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1

Cranen, Sjoerd, Jeroen J. A. Keiren, and Tim A. C. Willemse. "Parity game reductions." Acta Informatica 55, no. 5 (August 4, 2017): 401–44. http://dx.doi.org/10.1007/s00236-017-0301-x.

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2

FRIEDMANN, OLIVER, and MARTIN LANGE. "TWO LOCAL STRATEGY ITERATION SCHEMES FOR PARITY GAME SOLVING." International Journal of Foundations of Computer Science 23, no. 03 (April 2012): 669–85. http://dx.doi.org/10.1142/s0129054112400333.

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The problem of solving a parity game is at the core of many problems in model checking, satisfiability checking and program synthesis. Some of the best algorithms for solving parity game are strategy iteration algorithms. These are global in nature since they require the entire parity game to be present at the beginning. This is a distinct disadvantage because in many applications one only needs to know which winning region a particular node belongs to, and a witnessing winning strategy may cover only a fractional part of the entire game graph. We present two local strategy iteration algorithms which explore the game graph on-the-fly whilst performing the improvement steps. We also compare them empirically with existing global strategy iteration algorithms and the currently only other local algorithm for solving parity games. It turns out that local strategy iteration can outperform these others significantly.
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3

Gazda, M. W., and T. A. C. Willemse. "Cooking Your Own Parity Game Preorders Through Matching Plays." International Journal of Foundations of Computer Science 29, no. 04 (June 2018): 571–90. http://dx.doi.org/10.1142/s012905411841006x.

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Parity games can be used to solve satisfiability, verification and controller synthesis problems. As part of an effort to better understand their nature, or the nature of the problems they solve, preorders on parity games have been studied. Defining these relations, and in particular proving their transitivity, has proven quite difficult on occasion. We propose a uniform way of lifting certain preorders on Kripke structures to parity games and study the resulting preorders. We explore their relation with parity game preorders from the literature and we study new relations. Finally, we investigate whether these preorders can also be obtained via modal characterisations.
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4

WANG, CHAO, NENG-GANG XIE, LU WANG, YE YE, and GANG XU. "A PARRONDO'S PARADOX GAME DEPENDING ON CAPITAL PARITY." Fluctuation and Noise Letters 10, no. 02 (June 2011): 147–56. http://dx.doi.org/10.1142/s0219477511000454.

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Parrondo's Paradox has pointed out that combined losing strategies can win. In Parrondo's Paradox games, the design of game B is critical. Currently there are mainly three versions, which depend on capital, history and space. We devise a new version of game B which depends on the capital parity and draw on the structure of the benefit matrix in the Prisoner's Dilemma game model. Theoretical analysis and computer simulation results both demonstrate the establishment of this paradox version.
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5

Brütsch, Benedikt, and Wolfgang Thomas. "Solving Infinite Games in the Baire Space." Fundamenta Informaticae 186, no. 1-4 (August 30, 2022): 63–88. http://dx.doi.org/10.3233/fi-222119.

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Infinite games (in the form of Gale-Stewart games) are studied where a play is a sequence of natural numbers chosen by two players in alternation, the winning condition being a subset of the Baire space ωω. We consider such games defined by a natural kind of parity automata over the alphabet ℕ, called ℕ-MSO-automata, where transitions are specified by monadic second-order formulas over the successor structure of the natural numbers. We show that the classical Büchi-Landweber Theorem (for finite-state games in the Cantor space 2ω) holds again for the present games: A game defined by a deterministic parity ℕ-MSO-automaton is determined, the winner can be computed, and an ℕ-MSO-transducer realizing a winning strategy for the winner can be constructed.
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6

FEARNLEY, JOHN, and MARTIN ZIMMERMANN. "PLAYING MULLER GAMES IN A HURRY." International Journal of Foundations of Computer Science 23, no. 03 (April 2012): 649–68. http://dx.doi.org/10.1142/s0129054112400321.

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This work considers a finite-duration variant of Muller games, and their connection to infinite-duration Muller games. In particular, it studies the question of how long a finite-duration Muller game must be played before the winner of the finite-duration game is guaranteed to be able to win the corresponding infinite-duration game. Previous work by McNaughton has shown that this must occur after [Formula: see text] moves, and the reduction from Muller games to parity games gives a bound of n · n! + 1 moves. We improve upon both of these results, by giving a bound of 3n moves.
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7

Friedmann, Oliver, and Martin Lange. "Local Strategy Improvement for Parity Game Solving." Electronic Proceedings in Theoretical Computer Science 25 (June 9, 2010): 118–31. http://dx.doi.org/10.4204/eptcs.25.13.

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8

van Dijk, Tom. "A Parity Game Tale of Two Counters." Electronic Proceedings in Theoretical Computer Science 305 (September 18, 2019): 107–22. http://dx.doi.org/10.4204/eptcs.305.8.

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9

Ben-Naim, E., and P. L. Krapivsky. "Parity and ruin in a stochastic game." European Physical Journal B 25, no. 2 (February 2002): 239–43. http://dx.doi.org/10.1140/epjb/e20020027.

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10

Sato, Hiroko, and Toshiyuki Yasui. "Differences in Changes in Game Usage Time and Game Use-Related Factors Depending on Parity in a Prospective Study of Pregnant Women in Japan." Healthcare 11, no. 23 (November 22, 2023): 3017. http://dx.doi.org/10.3390/healthcare11233017.

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Game usage has recently been increasing, but the actual situation of game usage and issues among pregnant women are not clarified. The purpose of this prospective longitudinal study was to examine changes in game usage, lifestyle, and thoughts about game usage during pregnancy depending on parity and to clarify the characteristics of pregnant women who continue to use games. We conducted three web surveys in early, mid- and late pregnancy in 238 pregnant women. For primiparous women who continued to use games, there was a significant increase in game usage time from early to late pregnancy (p = 0.022), and 25.0% of those women had anxiety that they might have a game addiction. For primiparous women in mid-pregnancy and multiparous women in early and late pregnancy, the proportions of women who thought that they could not use gaming sufficiently due to pregnancy and child-rearing were significantly higher in women who continued to use games. In both primiparous women and multiparous women, the proportion of partners who used games was significantly higher in women who continued to use games. It is necessary for midwives to discuss with pregnant women and their partners about game usage and to provide advice about control of game usage in daily life.
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11

MICEK, PIOTR, and BARTOSZ WALCZAK. "A Graph-Grabbing Game." Combinatorics, Probability and Computing 20, no. 4 (March 9, 2011): 623–29. http://dx.doi.org/10.1017/s0963548311000071.

