Literatura académica sobre el tema "Timed game automata"
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Artículos de revistas sobre el tema "Timed game automata"
Cimatti, Alessandro, Luke Hunsberger, Andrea Micheli, Roberto Posenato y Marco Roveri. "Dynamic controllability via Timed Game Automata". Acta Informatica 53, n.º 6-8 (1 de febrero de 2016): 681–722. http://dx.doi.org/10.1007/s00236-016-0257-2.
Texto completoBertrand, Nathalie, Amélie Stainer, Thierry Jéron y Moez Krichen. "A game approach to determinize timed automata". Formal Methods in System Design 46, n.º 1 (16 de diciembre de 2014): 42–80. http://dx.doi.org/10.1007/s10703-014-0220-1.
Texto completoBouyer, Patricia, Nicolas Markey y Ocan Sankur. "Robust reachability in timed automata and games: A game-based approach". Theoretical Computer Science 563 (enero de 2015): 43–74. http://dx.doi.org/10.1016/j.tcs.2014.08.014.
Texto completoJovanović, Aleksandra y Marta Kwiatkowska. "Parameter synthesis for probabilistic timed automata using stochastic game abstractions". Theoretical Computer Science 735 (julio de 2018): 64–81. http://dx.doi.org/10.1016/j.tcs.2017.05.005.
Texto completoGuha, Shibashis, Shankara Narayanan Krishna, Chinmay Narayan y S. Arun-Kumar. "A Unifying Approach to Decide Relations for Timed Automata and their Game Characterization". Electronic Proceedings in Theoretical Computer Science 120 (26 de julio de 2013): 47–62. http://dx.doi.org/10.4204/eptcs.120.5.
Texto completoLargouët, Christine, Omar Krichen y Yulong Zhao. "Extended Automata for Temporal Planning of Interacting Agents". International Journal of Monitoring and Surveillance Technologies Research 5, n.º 1 (enero de 2017): 30–48. http://dx.doi.org/10.4018/ijmstr.2017010102.
Texto completoAllamigeon, Xavier, Uli Fahrenberg, Stéphane Gaubert, Ricardo D. Katz y Axel Legay. "Tropical Fourier–Motzkin elimination, with an application to real-time verification". International Journal of Algebra and Computation 24, n.º 05 (agosto de 2014): 569–607. http://dx.doi.org/10.1142/s0218196714500258.
Texto completoLarsen, Kim G. "Playing Games with Timed Automata". Electronic Proceedings in Theoretical Computer Science 166 (26 de octubre de 2014): 2–3. http://dx.doi.org/10.4204/eptcs.166.2.
Texto completoZhang, Rong. "Automatic Generation of Real-Time Animation Game Learning Levels Based on Artificial Intelligence Assistant". Scientific Programming 2022 (13 de octubre de 2022): 1–19. http://dx.doi.org/10.1155/2022/1557302.
Texto completoYang, Cheng-Ta, Her-Tyan Yeh, Bing-Chang Chen y Guo-Xiang Jian. "Automatic tunable deployment for real-time strategy games". Engineering Computations 34, n.º 2 (18 de abril de 2017): 239–50. http://dx.doi.org/10.1108/ec-08-2015-0251.
Texto completoTesis sobre el tema "Timed game automata"
Renard, Matthieu. "Runtime Enforcement of (Timed) Properties with Uncontrollable Events". Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0833/document.
Texto completoThis thesis studies the runtime enforcement of timed properties when some events are uncontrollable. This work falls in the domain of runtime verification, which includes all the techniques and tools based on or related to the monitoring of system executions with respect to requirement properties. These properties can be specified using different models such as logic formulae or automata. We consider timed regular properties, that can be represented by timed automata. As for runtime verification, a runtime enforcement mechanism watches the executions of a system, but instead of just outputting a verdict, it modifies the execution so that it satisfies the property. We are interested in runtime enforcement with uncontrollable events. An uncontrollable event is an event that an enforcement mechanism can not modify. We describe the synthesis of enforcement mechanisms, in both a functional and an operational way, that enforce some desired timed regular property. We define two equivalent enforcement mechanisms, the first one being simple, without considering complexity aspects, whereas the second one has a better time complexity thanks to the use of game theory; the latter being better suited for implementation. We also detail a tool that implements the second enforcement mechanism, as well as some performance considerations. The overhead introduced by the use of our tool seems low enough to be used in some real-time application scenarios
Busatto-Gaston, Damien. "Symbolic controller synthesis for timed systems : robustness and optimality". Electronic Thesis or Diss., Aix-Marseille, 2019. http://www.theses.fr/2019AIXM0461.
