Dissertations / Theses on the topic 'Théorie de jeu'
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Duflo, Colas. "Le jeu : une approche philosophique." Besançon, 1995. http://www.theses.fr/1995BESA1025.
Full textBlanchet, Alexis. "Les synergies entre cinéma et jeu vidéo : histoire, économie et théorie de l'adaptation vidéoludique." Thesis, Paris 10, 2009. http://www.theses.fr/2009PA100106.
Full textStudying relationships between cinema and video game shows that video game adaptations of movies is a major fact of this kind of synergies. Adaptation question the adaptability and evolution of fiction film worlds developed by the entertainment industry as “multimedia ranges”. This Phd aims to show how the process of diversification and industrialization in the fiction film takes place since the early 1970’s. The analysis of statistical data on video game adaptation of 469 movies since 1975 shows some production trends by the film industry on such synergies. Thus, with the widespread use of such simultaneous developments, the determinism of film narratives is often undermined or contradicted by the video game plots. Fictional worlds now appear as shifting and undefined as ever to audiences. The notion of quantum fiction aims to provide a framework of production and reception to the contemporary processes of industrialization and diversification of fiction
Beaud, Jean-Pierre. "Contributions à la théorie des jeux : jeux antagonistes et modèles de jeux répétés." Paris 6, 2002. http://www.theses.fr/2002PA066026.
Full textDurez, Clément. "La règle du jeu et le droit : contribution à l'élaboration d'une théorie juridique du jeu organisé." Thesis, Lyon 3, 2011. http://www.theses.fr/2011LYO30034.
Full textGaming regulations appear to have become obsolete as articles 1965 to 1967 of the Civil Code which has not been modified since1804 demonstrate. However, the successive arrival of television, computer software and internet has metamorphosed recreational activities, including gaming. Lawyers, long disinterested by gaming issues, are now surprised to see these reemerging throughout their profession. At a time when sports games still escape the “obsessive rectification” the rights of civil responsibility grant, where principles of free competition have removed the state monopoly concerning the games of chance and where televised games redefine the characteristics of work contracts, it seems to be appropriate to elaborate a global discussion on the judicial aspect of gaming. Within a framework of a general approach gaming will be studied but from the point of view of its rules in order to lay aside unregulated amusement activities to favor regulated gaming. The latter, whenever it takes place under an agreement between an organizer presenting an offer to participate and one or several players who accept, raises similar juridical questions for all types of gaming activities. Is the organizer responsible for the equipment he provides? Should he regulate access to his game? Does he have an obligation to offer a prize to the winner of a game? What are the consequences concerning the various violations of the game? Is the licitly of the established target a valid condition of the game? By seeking to elaborate on these questions, this dissertation aims to pave the way for a more appropriate judicial framework for gaming
Pourtallier, Odile. "Étude d'un jeu dynamique en information incomplète : le jeu du chasseur et du lapin." Nice, 1990. http://www.theses.fr/1990NICE4417.
Full textWehlmann, 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.
Full textMy 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
Grosgeorge, Bernard. "Analyse informatisée d'actions de jeu en sports collectifs : application au basket-ball." Poitiers, 1992. http://www.theses.fr/1992POIT2326.
Full textWan, Cheng. "Contributions à la théorie des jeux d'évolution et de congestion." Phd thesis, Université Pierre et Marie Curie - Paris VI, 2012. http://tel.archives-ouvertes.fr/tel-00839318.
Full textRomagnoli, Bethonico Marina. "IMAGE-FICTION, IMAGE-ACTION. Mise en jeu de la photographie contemporaine entre théorie des mondes possibles et théorie des actes d’image." Thesis, Paris 3, 2019. http://www.theses.fr/2019PA030034.
Full textThis research focuses on the possibility of applying the theories of possible worlds to the visual arts. First, an introduction to this theoretical universe is presented, starting from its foundational texts, as well as its application in literary studies, to the context of the visual arts. An introduction to speech act theories is also provided, in order to arrive at the field of image acts. Through a heterogeneous corpus, composed of contemporary photographs produced by artists of various nationalities, the categories of image-fiction and image-action are developed, articulating a theory of visual possible worlds. The dynamics between the image, the artist and the viewer, triggered by these two types of images, are then analyzed through the theory of image acts. Starting from a theoretical and image-based research method founded on complex thought, we explore the idea of a transmission of "ways of worldmaking", which emerges from an active image-fiction proposing an image play. The hypothesis worked on is that the act of self-denunciation of the image-fiction allows the viewer to find trails of the image’s manipulation, initiated by the artist's "fingere". Finally, the image-fiction – produced, manipulated – enacts a simulation of a fragment of a possible world as it presents other versions for the world of phenomena, for history and individuals. In this way, it opens up paths from fiction towards action, inviting the viewer to construct new collective contexts in the present
Lavoie, Dany. "Le jeu des possibles : méthode de conception en design inspirée de la théorie de chaos." Thèse, National Library of Canada = Bibliothèque nationale du Canada, 1997. http://constellation.uqac.ca/1049/1/11622079.pdf.
Full textMerieux, Antonin. "Le Jeu et l'Homme : une approche épistémologique." Thesis, Paris 4, 2016. http://www.theses.fr/2016PA040117.