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Two players share a connected graph with non-negative weights on the vertices. They alternately take the vertices (one in each turn) and collect their weights. The rule they have to obey is that the remaining part of the graph must be connected after each move. We conjecture that the first player can get at least half of the weight of any tree with an even number of vertices. We provide a strategy for the first player to get at least 1/4 of an even tree. Moreover, we confirm the conjecture for subdivided stars. The parity condition is necessary: Alice gets nothing on a three-vertex path with all the weight at the middle. We suspect a kind of general parity phenomenon, namely, that the first player can gather a substantial portion of the weight of any ‘simple enough’ graph with an even number of vertices.
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12

Sanchez, Lisette, Wieger Wesselink, and Tim A. C. Willemse. "A Comparison of BDD-Based Parity Game Solvers." Electronic Proceedings in Theoretical Computer Science 277 (September 7, 2018): 103–17. http://dx.doi.org/10.4204/eptcs.277.8.

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13

Lijzenga, Oebele, and Tom van Dijk. "Symbolic Parity Game Solvers that Yield Winning Strategies." Electronic Proceedings in Theoretical Computer Science 326 (September 20, 2020): 18–32. http://dx.doi.org/10.4204/eptcs.326.2.

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14

Horvat, Sebastian, and Borivoje Dakić. "Interference as an information-theoretic game." Quantum 5 (March 8, 2021): 404. http://dx.doi.org/10.22331/q-2021-03-08-404.

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The double slit experiment provides a clear demarcation between classical and quantum theory, while multi-slit experiments demarcate quantum and higher-order interference theories. In this work we show that these experiments pertain to a broader class of processes, which can be formulated as information-processing tasks, providing a clear cut between classical, quantum and higher-order theories. The tasks involve two parties and communication between them with the goal of winning certain parity games. We show that the order of interference is in one-to-one correspondence with the parity order of these games. Furthermore, we prove the order of interference to be additive under composition of systems both in classical and quantum theory. The latter result can be used as a (semi)device-independent witness of the number of particles in the quantum setting. Finally, we extend our game formulation within the generalized probabilistic framework and prove that tomographic locality implies the additivity of the order of interference under composition. These results shed light on the operational meaning of the order of interference and can be important for the identification of the information-theoretic principles behind second-order interference in quantum theory.
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15

CHATTERJEE, KRISHNENDU, and NIR PITERMAN. "OBLIGATION BLACKWELL GAMES AND P-AUTOMATA." Journal of Symbolic Logic 82, no. 2 (June 2017): 420–52. http://dx.doi.org/10.1017/jsl.2016.71.

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AbstractWe generalize winning conditions in two-player games by adding a structural acceptance condition called obligations. Obligations are orthogonal to the linear winning conditions that define whether a play is winning. Obligations are a declaration that player 0 can achieve a certain value from a configuration. If the obligation is met, the value of that configuration for player 0 is 1.We define the value in such games and show that obligation games are determined. For Markov chains with Borel objectives and obligations, and finite turn-based stochastic parity games with obligations we give an alternative and simpler characterization of the value function. Based on this simpler definition we show that the decision problem of winning finite turn-based stochastic parity games with obligations is in NP∩co-NP. We also show that obligation games provide a game framework for reasoning about p-automata.
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16

Brown, Tricia Muldoon, and Abrahim Ladha. "Exploring mod 2 n-queens games." Recreational Mathematics Magazine 6, no. 11 (September 1, 2019): 15–25. http://dx.doi.org/10.2478/rmm-2019-0002.

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Abstract We introduce a two player game on an n × n chessboard where queens are placed by alternating turns on a chessboard square whose availability is determined by the parity of the number of queens already on the board which can attack that square. The game is explored as well as its variations and complexity.
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17

Bejger, Sylwester. "Theoretical Model of Pricing Behavior on the Polish Wholesale Fuel Market." Folia Oeconomica Stetinensia 16, no. 1 (December 1, 2016): 286–300. http://dx.doi.org/10.1515/foli-2016-0019.

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Abstract In this paper, we constructed a theoretical model of strategic pricing behavior of the players in a Polish wholesale fuel market. This model is consistent with the characteristics of the industry, the wholesale market, and the players. The model is based on the standard methodology of repeated games with a built-in adjustment to a focal price, which resembles the Import Parity Pricing (IPP) mechanism. From the equilibrium of the game, we conclude that the focal price policy implies a parallel pricing strategic behavior on the market.
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18

Huang, Hanqiao, Weiye Weng, Huan Zhou, Zijian Jiang, and Yue Dong. "Maneuvering Decision Making Based on Cloud Modeling Algorithm for UAV Evasion–Pursuit Game." Aerospace 11, no. 3 (February 27, 2024): 190. http://dx.doi.org/10.3390/aerospace11030190.

