the major concerns in the field of digital wireless communications. The low density parity check codes (LDPC) has gained lot of attention recently because of their excellent error-correcting capacity. It was first proposed by Robert G. Gallager in 1960. LDPC codes belong to the class of linear block codes. Near capacity performance is achievable on a large collection of data transmission and storage.In my thesis I have focused on hardware implementation of (3, 6) - regular LDPC codes. A fully parallel decoder will require too high complexity of hardware realization. Partly parallel decoder has the advantage of effective compromise between decoding throughput and high hardware complexity. The decoding of the codeword follows the belief propagation alias probability propagation algorithm in log domain. A 9216 bit, (3, 6) regular LDPC code with code rate ½ was implemented on FPGA targeting Xilinx Virtex 4 XC4VLX80 device with package FF1148. This decoder achieves a maximum throughput of 82 Mbps. The entire model was designed in VHDL in the Xilinx ISE 9.2 environment.
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Mochaourab, Rami. "Game Theory and Microeconomic Theory for Beamforming Design in Multiple-Input Single-Output Interference Channels." Doctoral thesis, Saechsische Landesbibliothek- Staats- und Universitaetsbibliothek Dresden, 2012. http://nbn-resolving.de/urn:nbn:de:bsz:14-qucosa-90110.

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In interference-limited wireless networks, interference management techniques are important in order to improve the performance of the systems. Given that spectrum and energy are scarce resources in these networks, techniques that exploit the resources efficiently are desired. We consider a set of base stations operating concurrently in the same spectral band. Each base station is equipped with multiple antennas and transmits data to a single-antenna mobile user. This setting corresponds to the multiple-input single-output (MISO) interference channel (IFC). The receivers are assumed to treat interference signals as noise. Moreover, each transmitter is assumed to know the channels between itself and all receivers perfectly. We study the conflict between the transmitter-receiver pairs (links) using models from game theory and microeconomic theory. These models provide solutions to resource allocation problems which in our case correspond to the joint beamforming design at the transmitters. Our interest lies in solutions that are Pareto optimal. Pareto optimality ensures that it is not further possible to improve the performance of any link without reducing the performance of another link. Strategic games in game theory determine the noncooperative choice of strategies of the players. The outcome of a strategic game is a Nash equilibrium. While the Nash equilibrium in the MISO IFC is generally not efficient, we characterize the necessary null-shaping constraints on the strategy space of each transmitter such that the Nash equilibrium outcome is Pareto optimal. An arbitrator is involved in this setting which dictates the constraints at each transmitter. In contrast to strategic games, coalitional games provide cooperative solutions between the players. We study cooperation between the links via coalitional games without transferable utility. Cooperative beamforming schemes considered are either zero forcing transmission or Wiener filter precoding. We characterize the necessary and sufficient conditions under which the core of the coalitional game with zero forcing transmission is not empty. The core solution concept specifies the strategies with which all players have the incentive to cooperate jointly in a grand coalition. While the core only considers the formation of the grand coalition, coalition formation games study coalition dynamics. We utilize a coalition formation algorithm, called merge-and-split, to determine stable link grouping. Numerical results show that while in the low signal-to-noise ratio (SNR) regime noncooperation between the links is efficient, at high SNR all links benefit in forming a grand coalition. Coalition formation shows its significance in the mid SNR regime where subset link cooperation provides joint performance gains. We use the models of exchange and competitive market from microeconomic theory to determine Pareto optimal equilibria in the two-user MISO IFC. In the exchange model, the links are represented as consumers that can trade goods within themselves. The goods in our setting correspond to the parameters of the beamforming vectors necessary to achieve all Pareto optimal points in the utility region. We utilize the conflict representation of the consumers in the Edgeworth box, a graphical tool that depicts the allocation of the goods for the two consumers, to provide closed-form solution to all Pareto optimal outcomes. The exchange equilibria are a subset of the points on the Pareto boundary at which both consumers achieve larger utility then at the Nash equilibrium. We propose a decentralized bargaining process between the consumers which starts at the Nash equilibrium and ends at an outcome arbitrarily close to an exchange equilibrium. The design of the bargaining process relies on a systematic study of the allocations in the Edgeworth box. In comparison to the exchange model, a competitive market additionally defines prices for the goods. The equilibrium in this economy is called Walrasian and corresponds to the prices that equate the demand to the supply of goods. We calculate the unique Walrasian equilibrium and propose a coordination process that is realized by the arbitrator which distributes the Walrasian prices to the consumers. The consumers then calculate in a decentralized manner their optimal demand corresponding to beamforming vectors that achieve the Walrasian equilibrium. This outcome is Pareto optimal and lies in the set of exchange equilibria. In this thesis, based on the game theoretic and microeconomic models, efficient beamforming strategies are proposed that jointly improve the performance of the systems. The gained results are applicable in interference-limited wireless networks requiring either coordination from the arbitrator or direct cooperation between the transmitters.
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Björkskog, Gaston. "Detecting cheaters who utilise third-party software to gain an advantage in multiplayer video games." Thesis, Linnéuniversitetet, Institutionen för datavetenskap och medieteknik (DM), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-84878.

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Playing video games are meant to be a fun experience but something that has been proven to ruin the experience are cheaters, maybe even more so in events such as tournaments where money is involved. Even if anti-cheating software exists there also exists a research gap in the subject of cheat detection. And regarding cheat detection the question that matters the most is: how do you even detect a player that is using 3rd-party software to gain an unfair advantage in online video games? To find a solution for this problem a systematic literature review was made were data was extracted from articles relevant for the subject and summarised into results. From the results, a few elementary concepts regarding cheat detection are introduced and analysed with comparisons to the problem statement. Finally, five different types of cheat detection are shown that work by analysing objects such as behaviour, game state or memory.
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Pucher, Isabelle, and Kim Dahlbeck. "Three is a Crowd : A Critical Analysis of Third Party Actor Influence Regarding the Nuclear Negotiations Between P5+1 and Iran." Thesis, Högskolan i Halmstad, Akademin för lärande, humaniora och samhälle, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-29685.

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This thesis examines third-party actor influence on the domestic level in the ongoing diplomatic negotiations between P5+1 and Iran, with the research question being; What demands, arguments and strategies does the Congress and AIPAC use to influence the negotiation process between the U.S. and Iran? Secondly, what are their goals for doing so? Furthermore, the combined theoretical framework has been applied onto the material using a critical method in order to answer the questions. Legislative bills from the Congress, regarding congressional insight to the agreement, have been approved. In this pressured negotiation process with high stakes it is astounding that these actions are allowed. Due to this behavior from Congress, amongst others, it becomes interesting to study the negotiation process and its salient third-party actor influence. The results suggests that legislative actions combined with various demands and arguments, focused on mistrust of Iran, history and the security of Israel, are their main strategies to gain influence. An additional new, third, level has also been discovered by the authors of this thesis in regards to these complicated negotiations.
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BONGIORNI, IVAN. "ELECTION TIMING IN CONSENSUAL SYSTEMS. LINKING COALITION BARGAINING AND VALENCE THEORY OF PARTY COMPETITION." Doctoral thesis, Università degli Studi di Milano, 2018. http://hdl.handle.net/2434/571338.