Full textThe ambiguity of the question of Play is now well-known. The concept includes such various phenomena as child development, animal play, gambling, board and video games, sports, acting, etc. The object of the present work is to attempt a disambiguation of what is at work when Play is in cause, avoiding the « epistemological obstacles » that have constantlty muddled the question. This implies a strict methodology that we find in Jean Gagnepain epistemological theory of General Anthropology.We can then procede to a deconstruction of Play, revealing two majors process at work in the situations of play. « Autocinesis of the living » deals with the inherent spontaneity of the living beings while « choral play » referes to a rational form of social aesthetics. The identification of these two process allows us to establish an original pattern of Play and games, thus bringing new lights to the scientifical, technical, historical and critical approaches of the question, and a new way of analysing games
Bernet, Julien. "Jeux discrets pour la synthèse et la validation de processus communicants." Bordeaux 1, 2006. http://www.theses.fr/2006BOR13246.
Full textTétreault, Réal. "Jeu de langage et air de famille, deux concepts wittgensteiniens pour une théorie de la création." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 1999. http://www.collectionscanada.ca/obj/s4/f2/dsk1/tape10/PQDD_0005/NQ43120.pdf.
Full textRobine, Éric. "Fondements et mécanismes rationnels de la technique pianistique pour une théorie globale du jeu de piano." Paris 4, 1986. http://www.theses.fr/1986PA040313.
Full textThe work includes five parts: foundations or general, the normal forms of playing, the exceptional forms of playing, the auxiliaries of touch, the history of pianoforte technique through the various schools. Foundations follow from the study of the general rules which govern touch. Such rules are in relation to the piano itself, the body and their specific relations. The rational way to make tone and to modify it is scrutinized in detail. A free breathing and proper direction of the eyes exert also an influence on the quality of piano playing. Some rules govern also the nature of the stool, the sitting-height and the distance from the piano. Physical laws determine in the same manner a normal position for the player. The last foundation relates to the connection which must be secured between music and technique. The forms of playing are specific applications of the above principles. The normal forms are the most usual ones and include direct and indirect swing-strokes. Direct swing-stroke is used for chords. Indirect swing-strokes has on the contrary a great number of applications which are thoroughly examined. The pianist should know also the auxiliaries of touch. Considerations are devoted to fingering, pedalizing, methods of practice, learning of muscular discrimination and free breathing. Finally from the story of the technique of piano playing through the various schools one can see how came into view the rational ideas of which a synthesis remained to be done
Wat, Pierre. "Un jeu sérieux : la théorie de l'imitation dans les écrits des artistes romantiques allemands et anglais." Paris 1, 1996. http://www.theses.fr/1996PA010516.
Full textThis PhD on the romantic theory of imitation has a double aim : - first, to shed new light on the confused relations between romanticism and neo-classicism. This, in fact, is the very strarting point of this work and the major one at stake. By defining romanticism as a strategy of subversion, it offers an uncommon vision of romanticism, a vision from wich the idea of a romantic coherence emerges where we tend to emphasize the contradictions inherent to the term "romanticism". Without trying to smooth out the differences or even the contradictions, this works tends to demonstrate that these enter a romantic project within which they can acquire a new status, sharing this subversion of the neo-classical mimesis. - the second aim of this study which ensues from the first, is to measure both the ambition and the limits of this project which may be referred to as the "romantic ambition". (such views lead us to call up a large corpus of texts. The unpublished mss of turner's lectures on perspective, the theoretical writings of William Blake - descriptive catalogue, annotations to the discourses of sir Joshua Reynolds - John Constable's writings, together with a vast German corpus, and, in particular, Runge's works on colour)
Désolé, Mathieu. "Théorie des jeux, jeux de rôles, expérimentation pour la gestion de l'eau : étude expérimentale des effets de contexte sur les résultats d'un jeu de rôles." Thesis, Montpellier, SupAgro, 2011. http://www.theses.fr/2011NSAM0004/document.
Full textRole-playing games are decision-making support tools and are used to help stakeholders' “issues wording” in resources management situations. Unfortunately, the results obtained after having run games sessions are ambiguous, as stationary replications of games sessions are difficult to implement. Control of the context influence on outcomes is a good approach to assess games performances and to provide rules that can be followed when building other games. After having simplified a role-playing game (applied in a watershed in South Africa), this study shows how a game context could be decomposed and re-composed according to its main dimensions: illustration of the instructions, communication, periods repetition, and players' experience, the impact of different levels of these dimensions being experimentally tested (at LEEM, “Experimental Economics Lab in Montpellier”). We assess the impact of the two first dimensions: “illustration” and “communic ation”, by comparing the outcomes obtained after having varied their levels with the ones obtained in the referential treatment. We show that addition of contextual elements in instructions produces a noise in behaviours, as much important as context is developed in details. However, “water management” context does not impact the players' decisions (when involving students in sessions) in the same way than other context chosen in another field (in our protocol: salaries in a firm). Finally, argumentation of their choices by players improve learning outcomes. Convergence of decisions until a referential equilibrium is faster when communication between players is allowed
Roy, Brice. "Penser le jeu à l’ère du numérique : une approche à la croisée de la phénoménologie et de la théorie des supports." Thesis, Compiègne, 2019. http://www.theses.fr/2019COMP2493.
Full textThinking about game or play (in French ‘jeu’) often leads to the following question: does it constitute a free activity or, on the contrary, a system determined by rules? This way of approaching the question is symptomatic of an intellectual tradition that finds its roots in Antiquity and rests on an opposition between man and technology. Based on the precepts provided by the thesis of technology as anthropologically constitutive and constituent, this work proposes a new approach to the question of ‘jeu’, understood here as the singular relationship of man to technique. More precisely, it puts forward the idea of ‘jeu’ as a relationship with technology that disorients and destabilises, in short, as a means for man to question the certainty of his established relationships. Of particular interest are digital games, with the author grounding his analysis in his own artistic works
Piveteau, Vincent. "L'avenir à long terme des zones rurales fragiles : approche par le jeu prospectif d'une question complexe." Paris 1, 1994. http://www.theses.fr/1994PA010063.