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When facing problems in the aerial pursuit game, most of the current unmanned aerial vehicles (UAVs) have good maneuverability performance, but it is difficult to utilize the overload maneuverability of UAVs properly; further, UAVs tend to be more costly, and it is often difficult to effectively prevent the enemy from reaching the tailgating position behind the UAV in the aerial pursuit game. Therefore, there is a pressing need for a maneuvering algorithm that can effectively allow a UAV to quickly protect itself in a disadvantageous position, stably and effectively select a maneuver with the maneuvering algorithm, and stably and effectively establish an advantage by moving to an advantageous position. Therefore, this paper establishes a cloud model-based UAV-maneuvering aerial pursuit decision-making model based on pursuit-and-evasion game positions. Based on the evaluation of the latter, when the UAV is at a disadvantage, we use the constructed defensive maneuver expert pool to abandon the disadvantageous position. When the UAV is at an advantage, we use cloud model-based pursuit-and-evasion game maneuvering decision making to establish an advantageous position. According to the results of the simulation examples, the maneuvering decision-making method designed in this paper confirms that the UAV can quickly abandon its position and establish an advantage in case of parity or disadvantage and that it can also stably establish a tail-chasing position in case of advantage.
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19

Rochefort, David A. "The Affordable Care Act and the Faltering Revolution in Behavioral Health Care." International Journal of Health Services 48, no. 2 (March 29, 2018): 223–46. http://dx.doi.org/10.1177/0020731417753674.

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Often described in such terms as a “revolution” and a “game-changer” for the behavioral health sector in the United States, the Affordable Care Act has helped to enhance coverage for mental health and substance use disorders while encouraging service system innovations at the organizational level. However, tens of millions of Americans still lack health insurance, insurance companies are resisting the implementation of parity coverage rules, and inequalities in the financing and organization of care continue to worsen in key respects. This article examines these difficulties and their political-economic nature, highlighting the need for a single-payer framework if the task of reform is to be fulfilled.
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20

Noor Inayati, Inna, and Ade Ineu Martini. "The Relationship of Risk Factors with Preterm Labor at Ummi Bogor Hospital in 2022." Jurnal Multidisiplin Indonesia 3, no. 2 (February 27, 2024): 3839–952. http://dx.doi.org/10.58344/jmi.v3i2.1116.

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Preterm labor causes abnormalities in the baby and perinatal death. The exact cause of preterm labor is not yet known, but maternal and pregnancy risk factors can cause it. This study analyzes the relationship between risk factors and preterm labor at Ummi Bogor Hospital Bogor in 2022. The research method uses an observational analytical design of retrospective case-control design. The population is all mothers at Ummi Bogor Hospital Bogor who gave birth prematurely in 2022, as many as 213 people. Bivariate analysis technique using chi-square test. Respondent characteristics were 64.8% of mothers aged 20-30 years, 60% multipara, 86.9% with singleton pregnancies, 82.2% with HAP, 71.4% with KPD, 75.5% with PEB, and 97.7% with fetal distress. The results of bivariate analysis used che square test of age p values (p = 0.846), p parity (p = 0.161), p game (0.118), p HAP (p = 0.354, p KPD (p = 0.861), p PEB (p = 0.404) and p Fetal distress (p = 0.252). In conclusion, there is no relationship between age, parity, gameli, HAP, KPD, PEB, and fetal stress factors for preterm labor at Ummi Bogor Hospital Bogor in 2022.
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21

Carter, J. Scott. "Fractal simplices." Journal of Knot Theory and Its Ramifications 25, no. 09 (August 2016): 1641003. http://dx.doi.org/10.1142/s0218216516410030.

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There are three constructions of which I know that yield higher dimensional analogues of Sierpinski’s triangle. The most obvious is to remove the open convex hull of the midpoints of the edges of the [Formula: see text]-simplex. The complement is a union of simplices. Continue the removal recursively in each of the remaining sub-simplices. The result is an uncountably infinite figure in [Formula: see text]-dimensional space that is Cantor-like in a manner analogous to the Sierpinski triangle. A countable analogue is obtained by means of playing the chaos game in the [Formula: see text]-simplex. In this “game” one chooses a random [Formula: see text]-ary sequence; starting from the initial point (that is identified with a vertex of the simplex), one continues to plot points by moving half-again as much towards the next point in the sequence. The resulting plot converges to the figure described above. Similarly, coloring the multinomial coefficients black or white according to their parity results in a similar figure, when the [Formula: see text]-dimensional analogue of the Pascal triangle is rescaled and embedded in space.
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22

Neider, Daniel, Alexander Weinert, and Martin Zimmermann. "Synthesizing optimally resilient controllers." Acta Informatica 57, no. 1-2 (October 31, 2019): 195–221. http://dx.doi.org/10.1007/s00236-019-00345-7.

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Abstract Recently, Dallal, Neider, and Tabuada studied a generalization of the classical game-theoretic model used in program synthesis, which additionally accounts for unmodeled intermittent disturbances. In this extended framework, one is interested in computing optimally resilient strategies, i.e., strategies that are resilient against as many disturbances as possible. Dallal, Neider, and Tabuada showed how to compute such strategies for safety specifications. In this work, we compute optimally resilient strategies for a much wider range of winning conditions and show that they do not require more memory than winning strategies in the classical model. Our algorithms only have a polynomial overhead in comparison to the ones computing winning strategies. In particular, for parity conditions, optimally resilient strategies are positional and can be computed in quasipolynomial time.
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23

REED, WILLIAM. "Information, Power, and War." American Political Science Review 97, no. 4 (November 2003): 633–41. http://dx.doi.org/10.1017/s0003055403000923.

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Ultimatum bargaining models of international interactions suggest that when conflict is costly and the actors are fully informed, the probability of conflict goes to zero. However, conflict occurs with some positive probability when the challenger is uncertain about the defender's reservation value. I employ a simple ultimatum game of bargaining to evaluate two traditional power-centric theories of world politics, balance of power, and power transition theory. The formal and empirical analyses demonstrate that as states approach power parity, information asymmetries are greatest, thus enhancing the probability of militarized conflict. Uncertainty is a central cause of conflict emergence and is correlated with the distribution of observable capabilities. Recognizing the relationship between the distribution of power and the uncertainty offers a more sophisticated interpretation of power-centric explanations of world politics.
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24

Haas, Randall, James Watson, Tammy Buonasera, John Southon, Jennifer C. Chen, Sarah Noe, Kevin Smith, Carlos Viviano Llave, Jelmer Eerkens, and Glendon Parker. "Female hunters of the early Americas." Science Advances 6, no. 45 (November 2020): eabd0310. http://dx.doi.org/10.1126/sciadv.abd0310.