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The purpose of this thesis is to investigate the determinants of cabinet termination in parliamentary systems. A preliminary study will raise a fundamental question: do voters punish incumbents for calling anticipated elections? The scarce evidence available reached contradictory conclusions. For the first time in the literature I will link cabinet termination with valence theories of party competition, and I will individuate the determinants of this popularity cost. My valece theory will provide a solution to the existing debate, showing that all the findings provided up to now represent specific cases of a more general phenomenon. The core of my thesis is represented by a coalition bargaining model. In each stage of the game, incumbents observe their electoral expectations and choose between negotiating on public policies, forming a new cabinet with the opposition, and calling elections. My game will show a series of improvements: first, it will introduce time and account for its effects on the outcome of the negotiation; second, it will introduce spatial considerations, such as the ideological location of the players and their coalition opportunities; third, it will encompass a theoretical account of the popularity cost of opportunistic election calling. Its fundamental assumptions will then be tested. Its asumptions will be tested using voting intention trends from four European democracies, covering more than fifty years of parliamentary politics. Results will show that variations in the exit option for the governing parties efficiently explain the likelihood of cabinet termination. On consensual democracies, this kind of test had never been conducted before. A corollary research concludes the dissertation: if voting intention data can be used to explain cabinet termination, then the same data can be used to account for ministerial tenure. The dismissal of ministers, or alterations in their prerogatives, can be described as a currency in the power game among coalition partners. Such an hypothesis had never been tested before. Using duration analysis I will show how imbalances in incumbent parties' popularity are associated with more frequent redistributions of power withing the goverment coalition. Even in this case, my empirical models will include time-varying covariates, producing an empirical contribution to the literature.
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Vanden, Boom Michael T. "Weak cost automata over infinite trees." Thesis, University of Oxford, 2012. http://ora.ox.ac.uk/objects/uuid:16c6de98-545f-4d2d-acda-efc040049452.

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Cost automata are traditional finite state automata enriched with a finite set of counters that can be manipulated on each transition. Based on the evolution of counter values, a cost automaton defines a function from the set of structures under consideration to the natural numbers extended with infinity, modulo a boundedness relation that ignores exact values but preserves boundedness properties. Historically, variants of cost automata have been used to solve problems in language theory such as the star height problem. They also have a rich theory in their own right as part of the theory of regular cost functions, which was introduced by Colcombet as an extension to the theory of regular languages. It subsumes the classical theory since a language can be associated with the function that maps every structure in the language to 0 and everything else to infinity; it is a strict extension since cost functions can count some behaviour within the input. Regular cost functions have been previously studied over finite words and trees. This thesis extends the theory to infinite trees, where classical parity automata are enriched with a finite set of counters. Weak cost automata, which have priorities {0,1} or {1,2} and an additional restriction on the structure of the transition function, are shown to be equivalent to a weak cost monadic logic. A new notion of quasi-weak cost automata is also studied and shown to arise naturally in this cost setting. Moreover, a decision procedure is given to determine whether or not functions definable using weak or quasi-weak cost automata are equivalent up to the boundedness relation, which also proves the decidability of the weak cost monadic logic over infinite trees. The semantics of these cost automata over infinite trees are defined in terms of cost-parity games which are two-player infinite games where one player seeks to minimize the counter values and satisfy the parity condition, and the other player seeks to maximize the counter values or sabotage the parity condition. The main contributions and key technical results involve proving that certain cost-parity games admit positional or finite-memory strategies. These results also help settle the decidability of some special cases of long-standing open problems in the classical theory. In particular, it is shown that it is decidable whether a regular language of infinite trees is recognizable using a nondeterministic co-Büchi automaton. Likewise, given a Büchi or co-Büchi automaton as input, it is decidable whether or not there is a weak automaton recognizing the same language.
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26

Sandberg, Sven. "Games and Probabilistic Infinite-State Systems." Doctoral thesis, Uppsala : Acta Universitatis Upsaliensis Acta Universitatis Upsaliensis, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-7607.

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27

Krupa, Frédérique. "Girl Games : gender, technology and design for women’s recruitment in Information and Communication Technology (ICT)?" Thesis, Paris 1, 2018. https://ecm.univ-paris1.fr/nuxeo/site/esupversions/dd3e6426-fd66-4db2-add5-56476ec75bf6.

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Cette thèse se concentre sur le genre, le design et la technologie à travers l'artefact des jeux vidéo - les produits de la culture d'ingénierie masculine, et le lien de genre entre ceux qui font les jeux vidéo (Production) et ceux qui les jouent (Réception). Ma recherche porte sur l'industrie du jeux vidéo consacré aux pré-adolescentes qui, il y a 20 ans, était le site de l'entreprenariat féministe espérant remédier au déséquilibre entre les sexes dans les TIC. Si la parité a été atteinte dans la consommation des médias, la production technologique reste délibérément une quête masculine. Cette étude constructiviste en trois phases commence par les préférences personnelles (MBTI) et l'orientation de rôles sexués (BSRI) des femmes dans le développement des jeux, en soulignant leur résistance aux stéréotypes de genre, et se termine par une étude ethnographique des enfants jouant à des jeux vidéo indépendants et non sexistes dans un programme extrascolaire à Paris. Utilisant la sémiotique pragmatique, cette thèse soutient que les croyances et habitudes des stéréotypes négatifs de genre et de technologie sont le principal obstacle à la diversité des genres dans les TIC - limitant le nombre de femmes désirant transgresser les normes de genre dans les professions masculines — et créant une prophétie auto-réalisatrice à travers la socialisation du genre par les parents qui réifient la croyance dans les compétences technologiques masculines tout en développant un accès et un encouragement technologiques inégal entre les sexes. La thèse se termine par de l'heuristique de conception pour la neutralité de genre dans les expériences numériques des enfants
This dissertation focuses on gender, design and technology through the artifact of video games — technology products of masculine engineering culture, and the gendered link between those that make video games (Production) and those that play them (Reception). My research examines a sector of the video game industry devoted to pre-adolescent girls, which 20 years ago was the site of feminist entrepreneurship hoping to remedy the gender imbalance in ICT (Information and Communication Technology). While parity has been achieved in media consumption, technological production firmly remains a masculine pursuit. This three-phase constructivist study begins with the personality preferences (MBTI) and sex-role orientation (BSRI) of women in game development, highlighting their exceptional resilience to gender stereotypes, and concludes with an ethnographic study of children playing independent, gender-neutral video games at an afterschool program in Paris. Using pragmatic semiotic epistemology, this dissertation argues that the belief-habits of negative gender and technology stereotypes are the principal roadblock to gender diversity in ICT – limiting the number of women willing to transgress gender norms into masculine professions and creating a self-fulfilling prophecy through parents’ gender-socialization that reifies the belief in masculine technological passion and skill while developing unequal gendered technological access and encouragement. The dissertation concludes with strategies for gender-neutralizing technology, including design heuristics for gender neutrality in children’s digital experiences
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Mangs, Christian, and Nicholas Fernholm. "Cash-to-cash-styrning : ett spelteoretiskt angreppssätt." Thesis, Södertörns högskola, Institutionen för samhällsvetenskaper, 2015. http://urn.kb.se/resolve?urn=urn:nbn:se:sh:diva-27892.