Texto completoThe field of reactive synthesis studies ways to obtain,starting from a specification, a system that is correctby construction.A classical approach models this setting as azero-sum game played by two players on a transition system,and asks whether player controller canensure an objective against any competing player environment.We focus on real-time specifications,modelled as timed automata with reachability or Büchi acceptance conditions,and present symbolic ways to synthesise strategies for the controller.We consider two problems, either restricting controller to robust strategiesor aiming for optimal strategies in a weighted game setting
De, Wulf Martin. "From timed models to timed implementations". Doctoral thesis, Universite Libre de Bruxelles, 2006. http://hdl.handle.net/2013/ULB-DIPOT:oai:dipot.ulb.ac.be:2013/210797.
Texto completoComputer Science is currently facing a grand challenge :finding good design practices for embedded systems. Embedded systems are essentially computers interacting with some physical process. You could find one in a braking systems or in a nuclear power plant for example. They present several design difficulties :first they are reactive systems, interacting indefinitely with their environment. Second,they must satisfy real-time constraints specifying when they should respond, and not only how. Finally, their environment is often deeply continuous, presenting complex dynamics. The formal models of choice for specifying such systems are timed and hybrid automata for which model checking is pretty well studied.
In a first part of this thesis, we study a complete design approach, including verification and code generation, for timed automata. We have to define a new semantics for timed automata, the AASAP semantics, that preserves the decidability properties for model checking and at the same time is implementable. Our notion of implementability is completely novel, and relies on the simulation of a semantics that is obviously implementable on a real platform. We wrote tools for the analysis and code generation and exemplify them on a case study about the well known Philips Audio Control Protocol.
In a second part of this thesis, we study the problem of controller synthesis for an environment specified as a hybrid automaton. We give a new solution for discrete controllers having only an imperfect information about the state of the system. In the process, we defined a new algorithm, based on the monotonicity of the controllable predecessors operator, for efficiently finding a controller and we show some promising applications on a classical problem :the universality test for finite automata.
Doctorat en sciences, Spécialisation Informatique
info:eu-repo/semantics/nonPublished
Naveed, Munir Hussain. "Automated planning for pathfinding in real-time strategy games". Thesis, University of Huddersfield, 2012. http://eprints.hud.ac.uk/id/eprint/14057/.
Texto completoMutlu, Baris Ragip. "Real-time Motion Control Using Field Programmable Gate Arrays". Master's thesis, METU, 2010. http://etd.lib.metu.edu.tr/upload/12612049/index.pdf.
Texto completoand finally an assembled solution is developed to test the overall design. Tests of the overall design are realized via hardware-in-the-loop simulation of a real-world control problem, selected as a CNC machining center. The developed methods are discussed in terms of their success, resource consumptions and attainable sampling rates.
Przybylko, Marcin. "Stochastic games and their complexities". Thesis, Nouvelle Calédonie, 2019. http://www.theses.fr/2019NCAL0004.
Texto completoWe study a class of games introduced by Mio to capture the probabilistic μ-calculi called branching games. They are a subclass of stochastic two-player zero-sum turn-based infinite-time games of imperfect information. Branching games extend Gale-Stewart games by allowing players to split the execution of a play into new concurrent sub-games that continue their execution independently. In consequence, the play of a branching game has a tree-like structure, as opposed to linearly structured plays of Gale-Stewart games.In this thesis, we focus our attention on regular branching games. Those are the branching games whose pay-off functions are the indicator functions of regular sets of infinite trees, i.e. the sets recognisable by finite tree automata. We study the problems of determinacy, game value computability and the related problem of computing a measure of a regular set of infinite trees.Moreover, we use real-life data to show how to incorporate game-theoretic techniques in practice. We propose a general procedure that given a time series of data extracts a reactive model that can be used to predict the evolution of the system and advise on the strategies to achieve predefined goals. We use the procedure to create a game based on Markov decision processes that is used to predict and control level of pest in a tropical fruit farm
Al, Sheikh Ahmad. "Resource allocation in hard real-time avionic systems : scheduling and routing problems". Phd thesis, INSA de Toulouse, 2011. http://tel.archives-ouvertes.fr/tel-00631443.