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Sexual division of labor with females as gatherers and males as hunters is a major empirical regularity of hunter-gatherer ethnography, suggesting an ancestral behavioral pattern. We present an archeological discovery and meta-analysis that challenge the man-the-hunter hypothesis. Excavations at the Andean highland site of Wilamaya Patjxa reveal a 9000-year-old human burial (WMP6) associated with a hunting toolkit of stone projectile points and animal processing tools. Osteological, proteomic, and isotopic analyses indicate that this early hunter was a young adult female who subsisted on terrestrial plants and animals. Analysis of Late Pleistocene and Early Holocene burial practices throughout the Americas situate WMP6 as the earliest and most secure hunter burial in a sample that includes 10 other females in statistical parity with early male hunter burials. The findings are consistent with nongendered labor practices in which early hunter-gatherer females were big-game hunters.
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25

Seliverstov, Alexandr Vladislavovich. "On some quasipolynomial-time algorithms." Computer tools in education 1, no. 2 (August 15, 2021): 5–12. http://dx.doi.org/10.32603/2071-2340-2021-2-5-12.

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Since ancient times, algorithms are inextricably linked with mathematics. However, the theory of algorithms received independent development only in the first half of the 20th century. The initial period was associated with discovery of unsolvable as well as very difficult problems. So, in 1927 Gabriel Sudan published the first example of a computable function that is provably not primitive recursive. The practical significance of asymptotic estimates of computational complexity became apparent only in the second half of the 20th century. We consider some well-known decision problems solvable in quasipolynomial time, that is, problems presumably belonging to the intermediate class between polynomial time and exponential time. The collection comprises isomorphism testing, solution to the parity game, and (validated under the generalized Riemann hypothesis) factorization of univariate polynomials over finite fields. We also present some technical results, which can be used to create new quasipolynomial-time algorithms.
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26

Situ, Haozhen, Cai Zhang, and Fang Yu. "Quantum advice enhances social optimality in three-party conflicting interest games." Quantum Information and Computation 16, no. 7&8 (May 2016): 588–96. http://dx.doi.org/10.26421/qic16.7-8-2.

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Quantum pseudo-telepathy games are good examples of explaining the strangeness of quantum mechanics and demonstrating the advantage of quantum resources over classical resources. Most of the quantum pseudo-telepathy games are common interest games, nevertheless conflicting interest games are more widely used to model real world situations. Recently Pappa et al. (Phys. Rev. Lett. 114, 020401, 2015) proposed the first two-party conflicting interest game where quantum advice enhances social optimality. In the present paper we give two new three-party conflicting interest games and show that quantum advice can enhance social optimality in a three-party setting. The first game we propose is based on the famous GHZ game which is a common interest game. The second game we propose is related to the Svetlichny inequality which demonstrates quantum mechanics cannot be explained by the local hidden variable model in a three-party setting.
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27

Rane, Lokesh. "Secure Digital E-Voting System using Blockchain Technology." International Journal for Research in Applied Science and Engineering Technology 9, no. VII (July 10, 2021): 164–67. http://dx.doi.org/10.22214/ijraset.2021.36283.

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Technology has great positive impacts on numerous aspects of our social life. Designing a globally connected architecture enables simple access to a range of resources and services. Furthermore, technology rather just like the internet has been a fertile ground for innovation and creativity. The blockchain technology is presented as a game-changer for several existing and emerging technologies. With its immutability property and decentralized architecture, it's taking center stage in many services as an equalization factor to the current parity between consumers and big corporations/governments. one among the fields during which blockchain application is used is E-voting. The target of such a scheme would be to produce a decentralized architecture to run and support a voting scheme that's open, fair, and independently verifiable. this might propose a possible new e-voting protocol that utilizes the blockchain as a transparent box. The protocol helps to attain fundamental e-voting properties additionally as offer a degree of decentralization.
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28

Dutta, Arijita, Sharmistha Banerjee, Olivia Sarkar, Arkadipta Roy, Ashish Kumar Sana, and Sudeshna Basu Mukherjee. "Emergence of Women-Owned SMEs as a Game-Changer of Malaysia in the Era of Digitalization." Asian Journal of Managerial Science 8, no. 3 (November 5, 2019): 15–23. http://dx.doi.org/10.51983/ajms-2019.8.3.1626.

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Abstract Given the current constraints of the Malaysian economy to grow beyond the middle-income trap, the women owned small and medium enterprises are envisioned to be the game changers, to lead the Malaysian economy out of the middle-income trap. While the microenterprises owned by women are expected to bring in more inclusiveness and gender-parity in the economy, the small ventures can feed in the big business to act as an enabler of growth, and the medium enterprises have the potential to emerge as driver of growth themselves. The authors posit that classical constraints faced by women-owned SMEs, mostly rooted in resource crunch may be partially overcome by using the digitalized platform and e-commerce infrastructure of the country. However, state-level evidence suggests that majority of women-owned SMEs (WOSME) belong to micro and small sectors, with limited ability of job creation. Also, the presence of medium firms is highly skewed towards traditional low-technology sectors, in spite of educational and technical exposure. The success of these WOSME is actually dependent on the nature of the big business and the state-level economic and social characteristics, rather than the utilization of digital platforms by SMEs. This supports the evidence that success of WOSME is still heavily dependent on the large business enterprises, representing the classical structure. Absence of any effective policy to encourage women SME entrepreneurs in Malaysia constricts WOSMEs from playing the role of game-changer in the digitalized economy, in spite of their extremely high potential. Policies in the country appeared to be ethnicity-conscious, rather than gender-centric.
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29

Kolkowski, Radoslaw, Tommi K. Hakala, Andriy Shevchenko, and Mikko J. Huttunen. "Nonlinear nonlocal metasurfaces." Applied Physics Letters 122, no. 16 (April 17, 2023): 160502. http://dx.doi.org/10.1063/5.0140483.