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Objective: The objective is to examine if long terms of payment are created because of a perceived zero-sum game in the cash-to-cash cycles between companies. The study will also examine if dependence effects the dependent companies Cash-to-Cash-cycle because of long terms of payment. Scientific method: The study uses a qualitative and a quantitative method, where primary data is collected from semi-structured interviews. Additional primary data is collected from an unstructured interview with an expert in the field of which is examined. Additional data has been collected from the studied companies’ annual reports. Theoretical references: The primary theory has been Game theory, where the researchers have used this theory to analyze the behaviors of the companies. This theory has been reinforced by the theory Pareto efficiency to help analyze the strategy which gives the highest net-outcome. The theory Cash-to- Cash has also been a focal point in the study, which has been used in concert with Supply chain finance and Supply chain management. This has been done to be able to further analyze the behaviors of the companies and the cooperation in the “supply chain”. Result: The result shows that there seems to exist a perceived zero-sum game in the cash-to-cash cycles between companies. The consequence of this is that the companies in a dominant position use a strategy that prolongs payables outstanding and shortens accounts receivables. This in turn prolongs the cash-to- cash cycles for the dominant companies suppliers. Focus to improve the Cash-to-Cash-cycles for both companies is very small or non-existent. The authors want to emphasize that additional research is needed within this area, where other contributing factors can be effecting the company’s decisions.
Syfte: Studien syftar till att undersöka om ofördelaktiga betalningsvillkor skapas på grund av ett uppfattat nollsummespel inom Cash-to-Cash-cykler mellan företag. Studien syftar även till att undersöka om beroendeförhållanden påverkar beroende aktörers Cash-to-Cash-cykel på grund av ofördelaktiga betalningsvillkor. Metod: Studien använde en metodtriangulering, där primärdata samlades in via semistrukturerade intervjuer. Ytterligare primärdata samlades in via en ostrukturerad intervju med en expert inom området. Slutligen har data samlats in angående intervjuobjektens årsredovisning. Teoretisk referensram: Den primära teorin har varit Game theory, där forskarna använt teorin för att kunna analysera aktörernas beteenden. Denna teori har förstärkts av ytterligare teorier såsom Paretooptimalitet som hjälper att analysera utfall som ger högst möjlig nytta. Teorier angående Cash-to-Cash har även de varit centrala i arbetet som har kopplats till Supply chain management samt Supply chain finance för att ytterligare kunna analysera beteenden och data angående samarbeten i kedjor av aktörer. Resultat: Resultatet visar att det verkar finnas ett uppfattat nollsummespel inom cash-to-cash-cykeln mellan företagen. Detta leder till att aktörer med maktpositioner utgår från en strategi som innebär att förlänga betaltiderna för leverantörer, som då förlänger leverantörernas Cash-to-Cash-cykel. Fokus på att förbättra Cash-to-Cash-cyklerna mellan företagen är väldigt liten eller obefintlig. Författarna vill dock tydliggöra att ytterligare forskning kring ämnet behövs för att kunna säkerställa resultatet, då andra faktorer kan ha påverkat aktörernas beslut och beteenden.
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Doré, Jean-Baptiste. "Optimisation conjointe de codes LDPC (Low Density Parity Check) et de leurs architectures de décodage et mise en oeuvre sur FPGA (Field Programmable Gate Array)." Rennes, INSA, 2007. https://tel.archives-ouvertes.fr/tel-00191155v2.

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La découverte dans les années 90 des Turbo-codes et, plus généralement du principe itératif appliqué au traitement du signal, a révolutionné la manière d'appréhender un système de communications numériques. Cette avancée notable a permis la re-découverte des codes correcteurs d'erreurs inventés par R. Gallager en 1963, appelés codes Low Density Parity Check (LDPC). L'intégration des techniques de codage dites avancées, telles que les Turbo-codes et les codes LDPC, se généralise dans les standards de communications. Dans ce contexte, l'objectif de cette thèse est d'étudier de nouvelles structures de codage de type LDPC associées à des architectures de décodeurs alliant performances et flexibilité. Dans un premier temps, une large présentation des codes LDPC est proposée incluant les notations et les outils algorithmiques indispensables à la compréhension. Cette introduction des codes LDPC souligne l'intérêt qu'il existe à concevoir conjointement le système de codage/décodage et les architectures matérielles. Dans cette optique, une famille de codes LDPC particulièrement intéressante est décrite. En particulier nous proposons des règles de construction de codes pour en contraindre le spectre des distances de Hamming. Ces contraintes sont intégrées dans la définition d'un nouvel algorithme de définition de codes travaillant sur une représentation compressée du code par un graphe. Les propriétés structurelles du code sont ensuite exploitées pour définir l'algorithme de décodage. Cet algorithme, caractérisé par le fait qu'il considère une partie du code comme un code convolutif, converge plus rapidement que les algorithmes habituellement rencontrés tout en permettant une grande flexibilité en termes de rendements de codage. Différentes architectures de décodeurs sont alors décrites et discutées. Des contraintes sur les codes sont ensuite exposées pour exploiter pleinement les propriétés des architectures. Dans un dernier temps, une des architectures proposées est évaluée par l'intégration d'un décodeur sur un composant programmable. Dans différents contextes, des mesures de performances et de complexité montrent l'intérêt de l'architecture proposée
The introduction of Turbo-codes in the early 90's and, more generally the iterative principle, has deeply modified the methods for the design of communication systems. This breakthrough has also resurrected the Low Density Parity Check (LDPC) codes invented by R. Gallager in 1963. Advanced channel coding techniques such as Turbo-codes and LDPC, are now increasingly considered for introduction into communication systems and standards. This evolution towards industrialization motivates the definition of new flexible and efficient decoding architecture for LDPC codes. In this thesis, we focus our research on the iterative decoding of LDPC codes and their hardware implementation. We first introduce basic concepts and notations for LDPC codes, which are necessary for a good comprehension. This introduction underlines the interest of jointly designing codes, decoding algorithm and architecture. From this perspective, a family of LDPC codes is described. We define some design rules to constrain the distance spectrum of the code. These constraints are introduced into a new algorithm for the design of the code working on a compact representation of the code graph. A new decoding algorithm is also defined, taking advantage of the intrinsic properties of the code structure. Convergence of the decoding algorithm is increased compared to classical decoding algorithm for LDPC codes. Performance and flexibility of this algorithm is discussed. Different architectures are then described and studied. Some constraints on the codes are derived to target an architecture. The last part of the thesis illustrates the implementation of one of the architectures discussed into a field-programmable gate array (FPGA). Performance and complexity measures are presented for various contexts, showing the interest of the concept for all these cases
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30

Пугач, С. С. "Комп’ютерна реалізація рішення біматричних моделей теорії ігор. Знаходження рівноваги Парето." Master's thesis, Сумський державний університет, 2019. http://essuir.sumdu.edu.ua/handle/123456789/76771.

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31

Jordán, Prunera Jaume Magí. "Non-Cooperative Games for Self-Interested Planning Agents." Doctoral thesis, Universitat Politècnica de València, 2017. http://hdl.handle.net/10251/90417.