Full textThe question about future of less favoured areas is recurrent among economists. This problem has two characteristics. On the one hand its fulness is notable. On the other hand it's a problem with an high level of complexity. But studies leadded until now have often omit this last dimension. We forsee in this work the possiblity of using concept and practice of gaming to pass round this difficulty. Beyond only theoritical considerations, we have tried to study this question, developping a simulation game in a specifi c territorial case. Such a case raises a number of questions so as: who are the players? How can be defined the play-fie lds? To them this work tries to give general responses. Results collected during the exercice give an outlook of simulation game, used in the context of territorial future researches. It proves that such a medium is performant and perfectible
Christ, Julia. "Jeu et critique. Objet, méthode et théorie de la société dans la philosophie de Th. W. Adorno." Thesis, Paris 4, 2013. http://www.theses.fr/2013PA040014.
Full textThis work reexamines the social critical philosophy of Adorno, starting form the concepts of rule and of game. It aims to expose the social theory of Adorno and to question its foundations. These foundations can be conceptualized in a language specific to the sociology of action if they are rephrased in terms of rules, rule-following and game; concepts which Adorno himself uses to describe the social, spe-cifically the capitalist society in which he lived. The famous all "non-true" which society is according to Adorno, can be understood as a game working in itself, regardless of the intentionality of the actors. This rephrasing of the social philosophy of Adorno allows us to dialogue with the other approaches of the social (Weber, Habermas, Descombes, Searle and the structuralism) and to show how the object of Adorno differs from that of Weber, Habermas and Searle, how it is commensurable with that of structuralism. The Method to seize the object, i.e. the rules that structure the unintentional social game, is the method of Freud (interpretation, symptomatic reading). Adorno, however, differs from structuralism and also from Freud’s conception of the social because he thinks that he can establish a link between capitalist society and the social regulated as a game inaccessible to players: for Adorno this game is not only the object of research but also the object of his criticism. Our work goes on to justify the possibility of such criticism that targets nothing less than the conditions of possibility of common living. What was established by structur-alist social philosophy as well as by Freud is the subject of criticism of Adorno: rules whose effects are unconscious, which ensure that all players do not realize or do not say the same meanings. To criticize these rules implies showing that the critique of vertical instituted subjects is possible without destroying subjec-tivity nor positing it as absolute. This criticism becomes possible from the moment you look at the prac-tice included in the blind following of the rule which is the "wrong" practice - Adorno calls this practice of identification ; the right practice included in practice of identification challenges the blind submission to
Song, Yonghong. "Determination et evaluation de strategies performantes au jeu du blackjack." Paris 5, 1996. http://www.theses.fr/1996PA05S005.
Full textRichardot, Sophie. "Escalade d'engagement et normes sociales : études expérimentales en situation de jeu de hasard." Paris 8, 2000. http://www.theses.fr/2000PA081802.
Full textMahjoub, Sonia. "Etude des apports de la théorie des jeux en conception de chaines logistiques : approche coopérative et approche stratégique." Thesis, Aix-Marseille 3, 2011. http://www.theses.fr/2011AIX30045.
Full textIn the context of fixed market prices for a set of goods selected to be manufactured, the design of a supply chain network can be interpreted as a coalition formation problem in the cooperative game theory framework and formulated as a linear production game (LPG). This study investigates the possibility of combining the requirement of coalition stability with a fair allocation of profits to the participants. It is shown that, in general, the purely competitive allocation mechanism does not exhibit the property of fairness. Two techniques are proposed to correct this defect. The first one consists in introducing transfer payments among the players of the optimal coalition. The second technique relies on an improved representation of capacitated resources through clearing functions. Now, if an enterprise network decides to organize itself as a supply chain and imposes the wholesale price of its manufactured goods, then the supply chain design problem under a price elastic random demand from the market can be formulated as a biform game. This situation has generated a quadratic production game (QPG) not yet studied in the literature. It has been shown that this game has a non empty core and it is generally non convex. Finally, it has been proved that global profit optimality is obtained if the manufacturing network is directly selling the goods to the market rather than to a retailer
Dupret, Baudouin. "Le jeu des répertoires juridiques positif et islamique en Egypte : le droit, entre théorie critique, sociologie et anthropologie." Paris, Institut d'études politiques, 1996. http://www.theses.fr/1996IEPP0025.
Full textThis dissertation aims to contribute, in a sociological and anthropological perspective, to the study of legal and normative phenomena in what is traditionnally called the arab muslim world. The purpose was mainly to raise questions on the interplay of various legal repertoires in a single space, i. E. The one of arab societies which have islam as a religious tradition. In focusing on religious, political and legal repertoires, we tried to demonstrate that such a question has to be analysed in terms of change and complexity. The diachronical perspective (change) made it possible to milestone our way of proceeding in its method (anthropology) and its object (the norm, especially political and legal, and its relationship to religious reference). In the synchronical perspective (complexity), we attempted to organise our work around four main questions : (1) Shari'a as a legislative referring principle ; (2) the judge action when referring to the religious legal repertoire ; (3) representations the many actors can have of law, justice and their own action ; (4) the closure of the legal field and its repertoires in Egyptian society. Our conclusion tackles the notion of legal repertoire and what it means concerning the norm in terms of a formal ressource which various actors can be led to punctually fill with substance
Amado, Toni. "Modélisation d'un système dynamique à jeu du groupe moto-propulseur." Ecully, Ecole centrale de Lyon, 2006. http://www.theses.fr/2006ECDL0007.