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Optical metasurfaces have recently emerged as the game changer in light manipulation and opened up new perspectives in many subfields of optics and photonics. Recent developments in nonlocal metasurfaces, in which the nanoscale building blocks respond to the incoming light collectively rather than as individual objects, are especially promising for enhancing and controlling the nonlinear optical phenomena. In this article, we provide a brief overview of the basic principles of nonlocal metasurfaces in the context of their nonlinear optical functionalities. We discuss the origin and the regimes of the nonlocal response, covering the aspects of multiple scattering, radiation damping, quality factor, local-field enhancement, and temporal dynamics. Some important aspects are illustrated by computational examples. We also give our personal viewpoint on the selected ideas and research directions in nonlocal and nonlinear metasurfaces, including the role of spatial symmetry in nonlocal interactions, the effects of phase and momentum matching in frequency conversion, as well as the possibilities offered by new material platforms and novel concepts, such as bound states in the continuum, parity–time symmetry, and time-variant metasurfaces.
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30

Marcelino, Andrew, Jeanny Pragantha, and Darius Andana Haris. "PEMBUATAN GAME PARTY MULTIPLAYER “PHONEWARS” MENGGUNAKAN SMARTPHONE SEBAGAI GAMEPAD PADA PLATFORM PC." Jurnal Ilmu Komputer dan Sistem Informasi 9, no. 1 (January 18, 2021): 10. http://dx.doi.org/10.24912/jiksi.v9i1.11552.

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"PhoneWars" is a two-dimensional party game which contains 9 mini-games that can be played by two to four players using their smartphone as the controller. This game was created using Unity for PC or laptop and the controller is created for Android. Easy Wifi Controller was used as the asset to connect the controller to the game. Photoshop was used to design the characters and other sprites for the game. Each mini-game have different gameplay and theme. Players have to collect points by competing in mini-games. Testing was done using blackbox testing, alpha testing, and beta testing with a questionnaire distributed to 75 respondents divided into 31 groups. The results show that the game "PhoneWars" is a multiplayer game that has a pretty good graphics, easy to play, and features a smartphone as a controller that makes it easier for players to play this game.
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31

Brautbar, Mickey, Michael Kearns, and Umar Syed. "Private and Third-Party Randomization in Risk-Sensitive Equilibrium Concepts." Proceedings of the AAAI Conference on Artificial Intelligence 24, no. 1 (July 4, 2010): 723–28. http://dx.doi.org/10.1609/aaai.v24i1.7634.

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We consider risk-sensitive generalizations of Nash and correlated equilibria in noncooperative games. We prove that, except for a class of degenerate games, unless a two-player game has a pure Nash equilibrium, it does not have a risk-sensitive Nash equilibrium. We also show that every game has a risk-sensitive correlated equilibrium. The striking contrast between these existence results is due to the different sources of randomization in Nash (private randomization) and correlated equilibria (third-party randomization).
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32

Zimmerman, Dale, and Hong Beng Lim. "The middle-seed anomaly: why does it occur in some sports tournaments but not others?" Journal of Quantitative Analysis in Sports 17, no. 3 (May 7, 2021): 171–85. http://dx.doi.org/10.1515/jqas-2020-0065.

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Abstract Previously published statistical analyses of NCAA Division I Men’s Tournament (“March Madness”) game outcomes have revealed that the relationship between tournament seed and the time-aggregated number of third-round (“Sweet 16”) appearances for the middle half of the seeds exhibits a statistically and practically significant departure from monotonicity. In particular, the 8- and 9-seeds combined appear less often than any one of seeds 10–12. In this article, we show that a similar “middle-seed anomaly” also occurs in the NCAA Division I Women’s Tournament but does not occur in two other major sports tournaments that are similar in structure to March Madness. We offer explanations for the presence of a middle-seed anomaly in the NCAA basketball tournaments, and its absence in the others, that are based on the combined effects of the functional form of the relationship between team strength and seed specific to each tournament, the degree of parity among teams, and certain elements of tournament structure. Although these explanations account for the existence of middle-seed anomalies in the NCAA basketball tournaments, their larger-than-expected magnitudes, which arise mainly from the overperformance of seeds 10–12 in the second round, remain enigmatic.
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Seier, Markus. "The Intuition of Punishment: A Study of Fairness Preferences and Cognitive Ability." Games 11, no. 2 (May 7, 2020): 21. http://dx.doi.org/10.3390/g11020021.

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Can differences in cognitive reflection explain other-regarding behavior? To test this, I use the three-item Cognitive Reflection Task to classify individuals as intuitive or reflective and correlate this measure with choices in three games that each subject participates in. The main sample consists of 236 individuals who completed the dictator game, ultimatum game and a third-party punishment task. Subjects afterwards completed the three-item Cognitive Reflection Test. Results showed that intuitive individuals acted more prosocially in all social dilemma tasks. These individuals were more likely to serve as a norm enforcer and third-party punish a selfish act in the dictator game. Reflective individuals were found more likely to act consistently in a self-interested manner across the three games.
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Wu, Wentao. "Theory and Practical Application Based on Game Theory." BCP Business & Management 44 (April 27, 2023): 919–25. http://dx.doi.org/10.54691/bcpbm.v44i.4978.

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Game theory refers to the method in which one of the interacting parties obtains the decision-making information of the other party and uses it to influence the other party in turn. Therefore, game theory is also called "game theory". Game theory can be divided into cooperative game and non-cooperative game. In recent decades, the theory of game theory has developed rapidly with the establishment of John Nash and has been applied to many fields such as medical, engineering, military, and business. In this paper, the author starts from the basic definition of game theory and analyze the prisoner's dilemma, concordance fallacy, median voter theorem, Gounod model, Bertrand model, iterative deletion of dominated strategy, etc. through specific cases. The research results show that game theory has been widely used in the economy. For bilateral games, the results of Nash equilibrium are unstable. The research in this paper broadens the theory of game theory and has important practical significance for the application research of game theory.
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Omodunbi, Bolaji Abigail, Afeez Adekunle Soladoye, Opeyemi Asaolu, and Emmanuel Yusuf. "Development of an Interactive Android-Based Ayo-Olopon Game." ABUAD Journal of Engineering Research and Development (AJERD) 6, no. 2 (December 1, 2023): 157–66. http://dx.doi.org/10.53982/ajerd.2023.0602.15-j.