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Multi-Agent Planning (MAP) is a topic of growing interest that deals with the problem of automated planning in domains where multiple agents plan and act together in a shared environment. In most cases, agents in MAP are cooperative (altruistic) and work together towards a collaborative solution. However, when rational self-interested agents are involved in a MAP task, the ultimate objective is to find a joint plan that accomplishes the agents' local tasks while satisfying their private interests. Among the MAP scenarios that involve self-interested agents, non-cooperative MAP refers to problems where non-strictly competitive agents feature common and conflicting interests. In this setting, conflicts arise when self-interested agents put their plans together and the resulting combination renders some of the plans non-executable, which implies a utility loss for the affected agents. Each participant wishes to execute its plan as it was conceived, but congestion issues and conflicts among the actions of the different plans compel agents to find a coordinated stable solution. Non-cooperative MAP tasks are tackled through non-cooperative games, which aim at finding a stable (equilibrium) joint plan that ensures the agents' plans are executable (by addressing planning conflicts) while accounting for their private interests as much as possible. Although this paradigm reflects many real-life problems, there is a lack of computational approaches to non-cooperative MAP in the literature. This PhD thesis pursues the application of non-cooperative games to solve non-cooperative MAP tasks that feature rational self-interested agents. Each agent calculates a plan that attains its individual planning task, and subsequently, the participants try to execute their plans in a shared environment. We tackle non-cooperative MAP from a twofold perspective. On the one hand, we focus on agents' satisfaction by studying desirable properties of stable solutions, such as optimality and fairness. On the other hand, we look for a combination of MAP and game-theoretic techniques capable of efficiently computing stable joint plans while minimizing the computational complexity of this combined task. Additionally, we consider planning conflicts and congestion issues in the agents' utility functions, which results in a more realistic approach. To the best of our knowledge, this PhD thesis opens up a new research line in non-cooperative MAP and establishes the basic principles to attain the problem of synthesizing stable joint plans for self-interested planning agents through the combination of game theory and automated planning.
La Planificación Multi-Agente (PMA) es un tema de creciente interés que trata el problema de la planificación automática en dominios donde múltiples agentes planifican y actúan en un entorno compartido. En la mayoría de casos, los agentes en PMA son cooperativos (altruistas) y trabajan juntos para obtener una solución colaborativa. Sin embargo, cuando los agentes involucrados en una tarea de PMA son racionales y auto-interesados, el objetivo último es obtener un plan conjunto que resuelva las tareas locales de los agentes y satisfaga sus intereses privados. De entre los distintos escenarios de PMA que involucran agentes auto-interesados, la PMA no cooperativa se centra en problemas que presentan un conjunto de agentes no estrictamente competitivos con intereses comunes y conflictivos. En este contexto, pueden surgir conflictos cuando los agentes ponen en común sus planes y la combinación resultante provoca que algunos de estos planes no sean ejecutables, lo que implica una pérdida de utilidad para los agentes afectados. Cada participante desea ejecutar su plan tal como fue concebido, pero las congestiones y conflictos que pueden surgir entre las acciones de los diferentes planes fuerzan a los agentes a obtener una solución estable y coordinada. Las tareas de PMA no cooperativa se abordan a través de juegos no cooperativos, cuyo objetivo es hallar un plan conjunto estable (equilibrio) que asegure que los planes de los agentes sean ejecutables (resolviendo los conflictos de planificación) al tiempo que los agentes satisfacen sus intereses privados en la medida de lo posible. Aunque este paradigma refleja muchos problemas de la vida real, existen pocos enfoques computacionales para PMA no cooperativa en la literatura. Esta tesis doctoral estudia el uso de juegos no cooperativos para resolver tareas de PMA no cooperativa con agentes racionales auto-interesados. Cada agente calcula un plan para su tarea de planificación y posteriormente, los participantes intentan ejecutar sus planes en un entorno compartido. Abordamos la PMA no cooperativa desde una doble perspectiva. Por una parte, nos centramos en la satisfacción de los agentes estudiando las propiedades deseables de soluciones estables, tales como la optimalidad y la justicia. Por otra parte, buscamos una combinación de PMA y técnicas de teoría de juegos capaz de calcular planes conjuntos estables de forma eficiente al tiempo que se minimiza la complejidad computacional de esta tarea combinada. Además, consideramos los conflictos de planificación y congestiones en las funciones de utilidad de los agentes, lo que resulta en un enfoque más realista. Bajo nuestro punto de vista, esta tesis doctoral abre una nueva línea de investigación en PMA no cooperativa y establece los principios básicos para resolver el problema de la generación de planes conjuntos estables para agentes de planificación auto-interesados mediante la combinación de teoría de juegos y planificación automática.
La Planificació Multi-Agent (PMA) és un tema de creixent interès que tracta el problema de la planificació automàtica en dominis on múltiples agents planifiquen i actuen en un entorn compartit. En la majoria de casos, els agents en PMA són cooperatius (altruistes) i treballen junts per obtenir una solució col·laborativa. No obstant això, quan els agents involucrats en una tasca de PMA són racionals i auto-interessats, l'objectiu últim és obtenir un pla conjunt que resolgui les tasques locals dels agents i satisfaci els seus interessos privats. D'entre els diferents escenaris de PMA que involucren agents auto-interessats, la PMA no cooperativa se centra en problemes que presenten un conjunt d'agents no estrictament competitius amb interessos comuns i conflictius. En aquest context, poden sorgir conflictes quan els agents posen en comú els seus plans i la combinació resultant provoca que alguns d'aquests plans no siguin executables, el que implica una pèrdua d'utilitat per als agents afectats. Cada participant vol executar el seu pla tal com va ser concebut, però les congestions i conflictes que poden sorgir entre les accions dels diferents plans forcen els agents a obtenir una solució estable i coordinada. Les tasques de PMA no cooperativa s'aborden a través de jocs no cooperatius, en els quals l'objectiu és trobar un pla conjunt estable (equilibri) que asseguri que els plans dels agents siguin executables (resolent els conflictes de planificació) alhora que els agents satisfan els seus interessos privats en la mesura del possible. Encara que aquest paradigma reflecteix molts problemes de la vida real, hi ha pocs enfocaments computacionals per PMA no cooperativa en la literatura. Aquesta tesi doctoral estudia l'ús de jocs no cooperatius per resoldre tasques de PMA no cooperativa amb agents racionals auto-interessats. Cada agent calcula un pla per a la seva tasca de planificació i posteriorment, els participants intenten executar els seus plans en un entorn compartit. Abordem la PMA no cooperativa des d'una doble perspectiva. D'una banda, ens centrem en la satisfacció dels agents estudiant les propietats desitjables de solucions estables, com ara la optimalitat i la justícia. D'altra banda, busquem una combinació de PMA i tècniques de teoria de jocs capaç de calcular plans conjunts estables de forma eficient alhora que es minimitza la complexitat computacional d'aquesta tasca combinada. A més, considerem els conflictes de planificació i congestions en les funcions d'utilitat dels agents, el que resulta en un enfocament més realista. Des del nostre punt de vista, aquesta tesi doctoral obre una nova línia d'investigació en PMA no cooperativa i estableix els principis bàsics per resoldre el problema de la generació de plans conjunts estables per a agents de planificació auto-interessats mitjançant la combinació de teoria de jocs i planificació automàtica.
Jordán Prunera, JM. (2017). Non-Cooperative Games for Self-Interested Planning Agents [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/90417
TESIS
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32

Vilaltella, Castanyer Joan 1969. "Contribucions a la teoria de l'aresta-acoloriment de grafs : snarks i multipols." Doctoral thesis, Universitat Politècnica de Catalunya, 2015. http://hdl.handle.net/10803/327032.