Full textIn this document, we have studied the diesel engine vacuum pump drive non linear dynamics. The involved double-sided contact is represented by a classical torsion stiffness and a viscous torsion damping. The piecewise linear motion equation obtained is solved by a semi analytical method. A continuation technique, based on a semi analytical shooting method, is used to describe periodic orbits and their bifurcations. The chaotic behaviour is revealed by the computed Lyaopunov exponents and Poincaré applications. Finally, an experiment idealizing the vacuum pump system has been performed. Experimental and computed results will be confronted to validate the model and the analysis procedure
Abdou, Joseph. "Fonctions d'effectivité et jeux coopératifs." Paris 1, 1988. http://www.theses.fr/1988PA010017.
Full textGossner, Olivier. "Jeux répétés et mécanisme de communication." Paris 6, 1996. http://www.theses.fr/1996PA066168.
Full textPin, Anne-Claire. "Prévention de la pratique problématique des jeux de hasard et d’argent : conceptualisation et mesure du risque perçu à adopter un comportement de responsable." Thesis, Lorient, 2016. http://www.theses.fr/2016LORIL422.
Full textThis research aims at better understanding the role of the perceived risk in decision-making process to adopt recommended health behavior. Particularly, built on (i) existing gambling studies, the concept of perceived risk both in consumer psychology and in health research, (iii) Rothman and colleagues’ works on health framed-messages and (iv) models of health behavior change, this study contributes to address a specific issue: In what extent does the perceived risk of adopting responsible gambling behavior influence the evaluation and the adoption of such a health behavior? Whereas, to the best of our knowledge, there is no measurement instrument of the perceived risks of adopting responsible gambling behavior, this research aims at developing a measurement index measuring the perceived risks of adopting such a health behavior. Following Churchill’s, Rossiter's, Jarvis and colleagues’ and Mackenzie and colleagues’ recommendations regarding the development of measurement instruments, we conducted a quantitative study (n = 22 gamblers) in order to thoroughly conceptualize the concept of perceived risks of adopting a responsible gambling behavior. Three quantitative studies (n = 605 gamblers) allowed assessing the stability, the predictive and discriminant validity of the measure. Results show that the perceived risks of adopting responsible gambling behavior index is a valid and reliable measure formed of five dimensions: perceived risk of (i) living less excitement, (ii) having less socialization, earning less money, (iv) winning less money and, finally, (v) having less distraction from daily life. Results suggest that gamblers perceive responsible gambling as a risky alternative to gambling because they would not be able to fully satisfy their gambling motivations. Moreover, the perceived risk of adopting responsible gambling behavior play a key role in gamblers' decision to adopt such recommended health behavior
Pavaux, Alice. "Inductive, Functional and Non-Linear Types in Ludics." Thesis, Sorbonne Paris Cité, 2017. http://www.theses.fr/2017USPCD092.
Full textThis thesis investigates the types of ludics. Within the context of the Curry–Howard correspondence,l udics is a framework in which the dynamic aspects of both logic and programming can be studied. The basic objects, called designs, are untyped infinitary proofs that can also beseen as strategies from the perspective of game semantics, and a type or behaviour is a set of designs well-behaved with respect to interaction. We are interested in observing the interactive properties of behaviours. Our attention is particularly focused on behaviours representing the types of data and functions, and on non-linear behaviours which allow the duplication of objects. A new internal completeness result for infinite unions unveils the structure of inductive data types. Thanks to an analysis of the visitable paths, i.e., the possible execution traces, we prove that inductive and functional behaviours are regular, paving the way for a characterisation of MALL in ludics. We also show that a functional behaviour is pure, a property ensuring the safety of typing, if and only if it is not a type of functions taking functions as argument. Finally,we set the bases for a precise study of non-linearity in ludics by recovering a form of internal completeness and discussing the visitable paths
Bodart, Céline. "Architecture et déconstruction, remises en jeu d'une rencontre : raconter, traduire, hériter." Electronic Thesis or Diss., Paris 8, 2018. http://www.theses.fr/2018PA080112.
Full textThis thesis addresses a field of research named "architecture and philosophy". The specificity of this field is related to the question of a possible coordination between these two disciplines. In order to better understand what this "and" holds, we propose to return to a singular episode in its history: the encounter between the Derridean deconstruction and the Anglo-American architectural culture of the second half of the 20th century. The restitution of this research is composed of three parts. First, we study how this encounter is recounted trough different institutional and intellectual contexts (Anglo-American and French speaking contexts), in order to highlight how various cultural receptions and appropriations condition specific theoretical pursuits. From one context to another, between versions of a same story, there is a gap. The main purpose of the thesis is to invest such a gap between these versions by putting in translation some traces of its history (Wigley 1993, Kipnis 1997). The second part proposes to experiment how to translate today into French what the Derridean years of architecture produced. Finally, it is a question of reconsidering the inheritance of this encounter as a problem to build, in order to put into play the long and oscillating history of the hospitality of architectural discourses. This thesis is a focal point built on an episode of recent history. By proposing to experiment with new modes of recounting, we support the hypothesis that these specific modes make it possible to transform
Maafa, Khaled. "Jeux et treillis : aspects algorithmiques." Thesis, Université Clermont Auvergne (2017-2020), 2018. http://www.theses.fr/2018CLFAC069/document.