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One of the most widely acceptable means of entertainment all over the world is Games especially in Africa to ease the mind from stress after a rigorous day’s work. Over the years, there have been several African games nearly going into extinction due to the advancement of more new smartphone-based games and the general public is more comfortable using the modern-day gizmo. This has brought about reduction in the number of people that understands and knows about African traditional games and ethics. A lot of effort has been put in place by many developers and researchers to digitalize these games (like Ayo-Olopon) to improve their popularity and expand their accessibility across the globe. The current versions of this Ayo-Olopon game does not provide room for Multi-player in real time nor presence of third party as viewer during the game session. This research developed an android-based Ayo-Olopon game using a stack of React Native for the frontend design and server-side scripting through Node.Js, Websocket was also incorporated which enables real-time communication for multi-players and a third party to join the game as a viewer. The game was evaluated using feedback from randomly selected user and more than 98% of them ascertained its uniqueness and excellent performance. Response speed and transfer time were also used as the evaluation metrics with varying network technologies and protocols, WLAN network technology with gave the shortest response time and transfer speed of 150ms and 0.263s respectively f. This shows that the developed Ayo-olopon game gave a very satisfactory user experience and good performance with good Computational time. Future work should focus on enabling viewers to use audio or chat to motivate the players and increase their morale.
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Xiao, Shou Bai. "The Application of Multimedia Video Technology in 3D Table Tennis Games." Applied Mechanics and Materials 599-601 (August 2014): 1934–37. http://dx.doi.org/10.4028/www.scientific.net/amm.599-601.1934.

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With the continuous development of computer technology, the technology in designing and developing 3D games has been more and more mature. Compared to the traditional ones, 3D games present more real screen effects and stronger visual impact due to its adopting the concept of stereo space coordinates, increasing the arbitrariness of space operation and its own attraction. By applying media video technology to 3D table tennis games, players can hit the ball with the racket to implement the move of the ball in the game scene. To achieve the ball’s real-time depiction, every frame in the game must be updated. An outstanding 3D game cannot be developed without an excellent 3D game engine. The complex graphic algorithm of the game is encapsulated in modules efficiently while simple and effective SDK interface, powerful editor and matching third-party plug-ins are provided externally. Meanwhile, it possesses the function in network, database and script, etc, making the development of 3D games easier and of high quality. Numerous UI (graphical interfaces) are offered in the whole game to help players understand and learn the game. The game is operated so easily that it can be well played only through click, which simplifies the fussy operation of regular ones and provides players with more enjoyment.
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37

Watson, Joel. "Information Transmission When the Informed Party Is Confused." Games and Economic Behavior 12, no. 1 (January 1996): 143–61. http://dx.doi.org/10.1006/game.1996.0010.

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38

Li, Jiaye. "Research on the Gameplay and Art Style of Survival Games." Communications in Humanities Research 5, no. 1 (September 14, 2023): 264–67. http://dx.doi.org/10.54254/2753-7064/5/20230266.

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In modern society, due to the development of human technology and video games, many people have started to know and play video games. One of the main reasons is that video games are a form of entertainment that only requires a computer or a phone, making them a popular activity to do when tired, relaxing, or just passing time. Additionally, there are many types of video games, including sandbox, real-time strategy, shooters, multiplayer online battle arenas, role-playing games, simulations, sports games, puzzlers, party games, action-adventure games, survival games, and platforms. However, survival games are not as well-known as some other types of games. They are a wide category of games that are set in a wide map and force the player to start an adventure with limited equipment. The main parts of a survival game include the background, character, plot, art design, game concept, and design. The way to investigate survival games is through a review of relevant literature and articles. Therefore, the conclusion of this research paper will be a summary of the game design and art style of survival games.
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Sintoris, Christos, Nikoleta Yiannoutsou, Soteris Demetriou, and Nikolaos Avouris. "Discovering the invisible city: Location-based games for learning in smart cities." Interaction Design and Architecture(s), no. 16 (March 20, 2013): 47–64. http://dx.doi.org/10.55612/s-5002-016-005.

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In this paper we discuss how location-based mobile games can be designed for learning in modern technology enhanced public spaces. We start with the description of the design process and we identify the main challenges faced. We elaborate the case of the game Invisible City: Rebels vs. Spies, a game to be played in a city centre using mobile devices. Through this case we highlight the adaptation of an original party game into a mobile form, the issues we faced and the key aspects conductive to learning in a smart city. It is claimed that creating mobile city games for learning is a new challenge, as our city landscapes are augmented with an increasing number of layers of digital information in which a new generation of city games are played.
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Kovalchuk, Vasyl, Ivan Prylepa, Oleksandra Chubrei, Inna Marynchenko, Vitalii Opanasenko, and Yevhenii Marynchenko. "Development of Emotional Intelligence of Future Teachers of Professional Training." International Journal of Early Childhood Special Education 14, no. 1 (March 17, 2022): 39–51. http://dx.doi.org/10.9756/int-jecse/v14i1.221006.

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The problem of the development of emotional intelligence of future specialists in vocational education is investigated. It is established that emotional intelligence is the subject of scientific knowledge of modern domestic and foreign research. Based on the analysis of scientific and pedagogical works of scientists and the real practice of emotional intelligence, it is established that the modern labor market needs workers with a set of technical, soft, and social skills that can change according to the requirements associated with work. It has been proven that investing in skills development is critical in a country's economic growth and competitiveness. Among the necessary skills of a modern specialist, we have identified: comprehensive problem solving, critical thinking, mobility, creativity, leadership, time management, coordination with others, emotional intelligence, judgment and decision making, guidance service, negotiation, cognitive flexibility. At the theoretical level, the psychological features of the formation of emotional intelligence of future professionals in the specialization 015.36 - Vocational education are substantiated, the technology of light industry products and 015.37 - Vocational education. Agricultural production, processing of farm products, and food technology have scientifically identified ways to form emotional intelligence (involving future teachers of vocational training in various activities: game, project, cooperative, research; establishing parity in the system of interaction "student - student," "teacher - group of students," "student - group of students "; introduction of active teaching methods ("openwork saw," "pyramid," "brainstorming," etc.). The article substantiates the need and possibilities of forming the emotional intelligence of the future specialist during the student period.
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41

Monderer, D., and M. Tennenholtz. "K-Implementation." Journal of Artificial Intelligence Research 21 (January 1, 2004): 37–62. http://dx.doi.org/10.1613/jair.1231.