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A graph where every vertex has three neighboring vertices is a cubic graph. An edge-coloring is an assignment of colors to the edges of a graph in such a way that the edges incident to a vertex have no repeated colors. An edge-coloring is optimal if it uses the minimum possible number of colors. Vizing's Theorem implies that an optimal edge-coloring of a cubic graph requires three or four colors. If three colors are enough, we call the edge-coloring a Tait-coloring. If four colors are needed, we call the graph a snark. Holyer proved that deciding wether a cubic graph is Tait-colorable is an NP-complete problem, therefore it is widely believed that it is a very difficult or intractable problem in the general case. Nevertheless, theory does not forbid efficient solutions in specific cases: this is called "breaking intractability". We describe an heuristic algorithm called CVD, for "Conflicting Vertex Displacement", which has a good empirical performance in random regular graphs. Also it allows us to check a conjecture by Biggs on "odd graphs" in instances with milions of vertices and edges, using moderately powerful computers. Snarks are relevant in graph theory: they appear often as minimal counterexamples of important conjectures, such as the Cycle Double Cover Conjecture (every bridgeless graph has a family of cycles such that every edge belongs to exactly two cycles of the family). In the analysis and synthesis of snarks, multipoles, "pieces" of cubic graphs with free ends that can be joined to each other, are often used. In a Tait-colored multipole, the number of equally colored free ends for each color and the total number of free ends have the same parity (the number of vertices of the multipole has this same parity, too). This result, known as the Parity Lemma, allows the interpretation of multipoles as logic gates and cubic graphs as logic circuits. This gives a very general way to construct snarks, based on logic circuits with no valid Boolean assignment, and allows us to relate the Tait-coloring of cubic graphs to integer factorization. In particular, we can construct snarks from prime numbers. A state of a multipole is the restriction of a Tait-coloring of the multipole to its free ends. If the set of states of a multipole is a non-empty subset of the set of states of another multipole with a larger number of vertices, we call the smaller multipole a reduction of the larger one. An irreducible multipole is a multipole with no reduction (an obvious example is a minimal multipole, that is, with no vertices or with a single vertex). The maximum number of vertices of an irreducible multipole as a function of its number (m) of free ends is denoted by v(m). Its behavior is well-known only for m<6, while there is a specific lower bound for v(6). We prove the irreducibility of multipoles having a tree, a forest or a cycle as their underlying graphs. This allows us to prove a linear lower bound for v(m), the first general result for this function.
Un graf on cada vèrtex té tres vèrtexs adjacents és un graf cúbic. Un aresta-acoloriment és una assignació de colors a les arestes d'un graf de tal manera que no es repeteixin colors en les arestes incidents a un mateix vèrtex. Un aresta-acoloriment és òptim si utilitza el mínim nombre possible de colors. El Teorema de Vizing implica que un aresta-acolorament òptim d'un graf cúbic requereix tres o quatre colors. Si tres colors són suficients, de l'aresta-acoloriment en diem Tait-acoloriment. Si fan falta quatre colors, diem que el graf és un snark. Holyer va demostrar que determinar si un graf cúbic és Tait-acolorible és un problema NP-complet, i per tant se suposa àmpliament que és un problema molt difícil o intractable en el cas general. Tanmateix, la teoria no prohibeix que es puguin resoldre eficientment casos concrets: és el que s'anomena "ruptura de la intractabilitat". Descrivim un algorisme heurístic anomenat DVC, per "Desplaçament de Vèrtexs Conflictius", que té un bon rendiment empíric en grafs regulars aleatoris. També ens permet comprovar una conjectura de Biggs sobre els "odd graphs" en instàncies de milions de vèrtexs i arestes, utilitzant ordinadors de potència moderada. Els snarks són rellevants en la teoria de grafs: sovint apareixen com a contraexemples minimals de conjectures importants, com per exemple la Conjectura del Recobriment Doble per Cicles (tot graf sense ponts té una família de cicles tal que cada aresta pertany exactament a dos dels cicles). En l'anàlisi i síntesi d'snarks se solen utilitzar multipols, que són "peces" de grafs cúbics amb extrems lliures que es poden unir entre ells. En un multipol Tait-acolorit, el nombre d'extrems lliures de cada color té la mateixa paritat que el nombre total d'extrems lliures (i que el nombre de vèrtexs del multipol). Aquest resultat, conegut com el Lema de Paritat, permet interpretar els multipols com a portes lògiques i els grafs cúbics com a circuits lògics. Això proporciona una manera molt general de construir snarks, en base a circuits lògics sense cap assignació booleana vàlida, i també permet relacionar l'aresta-acoloriment de grafs amb la factorització de nombres enters. En particular, permet construir snarks a partir de nombres primers. Un estat d'un multipol és la restricció d'un Tait-acoloriment del multipol als seus extrems lliures. Si el conjunt d'estats d'un multipol és un subconjunt no buit del conjunt d'estats d'un altre multipol amb un nombre de vèrtexs més gran, diem que n'és una reducció. Un multipol irreductible és un multipol sense cap reducció (un exemple obvi és un multipol minimal, és a dir sense vèrtexs o amb un sol vèrtex). El màxim nombre de vèrtexs d'un multipol irreductible en termes del seu nombre d'extrems lliures és una funció, representada per v(m), el comportament de la qual només es coneix exactament per m<6, mentre que hi ha una fita inferior específica per v(6). Demostrem la irreductibilitat dels multipols que tenen un arbre, un bosc o un cicle com a graf subjacent. Això ens permet establir una fita lineal inferior que és el primer resultat de naturalesa general sobre la funció v(m).
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Handl, Andrea. "World of faces, words and actions : Observations and neural linkages in early life." Doctoral thesis, Uppsala universitet, Institutionen för psykologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-281242.

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From the start of their lives, infants and young children are surrounded by a tremendous amount of multimodal social information. One intriguing question in the study of early social cognition is how vital social information is detected and processed and how and when young infants begin to make sense of what they see and hear and learn to understand other people’s behavior. The overall aim of this thesis was to provide new insights to this exciting field. Investigating behavior and/or neural mechanisms in early life, the three different studies included in this thesis therefore strive to increase our understanding on perception and processing of social information. Study I used eye-tracking to examine infants´ observations of gaze in a third-party context. The results showed that 9-, 16- and 24-month-old infants differentiate between the body orientations of two individuals on the basis of static visual information. More particularly, they shift their gaze more often between them when the social partners face each other than when they are turned away from each other. Using ERP technique, Study II demonstrated that infants at the age of 4 to 5 months show signs of integrating visual and auditory information at a neural level. Further, direct gaze in combination with backwards-spoken words leads to earlier or enhanced neural processing in comparison to other gaze-word combinations. Study III, also an EEG investigation, found that children between 18 and 30 months of age show a desynchronization of the mu rhythm during both the observation and execution of object-directed actions. Also, the results suggest motor system activation when young children observe others’ mimed actions. To summarize, the findings reported in this thesis strengthen the idea that infants are sensitive to others´ gaze and that this may extend to third-party contexts. Also, gaze is processed together with other information, for instance words, even before infants are able to understand others’ vocabulary. Furthermore, the motor system in young children is active during both the observation and imitation of another person’s goal-directed actions. This is in line with findings in infants, children and adults, indicating that these processes are linked at neural level.
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34

Sérée, Bastien. "Problèmes d'optimisation des les graphes paramétrés." Electronic Thesis or Diss., Ecole centrale de Nantes, 2022. http://www.theses.fr/2022ECDN0066.

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Nous considérons des graphes orientés pondérés dont l’énergie est paramétrée. Nous proposons dans un premier temps un algorithme qui, étant donné un graphe et un de ses sommets, renvoie des arbres, chaque arbre représentant les plus courtschemins depuis la source vers tous les autres sommets du graphe pour une zone particulière de l’espace des paramètres. De plus l’union de ces zones couvre l’espace des paramètres. Nous considérons ensuite l’accessibilité dans les graphes à énergie multidimensionnelle, avec un type de contraintes plus absolues qui imposent que l’énergie reste entre des bornes. Nous montrons la décidabilité et la complexité du problème quel que soit le nombre de paramètres et de dimensions lorsque les paramètres prennent des valeurs entières. Nous montrons également l’indécidabilité de ce problème avec au moins un paramètre lorsque la dimension est supérieure ou égale à deux. Nous étudions enfin des jeux de parité à un et deux joueurs sur les graphes paramétrés dont l’objectif est la conjonction d’une condition qualitative sur la parité et d’une condition quantitative : l’énergiedoit rester positive. Nous montrons la décidabilité et prouvons des bornes de la complexité du problème de la recherche d’une stratégie gagnante dans les cas à un et à deux joueurs
We are considering weighted oriented graphs with parametrized energy. Firstly we propose an algorithm that, given a graph and one of its vertices, returns trees, every tree representing shortest-paths from the source to every other vertex for a particular zone of the parameter space. Moreover, union of these zones is a covering of the parameter space. Then we consider reachability in graphs with multi-dimensional energy, with stricter constraints that enforce the energy to stay between bounds. We prove decidabilty and complexity of this problem regardless of the dimension and the number of parameters when parameters take integer values. We alsoprove the undecidability of this problem when there is at least one parameter and the dimension is at least two. Finally we study paritygames on parametrized graphs with one and two players whose objective is the conjunction of a qualitative condition on the parity andquantitative one : energy must stay positive. We show the decidability and prove bounds on the complexity of the problem of searchinga winning strategy in both cases with one and two players
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35

Wiid, Riaan. "Implementation of a protocol and channel coding strategy for use in ground-satellite applications." Thesis, Stellenbosch : Stellenbosch University, 2012. http://hdl.handle.net/10019.1/20346.