Texto completoZavatteri, Matteo. "Temporal and Resource Controllability of Workflows Under Uncertainty". Doctoral thesis, 2018. http://hdl.handle.net/11562/979769.
Texto completoLi, Hao-Hsun y 李皓勳. "Automatic Hit Time Generation for Onset-Based Music Games". Thesis, 2014. http://ndltd.ncl.edu.tw/handle/52770111436140299310.
Texto completo國立臺灣大學
資訊工程學研究所
102
Music game is a very popular game genre all the time. From arcade game machines, TV game consoles and PC games to recently booming mobile handsets, the presence of music games is in sight. Onset-based music games, which use notes to play, need the notes to be tagged by humans. This thesis proposes a system of procedural method, which selects useful and relatively important time points from the data yielded by onset detection, categorizes them into types and difficulty levels, and finally integrates these results into playable notes. The proposed system generates notes automatically, which massively enhances the productivity. On the other hand, users may transform their own music into notes in real-time, introducing much interest to the game.
Libros sobre el tema "Timed game automata"
Haigh-Hutchinson, Mark. Real-Time Cameras, First Edition (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2008.
Buscar texto completoDowd, Cate. Digital Journalism, Drones, and Automation. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190655860.001.0001.
Texto completoLaursen, Finn. The Founding Treaties of the European Union and Their Reform. Oxford University Press, 2016. http://dx.doi.org/10.1093/acrefore/9780190228637.013.151.
Texto completoCapítulos de libros sobre el tema "Timed game automata"
Bouyer, Patricia, Nicolas Markey y Ocan Sankur. "Robust Reachability in Timed Automata: A Game-Based Approach". En Automata, Languages, and Programming, 128–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31585-5_15.
Texto completoBertrand, Nathalie, Amélie Stainer, Thierry Jéron y Moez Krichen. "A Game Approach to Determinize Timed Automata". En Foundations of Software Science and Computational Structures, 245–59. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-19805-2_17.
Texto completoBouyer, Patricia, Franck Cassez, Emmanuel Fleury y Kim G. Larsen. "Optimal Strategies in Priced Timed Game Automata". En FSTTCS 2004: Foundations of Software Technology and Theoretical Computer Science, 148–60. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-30538-5_13.
Texto completoJovanović, Aleksandra y Marta Kwiatkowska. "Parameter Synthesis for Probabilistic Timed Automata Using Stochastic Game Abstractions". En Lecture Notes in Computer Science, 176–89. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11439-2_14.
Texto completoJung, Gi Sook, Sang Yun Kim, Soon Ki Jung, Seung Deuk Byun y Yang Soo Lee. "Timed Automata-Based Rehabilitation Training Game Design for the Affected Lower Extremity of Hemiparetic Patient". En Transactions on Edutainment I, 17–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69744-2_2.
Texto completoGreenyer, Joel y Jan Rieke. "Applying Advanced TGG Concepts for a Complex Transformation of Sequence Diagram Specifications to Timed Game Automata". En Applications of Graph Transformations with Industrial Relevance, 222–37. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-34176-2_19.
Texto completoBoker, Udi y Karoliina Lehtinen. "Token Games and History-Deterministic Quantitative Automata". En Lecture Notes in Computer Science, 120–39. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99253-8_7.
Texto completoBouyer, Patricia y Vojtěch Forejt. "Reachability in Stochastic Timed Games". En Automata, Languages and Programming, 103–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02930-1_9.
Texto completoAlur, Rajeev, Mikhail Bernadsky y P. Madhusudan. "Optimal Reachability for Weighted Timed Games". En Automata, Languages and Programming, 122–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27836-8_13.