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This paper discusses an interested party who wishes to influence the behavior of agents in a game (multi-agent interaction), which is not under his control. The interested party cannot design a new game, cannot enforce agents' behavior, cannot enforce payments by the agents, and cannot prohibit strategies available to the agents. However, he can influence the outcome of the game by committing to non-negative monetary transfers for the different strategy profiles that may be selected by the agents. The interested party assumes that agents are rational in the commonly agreed sense that they do not use dominated strategies. Hence, a certain subset of outcomes is implemented in a given game if by adding non-negative payments, rational players will necessarily produce an outcome in this subset. Obviously, by making sufficiently big payments one can implement any desirable outcome. The question is what is the cost of implementation? In this paper we introduce the notion of k-implementation of a desired set of strategy profiles, where k stands for the amount of payment that need to be actually made in order to implement desirable outcomes. A major point in k-implementation is that monetary offers need not necessarily materialize when following desired behaviors. We define and study k-implementation in the contexts of games with complete and incomplete information. In the latter case we mainly focus on the VCG games. Our setting is later extended to deal with mixed strategies using correlation devices. Together, the paper introduces and studies the implementation of desirable outcomes by a reliable party who cannot modify game rules (i.e. provide protocols), complementing previous work in mechanism design, while making it more applicable to many realistic CS settings.
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42

Bachrach, Yoram, Edith Elkind, Enrico Malizia, Reshef Meir, Dmitrii Pasechnik, Jeffrey S. Rosenschein, Jörg Rothe, and Michael Zuckerman. "Bounds on the Cost of Stabilizing a Cooperative Game." Journal of Artificial Intelligence Research 63 (December 27, 2018): 987–1023. http://dx.doi.org/10.1613/jair.1.11270.

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A key issue in cooperative game theory is coalitional stability, usually captured by the notion of the core---the set of outcomes that are resistant to group deviations. However, some coalitional games have empty cores, and any outcome in such a game is unstable. We investigate the possibility of stabilizing a coalitional game by using subsidies. We consider scenarios where an external party that is interested in having the players work together offers a supplemental payment to the grand coalition, or, more generally, a particular coalition structure. This payment is conditional on players not deviating from this coalition structure, and may be divided among the players in any way they wish. We define the cost of stability as the minimum external payment that stabilizes the game. We provide tight bounds on the cost of stability, both for games where the coalitional values are nonnegative (profit-sharing games) and for games where the coalitional values are nonpositive (cost-sharing games), under natural assumptions on the characteristic function, such as superadditivity, anonymity, or both. We also investigate the relationship between the cost of stability and several variants of the least core. Finally, we study the computational complexity of problems related to the cost of stability, with a focus on weighted voting games.
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43

Chatterjee, Krishnendu, and Laurent Doyen. "Energy parity games." Theoretical Computer Science 458 (November 2012): 49–60. http://dx.doi.org/10.1016/j.tcs.2012.07.038.

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44

Jing, Wang. "CHU WANGHUA’S PIANO CONCERTO “MY HOMELAND”: SPECIFIC REFRACTION OF THE IMMANENT PROPERTIES OF THE GENRE." Arts education and science 1, no. 38 (2024): 107–16. http://dx.doi.org/10.36871/hon.202401107.

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The article analyses the piano concerto “My Homeland” by the Chinese composer Chu Wanghua, written under the impression of the war film “The Battle on Shangganling Mountain” (1956). The work is based on the song “My Homeland”, which is very popular among the Chinese people. In the Concerto, the composer turns to a generalized programme, which, as revealed in analysing the composition, is directly related to the plot of the film. Based on the immanent properties of the concerto genre, Chu Wanghua presents the listener with its nonstandard interpretation. As the initial form, Chu Wanghua chooses free variations, a structure typical to the Chinese national tradition, interpreting them in accordance with the musical content of the work. The Concerto reveals the features of the sonata cycle and the sonata allegro in the role of the supporting form. At the same time, the work bears the signs of a suite, a genre widely spread in Chinese musical culture. Masterfully owning the compositional technique, Chu Wanghua implements in the Concerto such immanent features of the genre as game logic, virtuosity, competitiveness, concertising, improvisation, which are presented in the work with varying degrees of intensity. According to the concept, “My Homeland” can be attributed to a synthetic type, where virtuosity and the desire for symphonisation are equally represented. In terms of composition, the Concerto is an atypical form, but rather approaches the concertina in scale (the composition sounds about fifteen minutes). According to the principle of the performing parts ratio, the Concerto belongs to the parity type.
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45

Wu, Jie, Chenwei Zhou, Xiang Ji, and Mingjun Li. "Bundling Strategies for Platforms with an Installed Base." JUSTC 52 (2022): 1. http://dx.doi.org/10.52396/justc-2021-0257.