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Thesis (MScEng)--Stellenbosch University, 2012.
ENGLISH ABSTRACT: A collaboration between the Katholieke Universiteit van Leuven (KUL) and Stellenbosch University (SU), resulted in the development of a satellite based platform for use in agricultural sensing applications. This will primarily serve as a test platform for a digitally beam-steerable antenna array (SAA) that was developed by KUL. SU developed all flight - and ground station based hardware and software, enabling ground to flight communications and interfacing with the KUL SAA. Although most components had already been completed at the start of this M:Sc:Eng: project, final systems integration was still unfinished. Modules necessary for communication were also outstanding. This project implemented an automatic repeat and request (ARQ) strategy for reliable file transfer across the wireless link. Channel coding has also been implemented on a field programmable gate array (FPGA). This layer includes an advanced forward error correction (FEC) scheme i.e. a low-density parity-check (LDPC), which outperforms traditional FEC techniques. A flexible architecture for channel coding has been designed that allows speed and complexity trade-offs on the FPGA. All components have successfully been implemented, tested and integrated. Simulations of LDPC on the FPGA have been shown to provide excellent error correcting performance. The prototype has been completed and recently successfully demonstrated at KUL. Data has been reliably transferred between the satellite platform and a ground station, during this event.
AFRIKAANSE OPSOMMING: Tydens ’n samewerkingsooreenkoms tussen die Katholieke Universiteit van Leuven (KUL) en die Universiteit van Stellenbosch (US) is ’n satelliet stelsel ontwikkel vir sensor-netwerk toepassings in die landbou bedryf. Hierdie stelsel sal hoofsaaklik dien as ’n toetsmedium vir ’n digitaal stuurbare antenna (SAA) wat deur KUL ontwikkel is. Die US het alle hardeware en sagteware komponente ontwikkel om kommunikasie d.m.v die SAA tussen die satelliet en ’n grondstasie te bewerkstellig. Sedert die begin van hierdie M:Sc:Ing: projek was die meeste komponente alreeds ontwikkel en geïmplementeer, maar finale stelselsintegrasie moes nog voltooi word. Modules wat kommunikasie sou bewerkstellig was ook nog uistaande. Hierdie projek het ’n ARQ protokol geïmplementeer wat data betroubaar tussen die satelliet en ’n grondstasie kon oordra. Kanaalkodering is ook op ’n veld programmeerbare hekskikking (FPGA) geïmplementeer. ’n Gevorderde foutkorrigeringstelsel, naamlik ’n lae digtheids pariteit toetskode (LDPC), wat tradisionele foutkorrigeringstelsels se doeltreffendheid oortref, word op hierdie FPGA geïmplementeer. ’n Kanaalkoderingsargitektuur is ook ontwikkel om die verwerkingspoed van data en die hoeveelheid FPGA logika wat gebruik word, teenoor mekaar op te weeg. Alle komponente is suksesvol geïmplementeer, getoets en geïntegreer met die hele stelsel. Simulasies van LDPC op die FPGA het uistekende foutkorrigeringsresultate gelewer. ’n Werkende prototipe is onlangs voltooi en suksesvol gedemonstreer by KUL. Betroubare data oordrag tussen die satelliet en die grondstasie is tydens hierdie demonstrasie bevestig.
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Garza, Casado Miguel Maria. "The Political Economy of Pre-Electoral Coalitions." The Ohio State University, 2020. http://rave.ohiolink.edu/etdc/view?acc_num=osu1583759580393628.

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37

Raiskupová, Dagmar. "Návrh výrobního procesu se zaměřením na eliminaci nadbytečných kontrolních činností." Master's thesis, Vysoké učení technické v Brně. Fakulta podnikatelská, 2017. http://www.nusl.cz/ntk/nusl-316909.

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The thesis deals with a proposal to change the production process by eliminating the redundant control activities. The first part of the thesis presents various possible theoretical approaches for this issue. It is followed by familiarisation with the concerned production company. The second part is the analytical part where the carried out activities of a particular automotive production unit are identified. These control activities are investigated and then either omitted or authorized. Finally the root causes for the fact that those activities have not already been eliminated are found.
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38

Börjesson, Erika, and Svensson Sofia Heikkilä. "Nu är det din tur att tala - Designförslag för smidigare turtagning i digitala konferensverktyg." Thesis, Högskolan i Halmstad, Akademin för informationsteknologi, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:hh:diva-45058.

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Användningen av digitala konferensverktyg (DKV) har ökat under pandemin Covid-19 ochanvändare har rapporterat att de upplever kommunikationen mer ansträngande än öga-mot-öga. En utmaning i DKV är att det inte går att rikta uppmärksamhet mot specifika samtalsdeltagare för att det inte går att skapa ögonkontakt vilket försvårar turtagning eftersom det är på så vis turen fördelas mellan samtalsdeltagare. Tidigare forskning visar att turtagning stöds av icke-verbala signaler och främst ögonkontakt och att stöd för turtagning i DKV kan designas utifrån att en ögonscanner som läser av var samtalsdeltagare tittar implementeras. Studien syftar till att undersöka hur olika designval vid design av DKV kan användas för att förbättra användaresupplevelser av turtagning vid samtal mellan flera parter i DKV. För att undersöka nya sätt att designa DKV har en designorienterad studie genomförts där designförslag formats baserade på ögonkontakt och dessa har utvärderats tillsammans med användare. Studiens resultat påvisar att turtagning kan stödjas i flerpartssamtal i DKV genom att addera rörliga visuella element som visar vem som talar nu och vem denne etablerar ögonkontakt med för att lämna över turen. Tre designförslag presenteras för hur detta kan göras.
The use of Digital conference tools (DKV) has increased because of the pandemic Covid-19 and DKV users has reported that the communication is more exhausting than communication face-to-face. A challenge in DKV is the inability to direct attention towards specific conversational participants because of absence of eye contact which makes turn-taking difficult since that is how the turn is allocated between conversational participants. Related work shows that turn-taking is supported by non-verbal signals, primarily eye-contact, and that turntaking can be supported by implementing an eyescanner that interpret where conversational participants direct their gaze. The aim of the study is to investigate how different design choices when designing DKV can be used to improve users’ experiences of turn-taking in multi-party conversations in DKV. In order to explore new ways of designing DKV design research has been used to empirically evaluate suggestions for design based on eyecontact. The result of the study shows that turn-taking can be supported in multi-party conversations in DKV by adding moving visual elements that shows who is the current speaker and who this person is establishing eye contact with to allocate the turn. Three suggestions for design are presented for how this could be done.
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39

Wehlmann, Oliver. "Jeu de cartes d'Igor Stravinsky : un jeu de clefs d'analyses." Electronic Thesis or Diss., Université Gustave Eiffel, 2021. http://www.theses.fr/2021UEFL2043.

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Ma thèse explore Jeu de cartes de Stravinsky. Je centre mon discours sur les concepts du modèle analytique, de la théorie du jeu et sur les relations possibles entre un texte littéraire et une partition. Je me concentre sur les façons d'extraire de l'information d'une partition ; les résultats de mon analyse m'intéressent moins. La première donne est analysée par les outils classiques de l'analyse musicale. Pour la deuxième donne j'ai forgé un outil analytique complexe basé sur une phénoménologie du jeu de société et observé en quoi il présente un intérêt pour développer une mise en scène qui respecte les règles du poker. La troisième donne est confrontée avec un article de Heinz-Klaus Metzger sur Stravinsky et la nécrophilie. J'ouvre le champs de l'utilisation d'outils analytiques extra-musicaux et considère le meurtre dans l'œuvre de Stravinsky.Jeu de cartes sert de cas d'étude pour élaborer un bilan analytique des analyses musicales menées
My doctoral thesis is about „The Card Party“ of Stravinsky. I'm dealing with concepts such as analytic models, game theory, or the possible relationships between a literary text and a music score. Its interest lies in the analysis of the ways you may obtain information from a score, not in the results themselves. During the first section I'm applying a series of traditional analytic methods to the first round of the „Card Party“. The second section constructs a synthetic analytical situation where, thanks to a kind of game phenomenology, Stravinsky's second round is supposed to deliver the scenic action of the ballet. In the third section a text from Heinz-Klaus Metzger about Stravinsky and necrophilia is put in contact with the third round as an analytic agent, raising questions as to how to comment murder musically.Instead of resuming results in a conclusive section, I prefer to present a balance about analytical methods. Stravinsky's score is employed as a pretext to discuss the relation between analytical projects and their resulting conclusions
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40

Gürgüç, Zeynep. "Coordination and conflict: an experimental approach." Doctoral thesis, Universitat Pompeu Fabra, 2009. http://hdl.handle.net/10803/7401.