Texto completoBrázdil, Tomáš, Jan Krčál, Jan Křetínský, Antonín Kučera y Vojtěch Řehák. "Stochastic Real-Time Games with Qualitative Timed Automata Objectives". En CONCUR 2010 - Concurrency Theory, 207–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15375-4_15.
Texto completoActas de conferencias sobre el tema "Timed game automata"
Göttmann, Hendrik, Birte Caesar, Lasse Beers, Malte Lochau, Andy Schürr y Alexander Fay. "Precomputing reconfiguration strategies based on stochastic timed game automata". En MODELS '22: ACM/IEEE 25th International Conference on Model Driven Engineering Languages and Systems. New York, NY, USA: ACM, 2022. http://dx.doi.org/10.1145/3550355.3552397.
Texto completoMayer, Marta Cialdea y Andrea Orlandini. "An Executable Semantics of Flexible Plans in Terms of Timed Game Automata". En 2015 22nd International Symposium on Temporal Representation and Reasoning (TIME). IEEE, 2015. http://dx.doi.org/10.1109/time.2015.16.
Texto completoPiterman, Nir. "p-Automata and Obligation Games". En 2011 Eighteenth International Symposium on Temporal Representation and Reasoning (TIME). IEEE, 2011. http://dx.doi.org/10.1109/time.2011.23.
Texto completoKrishna, Shankara Narayanan, Lakshmi Manasa y Ashutosh Trivedi. "Reachability Games on Recursive Hybrid Automata". En 2015 22nd International Symposium on Temporal Representation and Reasoning (TIME). IEEE, 2015. http://dx.doi.org/10.1109/time.2015.27.
Texto completoLuo, Kailun y Yongmei Liu. "Automatic Verification of FSA Strategies via Counterexample-Guided Local Search for Invariants". En Twenty-Eighth International Joint Conference on Artificial Intelligence {IJCAI-19}. California: International Joint Conferences on Artificial Intelligence Organization, 2019. http://dx.doi.org/10.24963/ijcai.2019/251.
Texto completoNiculescufaida, Oanacarmen, Oana Chenaru, Giorgiana Geampalia y Gheorghe Florea. "LEARNING PROCESS CONTROL AUTOMATION THROUGH A SMARTPHONE APPLICATION". En eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-115.
Texto completoZiegler, Peter y Sebastian von Mammen. "Generating Real-Time Strategy Heightmaps using Cellular Automata". En FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3402956.
Texto completoCastro, Diego y Cláudia Maria Lima Werner. "A structured review of game coding through modeling". En Anais Estendidos do Simpósio Brasileiro de Games e Entretenimento Digital. Sociedade Brasileira de Computação, 2021. http://dx.doi.org/10.5753/sbgames_estendido.2021.19658.
Texto completoGafni, Ruti y Idan Nagar. "CAPTCHA – Security affecting User Experience". En InSITE 2016: Informing Science + IT Education Conferences: Lithuania. Informing Science Institute, 2016. http://dx.doi.org/10.28945/3469.
Texto completoDuan, Yinglin, Tianyang Shi, Zhipeng Hu, Zhengxia Zou, Changjie Fan, Yi Yuan y Xi Li. "Automatic Translation of Music-to-Dance for In-Game Characters". En Thirtieth International Joint Conference on Artificial Intelligence {IJCAI-21}. California: International Joint Conferences on Artificial Intelligence Organization, 2021. http://dx.doi.org/10.24963/ijcai.2021/323.
Texto completoInformes sobre el tema "Timed game automata"
Cary, Dakota. Robot Hacking Games: China’s Competitions to Automate the Software Vulnerability Lifecycle. Center for Security and Emerging Technology, septiembre de 2021. http://dx.doi.org/10.51593/2021ca005.
Texto completoGuy, Ianto, Rebecca Wilford, Peter Ball, Malcom Palmer, Mark Courtier, Kristen Huysamen y Peter Vermaat. Off-Highway Automated Vehicles Code of Practice. TRL, abril de 2021. http://dx.doi.org/10.58446/htfc3259.
Texto completoLehotay, Steven J. y Aviv Amirav. Fast, practical, and effective approach for the analysis of hazardous chemicals in the food supply. United States Department of Agriculture, abril de 2007. http://dx.doi.org/10.32747/2007.7695587.bard.
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