Full textIn this thesis, we have studied some problems that emerge from the interactions between game theory and lattice theory. We introduced the new notion of multi-criteria game with interactions between criteria and proposed as a solution for these games the concept of Choquet-Nash equilibrium. We studied the computation of the Shapley value of a cooperative game on a lattice. Several algorithms have been proposed for this purpose. A polynomial case was highlighted : that of weighted graph games on a product of chains. We have also introduced the notion of a cooperative game on a set-coloured poset
El, Moussaoui Hicham. "De la coopération dans un dilemme social : vers une théorie du choix rationnel des préférences : cas du jeu de bien public." Aix-Marseille 3, 2008. http://www.theses.fr/2008AIX32001.
Full textIn the standard theory of cooperation, only the interpersonal conflict of preferences was studied. In our thesis we integrate the intrapersonal conflict of preferences the resolution of which involved the choice of the order of preferences to be satisfied. Thanks to the concept of choice of the preferences we formulate three propositions allowing to bring a new lighting on experimental evidence dealing with the voluntary contribution to public good. Firstly, in the prospect of the choice of preferences, the internal solution in public good games corresponds to a compromise of the preferences, while the heterogeneousness of contributions can be explained by the subjectivity of the allocation by the agents of the relative weights. Secondly, the framing effect and crowding out of voluntary contribution to the public good can be explained as the impact of framing over the choice of preferences, where from the interaction between incentives and preferences. Finally, the endogenous formation of groups and communities appear as social mechanism of insurance because they prevent the switching behavior of cooperative agents by reducing the probability of interaction with free riders
Renkin, Florian. "Transformations d’ω-automates pour la synthèse de systèmes réactifs." Electronic Thesis or Diss., Sorbonne université, 2022. http://www.theses.fr/2022SORUS227.
Full textSynthesis aims to produce a correct system from specifications. One approach to solve this problem is to translate the specification into a parity game whose winning strategy encodes the system. In this thesis we will show two methods to produce parity automata. The first is based on improving and combining new or existing procedures. The second is an algorithm from Casares et al. providing a guarantee of optimal results. In a second step, we will show how we reduce the obtained system. Two types of reductions will be discussed. The first allows to obtain an optimal result but not the second which privileges the processing time. The third part will describe optimizations that can be used for certain classes of specifications
Bissonnette, Luc. "Estimation non-paramétrique d'anticipations subjectives de variables aléatoires continues : une application au jeu de confiance." Thesis, Université Laval, 2007. http://www.theses.ulaval.ca/2007/24328/24328.pdf.
Full textHammoudi, Abdelhakim. "Application de la théorie des jeux à l'économie publique et industrielle." Phd thesis, Ecole Nationale des Ponts et Chaussées, 1993. http://tel.archives-ouvertes.fr/tel-00520835.
Full textDe, Souza Barros Goncalves Celso André. "Appropriation et authenticité : une didactique des expériences d'apprentissage d'étudiants engages "jeu sérieux" en Epidémiologie et Biostatistique." Phd thesis, Université de Grenoble, 2013. http://tel.archives-ouvertes.fr/tel-00949137.
Full textBierla, Ingrid. "Équité et envie dans les interactions stratégiques : une étude expérimentale du jeu d'ultimatum." Lille 1, 2004. https://pepite-depot.univ-lille.fr/RESTREINT/Th_Num/2004/50374-2004-9.pdf.
Full textL'originalité du protocole adopté a conduit à établir une classification des joueurs selon leur hypothèse de comportement : envieux, équitable ou tout simplement conforme à l'hypothèse de l'homo oeconomicus mu par son seul gain. Ainsi, si plus de la moitié des individus jouent en se comparant à leur adversaire, il s'avère que plus des trois quarts d'entre eux sont des envieux, ce qui donne peu d'écho à l'argument d'équité. La solidité de ce classement a été confrontée dans un premier temps aux dires des joueurs, interrogés après l'expérience mais également, dans un deuxième temps, aux résultats d'un test psychologique qui nous a permis de relier des traits de la personnalité d'un individu à son profil Le dejoueur
Rougetet, Lisa. "Des récréations arithmétiques au corps des nombres surréels et à la victoire d’un programme aux échecs : une histoire de la théorie des jeux combinatoires au XXème siècle." Thesis, Lille 1, 2014. http://www.theses.fr/2014LIL10076/document.
Full textThe main theme of this thesis is to point out the interaction between games and mathematics by means of a category of very specific games, the combinatorial games. These games are no chance games of perfect information and either player (Arthur or Bertha) can force a win, or both players can force at least a draw. The first examples of combinatorial games can be found in Renaissance works. Throughout the seventeenth and eighteenth centuries, games spread as part of recreational mathematics, a new literary and editorial genre that offered an entertaining practice of science based on a challenge to understanding. Then, the analysis of combinatorial games, especially Nim games, aroused the interest of the early-twentieth-century mathematicians. This thesis is devoted to trace the development of the mathematical theory that was formulated around combinatorial games and that led to John Conway’s Field of Surreal Numbers in 1976. In parallel, it shows that another fundamental result on Chess determination, attributed to Zermelo (1912), enabled combinatorial games to become established on a cultural and technological level. Around 1940 appeared the first electromechanical machines, designed to play Nim and to meet the challenges of the audience during scientific exhibitions. The emergence of computers during the 1950s opened new paths for programming Chess, the ultimate combinatorial game. This work brings the highlights, made of hopes and disappointments, which the Chess programming research went through, since its very beginning up to the victory for Deep Blue program over the world champion Garry Kasparov in 1997
Crépey, Stéphane. "Contribution a des methodes numeriques appliquees a la finance et aux jeux differentiels." Palaiseau, Ecole polytechnique, 2001. http://www.theses.fr/2001EPXX0012.