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Esta tesis consta de tres proyectos sobre coordinación y los conflictos utilizando un enfoque experimental. El capítulo 1 estudia si un mecanismo de votación incentiva una coordinación eficiente y concluye en comparación a un sistema de decisión carente de votación (regla del dictador), ambos mecanismos (decisión por mayoría y decisión unánime) son eficaces incentivando la coordinación en la toma de decisiones posteriores. El capítulo 2 se centra en los fallos de coordinación e investiga si una "mancha solar" puede causar un problema de coordinación sobre el equilibrio Pareto-Superior. De los resultados, se deduce que una señal aleatoria exógena genera ineficiencias, aunque sería simplemente mejor ignorarla. Por último, el capítulo 3 estudia un juego de concurso en una red de conflicto. Los resultados demuestran que las estructuras de red en cuestión importan en la determinación del nivel de las inversiones en tecnología de conflicto y, por lo tanto, afectan la intensidad total de los conflictos.
This thesis is a collection of three research projects on coordination and conflict using an experimental approach. Chapter 1 studies whether a voting mechanism induces efficient coordination; and, concludes that compared to a dictator rule where voting is absent, both of the voting rules studied, i.e. majority and unanimity, are successful in inducing coordination in subsequent decisions. Chapter 2 focuses on coordination failures and investigates whether a sunspot leads to failure in coordinating on the Pareto-Superior equilibrium; and in fact, deduces that a random exogenous signal leads to inefficiencies even though it would simply be better if ignored. Finally, chapter 3 studies a contest game in a conflict network. It shows that network structures matter in determining the level of individual investments in the conflict technology, and hence affect total conflict intensity.
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41

Mračková, Marie. "Tiplíci a jejich patogeni." Master's thesis, 2015. http://www.nusl.cz/ntk/nusl-347887.

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This thesis deals with biting midges of the genus Culicoides, which are tiny nematoceran insects belonging to the Diptera, and their parasites. Biting midges partake in transmissions of several parasitical organisms of various groups. Most notably, they are the vectors of several pathogenic viruses which might have a serious impact on livestock. However, the thesis deals with detection of parasites belonging to Trypanosomatids and Filarioids related to two independent biting midges collections - from the Czech Republic and from the Central African region. Apart from testing biting midges, there were carried out the tests on the occurrence of the same group of parasites within ruminant hoofed games in the Czech Republic. Our goal was to find out whether the same parasites occur with biting midges and their hosts (hoofed games) and whether biting midges could play a role as vectors. Biting midges are relatively overlooked group of haematophagous insects. Until recently, they had not been paid much attention, which changed with the spread of Bluetongue virus over Europe. This stimulated a widespread monitoring of biting midges in several European countries, including the Czech Republic. This helped to gain a large amount of data about the occurrence of biting midges near livestock. Nevertheless, there is no...
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42

Blasing, John Konuk. "The games behind the game : the process of democratic deepening and identity formation in Turkey as seen through football clubs." Thesis, 2011. http://hdl.handle.net/2152/ETD-UT-2011-05-3490.

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The history of football clubs in Turkey is entwined with the political and economic development of Turkey in the twentieth century. This thesis focuses on the history of soccer clubs and the close involvement of the sport with the formation of modern Turkish identity during the late Ottoman period, the early republican period, the multi-party period, and finally the Cold War era. As this study also argues, in addition to their role in identity formation, football clubs were the building blocks of associational life in Turkish democracy and thus represent a major force in the process of democratic deepening in the country. The thesis addresses both the complex political functions and uses of soccer clubs and their economic relationship to the development of Turkish business. Through the twentieth century, the politics behind soccer clubs evolved from an affirmation of national identity to a reassertion of local identity as a challenge to the centralized state system. Increased localization—as evidenced by the rising fortunes of soccer clubs and businesses from Central Anatolia, Turkey’s Muslim heartland—also indicates the increased Islamicization of Turkish society accompanying the advent of the AKP (Justice and Development Party). The changing character of Turkish society and the challenge to traditional secular elites by a rising class of Islamic businessmen from outside of the metropolitan areas—developing businesses concentrated mainly in Central Anatolia—are presented through an analysis of Parliamentary election results since 1962 along with the concurrent change in the geographical transformation of the landscape of Turkish soccer through this period. The study examines the complex, multifaceted interrelationships and lines of mutual determinations between the changing conceptions of Turkish identity, democratic deepening, Islamicization, and the economic development of modern Turkey. This thesis demonstrates how these forces that shape social, political, and economic life are played out on the soccer field.
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43

Chia, Huang-chun, and 黃俊嘉. "Robotic and Energetic Regulation via Pareto H-infinity Game." Thesis, 2007. http://ndltd.ncl.edu.tw/handle/50504354894240723001.

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碩士
國立中正大學
機械工程所
95
This work provides an improved controller design process for electrical bikes. The way is the design of controller via pareto game. Then we use this controller as feedback compensator. This controller can regulate the performance of robotic and energetic. And we show the trade off between robotic and energetic. Finally, we display the detailed description of the design process, and compare the response of simulation and practice.
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44

Kselman, Daniel Max. "Electoral Institutions, Party Organizations, and Political Instability." Diss., 2009. http://hdl.handle.net/10161/1091.

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A majority of formal theoretic research in political science treats political parties as unitary actors, and endows them with decision-making powers not unlike those of strategic individuals. This is true both of most research in the spatial-theoretic tradition, as well as most game theoretic research in the field of comparative political-economy. In contrast, my dissertation examines strategic equilibria which arise when competition takes place simultaneously within parties over organizational control and between parties over political office. I first distinguish between three intra-organizational elements: a party's parliamentary group, its activist cadre, and its executive leaders. Chapters 2-4 develop a set of foundational game theoretic models which identify the equilibrium balance of power among these 3 organizational elements as a function of a country's electoral institutions and voters' relative responsiveness to marginal policy changes. In turn, this more complete understanding of intra-party competition sheds light on a number of important questions in comparative politics and comparative political-economy. For example, it helps to identify conditions under which Downsian vote-maximization is in fact a viable assumption in spatial theoretic models; conditions under which Duverger's argument that proportional representation (PR) should tend to generate multi-party competition may not apply; and, in contrast to Lijphart's famous argument, conditions under which PR may instigate rather than mediate social conflict. Ten months of intensive field research conducted in Turkey provide both the quantitative and the qualitative data which constitute the dissertation's most basic empirical material. This data includes primary and secondary source material on the history of intra-organizational competition in Turkey; observational and informant-based information on contemporary Turkish politics and the events of 2006-2008; and a data set of over 4,000 observations on party-switching in the Turkish Parliament (1987-2007).


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45

Wu, Shih-Hung, and 吳世弘. "Agent Coordination by Negotiation in Trusted Third Party Mediated Games." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/94040920313957675842.