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As an emerging platform, hardware/software platforms differ from traditional retail platforms because they require consumers to spend a certain amount of money accessing them. Therefore, an installation base is created. Considering the game console as an example, only consumers with an installation base can purchase a third-party game product on the platform. Otherwise, consumers will be unable to play games. It is generally believed that the existence of an installed base will benefit third-party content providers, and at the same time, it will not benefit platform manufacturers. Therefore, it can be observed that game platforms often bundle new consoles with third-party content, forcing consumers with installed bases to purchase a new console. Thus, building a model to study the impact of the installation based on the bundling strategy of the video game platform and to analyze the optimal pricing and profit under different bundling strategies is meaningful. Our study analyzes the impact of the installed base under different bundling strategies and finds that the installed base does not always have a positive impact on platform manufacturers. The study also analyzes the equilibrium of competing platform manufacturers and finds that, under certain conditions, both the bundling-bundling strategy and the unbundling-unbundling strategy may exist as equilibrium.
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46

Skreden, Marianne, Elisabet R. Hillesund, Andrew K. Wills, Anne Lise Brantsæter, Elling Bere, and Nina C. Øverby. "Adherence to the New Nordic Diet during pregnancy and subsequent maternal weight development: a study conducted in the Norwegian Mother and Child Cohort Study (MoBa)." British Journal of Nutrition 119, no. 11 (May 17, 2018): 1286–94. http://dx.doi.org/10.1017/s0007114518000776.

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AbstractThe rising prevalence of overweight and obesity is a worldwide public health challenge. Pregnancy and beyond is a potentially important window for future weight gain in women. We investigated associations between maternal adherence to the New Nordic diet (NND) during pregnancy and maternal BMI trajectories from delivery to 8 years post delivery. Data are from the Norwegian Mother and Child Cohort. Pregnant women from all of Norway were recruited between 1999 and 2008, and 55 056 are included in the present analysis. A previously constructed diet score, NND, was used to assess adherence to the diet. The score favours intake of Nordic fruits, root vegetables, cabbages, potatoes, oatmeal porridge, whole grains, wild fish, game, berries, milk and water. Linear spline multi-level models were used to estimate the association. We found that women with higher adherence to the NND pattern during pregnancy had on average lower post-partum BMI trajectories and slightly less weight gain up to 8 years post delivery compared with the lower NND adherers. These associations remained after adjustment for physical activity, education, maternal age, smoking and parity (mean diff at delivery (high v. low adherers): −0·3 kg/m2; 95 % CI −0·4, −0·2; mean diff at 8 years: −0·5 kg/m2; 95 % CI −0·6, −0·4), and were not explained by differences in energy intake or by exclusive breast-feeding duration. Similar patterns of associations were seen with trajectories of overweight/obesity as the outcome. In conclusion, our findings suggest that the NND may have beneficial properties to long-term weight regulation among women post-partum.
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47

Mančinska, Laura, and Simon Schmidt. "Counterexamples in self-testing." Quantum 7 (July 11, 2023): 1051. http://dx.doi.org/10.22331/q-2023-07-11-1051.

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In the recent years self-testing has grown into a rich and active area of study with applications ranging from practical verification of quantum devices to deep complexity theoretic results. Self-testing allows a classical verifier to deduce which quantum measurements and on what state are used, for example, by provers Alice and Bob in a nonlocal game. Hence, self-testing as well as its noise-tolerant cousin – robust self-testing – are desirable features for a nonlocal game to have.Contrary to what one might expect, we have a rather incomplete understanding of if and how self-testing could fail to hold. In particular, could it be that every 2-party nonlocal game or Bell inequality with a quantum advantage certifies the presence of a specific quantum state? Also, is it the case that every self-testing result can be turned robust with enough ingeniuty and effort? We answer these questions in the negative by providing simple and fully explicit counterexamples. To this end, given two nonlocal games G1 and G2, we introduce the (G1∨G2)-game, in which the players get pairs of questions and choose which game they want to play. The players win if they choose the same game and win it with the answers they have given. Our counterexamples are based on this game and we believe this class of games to be of independent interest.
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Rajadesingan, Ashwin, Daniel Choo, Jessica Zhang, Mia Inakage, Ceren Budak, and Paul Resnick. "GuesSync!: An Online Casual Game To Reduce Affective Polarization." Proceedings of the ACM on Human-Computer Interaction 7, CSCW2 (September 28, 2023): 1–33. http://dx.doi.org/10.1145/3610190.

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The past decade in the US has been one of the most politically polarizing in recent memory. Ordinary Democrats and Republicans fundamentally dislike and distrust each other, even when they agree on policy issues. This increase in hostility towards opposing party supporters, commonly called affective polarization, has important ramifications that threaten democracy. Political science research suggests that at least part of this polarization stems from Democrats' misperceptions about Republicans' political views and vice-versa. Therefore, in this work, drawing on insights from political science and game studies research, we designed an online casual game that combines the relaxed, playful nonpartisan norms of casual games with corrective information about party supporters' political views that are often misperceived. Through an experiment, we found that playing the game significantly reduces negative feelings toward outparty supporters among Democrats, but not Republicans. It was also effective in improving willingness to talk politics with outparty supporters. Further, we identified psychological reactance as a potential mechanism that affects the effectiveness of depolarization interventions. Finally, our analyses suggest that the game versions with political content were rated to be just as fun to play as a game version without any political content suggesting that, contrary to popular belief, people do like to mix politics and play.
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Broadbent, Christopher H., Arnaud Carayol, Matthew Hague, Andrzej S. Murawski, C. H. Luke Ong, and Olivier Serre. "Collapsible Pushdown Parity Games." ACM Transactions on Computational Logic 22, no. 3 (June 24, 2021): 1–51. http://dx.doi.org/10.1145/3457214.

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This article studies a large class of two-player perfect-information turn-based parity games on infinite graphs, namely, those generated by collapsible pushdown automata. The main motivation for studying these games comes from the connections from collapsible pushdown automata and higher-order recursion schemes, both models being equi-expressive for generating infinite trees. Our main result is to establish the decidability of such games and to provide an effective representation of the winning region as well as of a winning strategy. Thus, the results obtained here provide all necessary tools for an in-depth study of logical properties of trees generated by collapsible pushdown automata/recursion schemes.
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Bozzelli, Laura, Aniello Murano, Giuseppe Perelli, and Loredana Sorrentino. "Hierarchical cost-parity games." Theoretical Computer Science 847 (December 2020): 147–74. http://dx.doi.org/10.1016/j.tcs.2020.10.002.

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