Full textGobillard, Bertrand. "Contributions théoriques ŕ [i. E. à] l'analyse de la formation des grandeurs économiques : jeu de marché, arbitrage, loi du prix unique et apprentissage social." Paris 10, 2007. http://www.theses.fr/2007PA100074.
Full textThis thesis contains a set of theoretical essays on the analysis of the formation of economic magnitudes, which share the common ides that to be understood it needs be formalized as a process. This analysis relies on game theory, and more precisely on strategic market games and social learning models. A part introduces the market mechanism à la Cournot which canonical formulation is sustained, and its interest and lessons are underlined. The violation of the law one price is qualified and cannot satisfy a robustness criterion we introduce; and it is shown there is no loss of generality working with the canonical framework. The reasons for the law of one price to fait in equilibrium and the conditions for convergence are stated. Then, we build a specific environment to point out that incorporation and revelation of information need be articulated, and in that case it is shown the specific nature of the phenomena that can be observed by building and analysing a social learning mode) which gives up the traditional assumption that agents do know the entire history of past actions
Paris, Gabrielle. "Resolution of some optimisation problems on graphs and combinatorial games." Thesis, Lyon, 2018. http://www.theses.fr/2018LYSE1180/document.
Full textI studied three optimization problems on graphs and combinatorial games.First, identifying codes were studied : vertices couteract faults. Identifying codes help locate the fault to repare it. We focused on circulant graphs by embedding them on infinite grids.Then, the marking and the coloring games were studied : two player games were one player wants to build something (a proper coloration or a proper marking) and the other wants to prevent the first player from doing so. For the marking game we studied the evolution of the strategy when modifying the graph. For the coloring game we defined a new edge-wise decomposition of graphs and we defined a new strategy on this decomposition that improves known results on planar graphs.In the end, I studied pure breaking games : two players take turns to break a heap of tokens in a given number of non-empty heaps. We focused on winning strategies for the game starting with a unique heap on n tokens. These games seem, on first sight, to be all regular : we showed this is the case for some of them and we gave a test to study one game at a time. Only one of these games does not seem to be regular, its behavior remains a mystery.To sum up, I studied three bilateral problems that use different methods and have different purposes in combinatorics
Verfaille, Vincent. "Effets audionumériques adaptatifs : théorie, mise en œuvre et usage en création musicale numérique." Phd thesis, Université de la Méditerranée - Aix-Marseille II, 2003. http://tel.archives-ouvertes.fr/tel-00004448.
Full textPnevmatikos, Nikolaos. "Contributions à la théorie des jeux : valeur asymptotique des jeux dépendant de la fréquence et décompositions des jeux finis." Thesis, Paris 1, 2016. http://www.theses.fr/2016PA01E026/document.
Full textThe problems addressed and results obtained in this thesis are divided in two parts. The first part concerns the study of the asymptotic value of frequency-dependent games (FD-games). We introduce a differential game associated to the FD-game whose value leads to a Hamilton-Jacob-Bellman-lsaacs equation. Although an irregularity occurs at the origin, we prove existence of the value in the differential game played over [0.1 ], which allows to prove that the value of the FD-game, as the number of stages tend to infinity, converges to the value of the continuous-time game with initial state 0. ln the second part, the objective is the decomposition of the space of finite games in subspaces of suitable games which admit disguised equilibria and more tractable analysis. This part is divided in two chapters. In the first chapter, we establish a canonical decomposition of an arbitrary game into three components and we characterize the approximate equilibria of a given game in terms of the uniform equilibrium and the equilibrium in dominant strategies that appear in its components. In the second part, we introduce a family of inner products in the space of finite games and we define the class of harmonic games relatively to the chosen inner product. Inspired of the Helmholtz-Hodge decomposition applied to games by Candogan et al (2011 ), we establish an orthogonal decomposition of the space of finite games with respect to the chosen inner product, in the subspaces of potential harmonic and non-strategic games and we further generalize several results of Candogan et al (2011)
Roberge, Mikaël. "De Minecraft à « mindcraft » : comment effectuer le pont entre concepts quotidiens et concepts scientifiques dans des situations d’apprentissage utilisant un jeu vidéo." Mémoire, Université de Sherbrooke, 2016. http://hdl.handle.net/11143/8557.
Full textHong, Jing-Li. "Le jeu de Foucault : le problème épistémologique et éthique de la "fiction"." Thesis, Bordeaux 3, 2015. http://www.theses.fr/2015BOR30012/document.