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博士
國立清華大學
資訊工程學系
88
The optimal decision of an autonomous agent at a given situation depends on the other agents'' decisions at the same time. Rational agents, assumed as the utility maximizers, should find a stable equilibrium before acting. Since autonomous agents may have the ability of communication, the agents can use a negotiation mechanism to find or create equilibrium. This thesis addresses how to construct the negotiation mechanism under the assumption of game theory. We propose a negotiation mechanism that allows an agent to convince or persuade other agents for a commitment or an alternation of a strategy. The negotiation mechanism can deal with difficult games and reach optimal payoffs with the underlying assumptions of rationality. We also prove that the negotiation mechanism is fair, and the negotiated result must be stable equilibrium. In the thesis we extend the game theory and define the trusted third party mediated game as a way of multi-agent coordination. According to traditional game theory, Prisoner''s dilemma, no or more than one Nash equilibrium games are situations that are difficult to find such a satisfactory solution. In human society, it often involves a trusted third party in the negotiation process among agents to ensure the cooperation and commitment of agents. In this thesis, we describe how the trusted third party can be involved in the negotiation of multi-agent coordination to deal with many difficult game situations. We introduce two communication actions into the traditional game-theoretical reasoning: guarantee and compensation for agents to use in negotiation. Depositing guarantee at the trusted third party can ensure the agents to keep their commitments, while exchanging compensation can allow finding a fair and compromised solution for all agents. The mechanism can deal with all the game situations and find an acceptable equilibrium that gives optimal payoffs. We show first how the negotiation communication protocols can be proceeded using these two communication actions to reach a compromised and stable agreement in all different game situations. Uncertainty is unavoidable in real world problem and may cause risk for the agents. We also extend the mechanism to deal with the uncertain game and find that the risk can be control by agents that have different preferences of risk. We defined three types of preference of risk, i.e., risk-averse, risk-neutral and risk-seeking. The agents negotiate to maximize the expect payoffs while controlling the risk according to its own preference of risk. With this extension, we can conclude that the trusted third party is not limited to deal with traditional game. The trusted third party can also help the agents to coordinate in the uncertain situations.
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46

Chan, Ching-Da, and 詹慶達. "Low Cost Low-density Parity-Check Decoder Using AND Gate Based Min-Sum Algorithm." Thesis, 2008. http://ndltd.ncl.edu.tw/handle/pqdrua.

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碩士
國立雲林科技大學
電子與資訊工程研究所
96
In this thesis we proposed a new full parallel LDPC decoder, using the simple AND gates on check-node circuit operation, resulting no bit-error-rate performances lose when compare with the original min-sum algorithm. A modified min-sum algorithm is derived firstly, and then the hardware complexity of the check-node unit is reduced tremendously. Meanwhile, the variable-to-check node message has mapped into a special irregular quantization method in order that we can just employ basic AND gates to replace the complex comparators in check-node unit. In the hardware implementation case of IEEE 802.16e standard, LDPC matrix scale setting as (576, 288) and under the 0.18μm IC technology, new proposed LDPC decoder saves 22% hardware area. Furthermore, the implemented IEEE 802.11n with matrix scale (648, 324) and taking 0.13μm process technology, it saves 30% hardware when comparing with the traditional min-sum architecture. The operational speed can reach up to 100MHz without pipelining. A real MIMO application implementation is completed, in this thesis, adopting IEEE 802.16e standard matrix scale (576, 288) under a 0.18μm technology, and the core size of LDPC decoder is only 2800μm × 2800μm.
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47

Shih, Hsin-Mei, and 史新媚. "Game-Theoretic Analysis of Renouncing Membership of a Party to Announce Candidacy: A Model of the Other Party Decision Maker as a First Mover." Thesis, 2019. http://ndltd.ncl.edu.tw/handle/5528aj.

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碩士
國立政治大學
財政學系
107
Due to the competition among party factions, unequal allocation in party resources and different political perspectives, it is a common phenomenon in Taiwan’s elections that un-nominated aspirant has a confrontation with their own party. Under this condition, the decision maker of other party has to make a response, and the un-nominated aspirant also needs to consider every circumstance in order to decide whether to renounce membership of party or not. Considering the situation that the un-nominated aspirant faces asymmetric information, this paper uses the game model to analyze if the un-nominated aspirant will run as candidate after other party makes aggressive or passive action. According to the sequential equilibrium, we conclude that when un-nominated aspirant can share the winning benefits with their own party, there will be higher possibility of choosing not to run as candidate for un-nominated aspirant. Moreover, when the decision maker of other party adopts passive action and un-nominated aspirant can’t take away votes from rival parties, it will be more likely for decision maker of other party with strategic type to act aggressively.
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48

Wendy and 溫文慧. "Games and Rituals in Harold Pinter's The Birthday Party, The Caretaker, and The Homecoming." Thesis, 1999. http://ndltd.ncl.edu.tw/handle/81435268863100555416.

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碩士
靜宜大學
英國語文學系
87
The particular area of personal interaction is Pinter's main theme, and it is important to understand the phenomena he concerns. Assumedly, Pinter likes to apply the games and rituals in his plays. Only in the games and rituals, will the characters in the plays expose their vulnerabilities and terror. To exist, they have to fight against the menace that threatens their security. In Pinter's three plays, the outsider plays the role of meancer, and the insiders always play the role of the victim. In the game, no matter who is the winner, all of them will be menaced and victimized in the end. This thesis is divided into five chapters. Chapter I examines Pinter's background, his dramaturgy shaped by his closeness to the "Theatre of the Absurd," and the significance of games and rituals in his plays. This thesis will be done by approaching the subject from two main theories: Eric Berne's Games People Play and Erving Goffman's Interaction Ritual. The main body of this thesis is devoted to the exploration of the games and rituals separately in Pinter's three plays. Chapter II focuses on The Birthday Party. On the one hand, the play is a power game. On the other hand, the play is a game of Stanley's death and rebirth. In addition, the play represents a victim-victor ritual. Chapter III considers the territorial imperative in The Caretaker. The play ends with Davies's expulsion brought about through a series of games and rituals. Chapter IV primarily deals with Ruth's sex and dominance in The Homecoming. And the play represents how Ruth breaks away from her plight and conquers a new place to be her home. Chapter V not only traces these three plays' thematic progression, but also suggests how Pinter's technique of presentation contributes to his incisive treatment of the theme of games and rituals in these three plays.
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49

Benton, Allyson Lucinda. "Patronage games economic reform, political institutions, and the decline of party stability in Latin America /." 2001. http://catalog.hathitrust.org/api/volumes/oclc/53965628.html.

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50

Huang, Chi-Wei, and 黃啟韋. "The optimal inventory decision strategy between vender and buyer with VMI and joint of the third party distributor ——— Using Game Theory." Thesis, 2005. http://ndltd.ncl.edu.tw/handle/79593765011421454382.

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碩士
淡江大學
資訊管理學系
93
As VMI(Vender-Managed Inventory) was adopted by such enterprises like Wal-Mart and successfully put into work, VMI has become a popular issue on supply chain management. The concept of VMI has changed the traditional way of trading which originally lacked trust and cooperation, and gradually made members on the chain build alliance, work for common goals. However, according to some surveys, although people work so hard to spread VMI in one hand, in the other hand the enterprises don’t really realize what benefits VMI can bring. As result, enterprises become to keep steps, just wait and see. With the raise of global competition, in order to focus core abilities some enterprises would rather outsource other non-core abilities to third party. The Third Party Logistics, TPL is a good example for this. The found of TPL has promoted the build of logistics alliances directly or indirectly. And as mention in some papers, logistics alliances would bring some advantages such as quick learning, power of bargaining, supply chain re-engineering, and so on. As the result, TPL will be a key point in this paper and considered when constructs models. Theorically, in order to get some benefits such as cost down or service enhancement, VMI puts emphasis on the cooperation between supply chain members. But as we can see in the real world, when each of these members have to make decisions, what they consider at first are those which can benefit themselves along. As the result, the aim of this paper is to offer the decision models for those decision makers who have to subsist in the so call “Co-opetition” environment. So this paper builds the inventory cost model by using three roles on the supply chain: a Manufacture the seller, a third party distributor, and a retailer the buyer, and exploits the concept of game theory to make analysis in several scenarios. After researching, it can be found that if the buyer is willing to share the seller’s holding cost which occurs in the third party distributor, the benefit for both seller and buyer will not only the cost saving, but the improvements in goodwill and cooperation.
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