Full textA book for Foucault has its value as an experience. Through a book, the author and his reader are transformed. As regards Foucault, each of his works would cause a typical transformation: we can observe these phenomena of transformation in his three works: the History of madness, Surveillance and punish, the History of sexuality. Nevertheless, the work of The order of things is not an experience as that of madness, prison or sex. It is rather about an exercise than an experience. Hence, the movement of thinking appears. We want to point out here in The order of things where a paradox exists. This paradox is about the existence of Foucault’s thinking. In this work, Foucault’s thinking appears in the juxtaposition between the picture and the archeology of human science. However, out of this book and its disposition, where can we recognize Foucault’s thinking? This difficulty brings us towards the "Introduction" of the History of sexuality II. The "modification" in "Introduction" is implicitly ambiguous. Firstly, if this modification marks precisely the character of Foucault’s thinking, it is like a foreseeable point in the sequence of his thinking, this modification couldn’t consequently be a real modification. Secondly, if this modification points out a break in his thinking, it is undoubtedly a typical modification of Foucault, but it would not be a true break. In other words, if I state that I am no more myself, how do we understand this subject who is speaking. Here, it is similar to the paradox in the sentence « I lie ». It is the same way what we can acknowledge in Velázquez’s picture where the painter stands. The difficulty of auto-reference drives us to question our philosopher. The development of this thesis is therefore based on this paradox of auto-reference by the following question: What is Foucault’s thinking? This question does not aim to identify Foucault’s thinking, but to situate our experience in it. And this is already a philosophical step in the method which Foucault drives himself. Since we ask this question, we are thrown into Foucault’s works; however, his thinking could exist only in the head of the reader. It is a permanent movement between Foucault’s works and the reader’s reading
Gattegno, Caroline Maria Pilar. "Recherche d'un lien spécifique entre le trouble de l'attention conjointe et les déficits du jeu symbolique et de la théorie de l'esprit dans l'autisme de l'enfant." Paris 5, 2001. http://www.theses.fr/2001PA05H016.
Full textThis study was conducted to investigate abilities development in autistic children, which progress during first years of life, joint attention, symbolic play and theory of mind. Various works found that autistic children exhibited dysfunctionings in this abilities. The objective of this research was to show evidence of that joint attention disorder in autistic children implied further psychological disorders such as symbolic play and theory of mind. Analysis of data from a longitudinal study performed based upon home movies and psychological examinations of autistic and normal children showed a relationship between the intensity of joint attention disorder, symbolic play and the theory of mind developmental delay
SANTOS, Tarcísio Rocha dos. "Mankala Colhe Três: jogando e explorando conhecimentos matemáticos por meio de situações didáticas." Universidade Federal de Pernambuco, 2014. https://repositorio.ufpe.br/handle/123456789/18877.
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Este trabalho investigou a contribuição do jogo Mankala Colhe Três para a aprendizagem de conhecimentos matemáticos por alunos de 6º ano do Ensino Fundamental. Este é um dos oito jogos matemáticos desenvolvidos no Projeto “Formação docente: interdisciplinaridade e ação docente – Projeto Rede”. Foram utilizados na fundamentação, elementos da Teoria das Situações Didáticas, de Guy Brousseau. Na análise a priori foi realizado um mapeamento das jogadas e um levantamento dos conhecimentos matemáticos suscetíveis de serem explorados pelos alunos. A experimentação foi composta por dois Estudos Preliminares e pelo Dispositivo Experimental Central. Deste último – composto de partidas individuais; partidas em duplas e entrevistas com teste – participaram quatro alunos de uma escola da rede privada do Recife. Dentre os resultados obtidos na pesquisa, percebeu-se que a partir de um processo de devolução bem conduzido, foi possível fortalecer o caráter adidático das situações de jogo com o Mankala Colhe Três. As diferentes modalidades de interação entre os sujeitos permitiram um bom equilíbrio entre a dimensão lúdica e a intencionalidade didática e favoreceram a evolução das estratégias durante as partidas. Com isso, percebemos a mobilização de conhecimentos matemáticos tais como: o mapeamento de possibilidades, a resolução de problemas mistos (aditivo e multiplicativo), o reconhecimento de divisores e múltiplos de um número e números primos.
Cette recherche porte sur la contribution du jeu Mankala Colhe Três pour l'apprentissage de connaissances mathématiques par des élèves de sixième (11-12 ans). Il s’agit de l'un des huit jeux mathématiques développés au sein du Projet « Formation des professeurs : interdisciplinarité et pratique professionnelle ». Le cadre th’orique dans lequel se place cette recherche est celui de la Théorie des Situations Didactiques de Guy Brousseau. Dans l’analyse a priori ont été répertoriées des suites de jeux susceptibles d'être menés par les élèves ainsi que les connaissances mathématiques sous-jacentes. Le dispositif expérimental est composé de deux études préliminaires suivies d’une expérimentation en trois étapes : des parties individuelles, des jeux entre deux binômes puis des tests et interviews avec quatre élèves de sixième d’une école privée de Recife. Parmi les résultats obtenus dans la recherche, nous avons remarqué que le processus de dévolution bien menée a permis de renforcer la nature adidactique des situations autour du Mankala Colhe Três. Les différents modes d'interaction entre les sujets ont favorisé un bon équilibre entre la dimension ludique et l'intention didactique ainsi que l'évolution des stratégies pendant les parties du jeu. Nous avons pu mettre en évidence aussi la mobilisation de connaissances mathématique telles que l’énumération des possibilités, la résolution de problèmes mixtes (additif et multiplicatif), la reconnaissance des diviseurs et multiples d’un certain nombre et des nombres premiers.
Walbrou, Sonny. "Pour une histoire critique au prisme des rapports du corps à la machine, entre le cinéma, jeu vidéo et culture spectaculaire fin-de-siècle : continuité critique, innervation, attraction." Thesis, Lille, 2018. http://www.theses.fr/2018LIL3H037.
Full textBetween past and present, between the turn-of-the-century spectacular culture, cinema and video games, our thesis explores the critical aspects of body-machine relationships understandings regarding Walter Benjamin’s concept of innervation. From a historiographical concept formulated within this work, i. e. “critical continuity” which consists in crafting permanencies though history, our purpose is to delineate an operating critic of the new media. From the concepts of innervation and critical continuity, we explore two defining “state of body” to draw resonances between past and present. One takes place at the turn of the century while the other takes place during the 1980’s. The former concerns the becoming-attraction of the machines circa 1900. Extending Tom Gunning’s concept, we understand such an attraction as a corporeal relationship between the spectator’s body and the machine. Through 1900’s visual and spectacular culture, we examine a recurring topos: the immobile voyage. We find and explore the critical topicality of such a topos up to present day as something that has never changed despite technical innovations. The latter state explores the transformations regarding the body-screen relationships in video game practice. We study a collection of representations appearing between the early 1980’s up to the middle of the 1990’s featuring another recurring topos: the screen crossed whether by the game’s universe whether by the player. These two topoi help us to conceive a critic of the new media on the very basis of novelty
Jacquot, Paulin. "Game theory and Optimization Methods for Decentralized Electric Systems." Thesis, Université Paris-Saclay (ComUE), 2019. http://www.theses.fr/2019SACLX101/document.
Full textIn the context of smart grid and in the transition to decentralized electric systems, we address the problem of the management of distributed electric consumption flexibilities. We develop different methods based on distributed optimization and game theory approaches.We start by adopting the point of view of a centralized operator in charge of the management of flexibilities for several agents. We provide a distributed and privacy-preserving algorithm to compute consumption profiles for agents that are optimal for the operator.In the proposed method, the individual constraints as well as the individual consumption profile of each agent are never revealed to the operator or the other agents.Then, in a second model, we adopt a more decentralized vision and consider a game theoretic framework for the management of consumption flexibilities.This approach enables, in particular, to take into account the strategic behavior of consumers.Individual objectives are determined by dynamic billing mechanisms, which is motivated by the modeling of congestion effects occurring on time periods receiving a high electricity load from consumers.A relevant class of games in this framework is given by atomic splittable congestion games.We obtain several theoretical results on Nash equilibria for this class of games, and we quantify the efficiency of those equilibria by providing bounds on the price of anarchy.We address the question of the decentralized computation of equilibria in this context by studying the conditions and rates of convergence of the best response and projected gradients algorithms.In practice an operator may deal with a very large number of players, and evaluating the equilibria in a congestion game in this case will be difficult.To address this issue, we give approximation results on the equilibria in congestion and aggregative games with a very large number of players, in the presence of coupling constraints.These results, obtained in the framework of variational inequalities and under some monotonicity conditions, can be used to compute an approximate equilibrium, solution of a small dimension problem.In line with the idea of modeling large populations, we consider nonatomic congestion games with coupling constraints, with an infinity of heterogeneous players: these games arise when the characteristics of a population are described by a parametric density function.Under monotonicity hypotheses, we prove that Wardrop equilibria of such games, given as solutions of an infinite dimensional variational inequality, can be approximated by symmetric Wardrop equilibria of auxiliary games, solutions of low dimension variational inequalities.Again, those results can be the basis of tractable methods to compute an approximate Wardrop equilibrium in a nonatomic infinite-type congestion game.Last, we consider a game model for the study of decentralized peer-to-peer energy exchanges between a community of consumers with renewable production sources.We study the generalized equilibria in this game, which characterize the possible energy trades and associated individual consumptions.We compare the equilibria with the centralized solution minimizing the social cost, and evaluate the efficiency of equilibria through the price of anarchy
Daoudi, Ibtissem. "De l'évaluation à l'adaptation d'un environnement de jeu sérieux : application à la gestion de crise." Electronic Thesis or Diss., Aix-Marseille, 2020. http://www.theses.fr/2020AIXM0555.
Full textThis thesis fits into the field of technology enhanced learning environments. It aims to resolve some existing limitations concerning the evaluation of Crisis Management Serious Games (CMSG). CMSG constitute an innovative alternative in which players try to manage a crisis situation. The findings motivating this work are: (1) the growing need for researchers to study the success factors contributing to the effectiveness of CMSG, (2) the lack of existing evaluation works taking into account the emotional aspect, and (3) the need to exploit the evaluation results to adapt the game to learners’ profiles in order to improve their learning experience. Stemming from these findings, this thesis attempts to develop contributions on both theoretical and practical levels that revolve around two main axes. Firstly, we propose a theoretical framework for individual and collective evaluation in CMSG. This framework is based on an analysis grid detailing the criteria and indicators for measuring them that can be classified under three evaluation facets: pedagogical, emotional and social. Secondly, we propose an approach to evaluate learners in CMSG based on two methods for evaluating the social and emotional facets. The first method aims to produce a quantitative and a qualitative evaluation of interactions between players. The second method aims to produce a formative and summative evaluation of learners’ emotional states at two levels: individual and collective. The obtained evaluation results are exploited to propose an adaptation of a game simulating an exercice for evacuating a building in a case of fire emergency
Lange, Fabien. "Exploration de la valeur de Shapley et des indices d'interaction pour les jeux définis sur des ensembles ordonnés." Phd thesis, Université Panthéon-Sorbonne - Paris I, 2007. http://tel.archives-ouvertes.fr/tel-00274302.
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