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Статті в журналах з теми "Timed game automata"

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Cimatti, Alessandro, Luke Hunsberger, Andrea Micheli, Roberto Posenato, and Marco Roveri. "Dynamic controllability via Timed Game Automata." Acta Informatica 53, no. 6-8 (February 1, 2016): 681–722. http://dx.doi.org/10.1007/s00236-016-0257-2.

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Bertrand, Nathalie, Amélie Stainer, Thierry Jéron, and Moez Krichen. "A game approach to determinize timed automata." Formal Methods in System Design 46, no. 1 (December 16, 2014): 42–80. http://dx.doi.org/10.1007/s10703-014-0220-1.

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Bouyer, Patricia, Nicolas Markey, and Ocan Sankur. "Robust reachability in timed automata and games: A game-based approach." Theoretical Computer Science 563 (January 2015): 43–74. http://dx.doi.org/10.1016/j.tcs.2014.08.014.

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Jovanović, Aleksandra, and Marta Kwiatkowska. "Parameter synthesis for probabilistic timed automata using stochastic game abstractions." Theoretical Computer Science 735 (July 2018): 64–81. http://dx.doi.org/10.1016/j.tcs.2017.05.005.

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Guha, Shibashis, Shankara Narayanan Krishna, Chinmay Narayan, and S. Arun-Kumar. "A Unifying Approach to Decide Relations for Timed Automata and their Game Characterization." Electronic Proceedings in Theoretical Computer Science 120 (July 26, 2013): 47–62. http://dx.doi.org/10.4204/eptcs.120.5.

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Largouët, Christine, Omar Krichen, and Yulong Zhao. "Extended Automata for Temporal Planning of Interacting Agents." International Journal of Monitoring and Surveillance Technologies Research 5, no. 1 (January 2017): 30–48. http://dx.doi.org/10.4018/ijmstr.2017010102.

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In this paper, the authors consider the planning problem for a system represented as a set of interacting agents evolving along time according to explicit timing constraints. Given a goal, the planning problem is to find the sequence of actions such that the system reaches the goal state in a limited time and in an optimal manner, assuming actions have a cost. In their approach, the planning problem is based on model-checking and controller synthesis techniques while the goal is defined using temporal logic. Each agent of the system is represented using the formalism of Priced Timed Game Automata (PTGA). PTGA is an extension of Timed Automata that allows the representation of cost on actions and the definition of uncontrollable actions. The authors define a planning algorithm that computes the best strategy to achieve a goal. To experiment their approach, they extend the classical Transport Domain with timing constraints, cost on actions and uncontrollable actions. The planning algorithm is finally presented on a marine ecosystem management problem.
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Allamigeon, Xavier, Uli Fahrenberg, Stéphane Gaubert, Ricardo D. Katz, and Axel Legay. "Tropical Fourier–Motzkin elimination, with an application to real-time verification." International Journal of Algebra and Computation 24, no. 05 (August 2014): 569–607. http://dx.doi.org/10.1142/s0218196714500258.

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We introduce a generalization of tropical polyhedra able to express both strict and non-strict inequalities. Such inequalities are handled by means of a semiring of germs (encoding infinitesimal perturbations). We develop a tropical analogue of Fourier–Motzkin elimination from which we derive geometrical properties of these polyhedra. In particular, we show that they coincide with the tropically convex union of (non-necessarily closed) cells that are convex both classically and tropically. We also prove that the redundant inequalities produced when performing successive elimination steps can be dynamically deleted by reduction to mean payoff game problems. As a complement, we provide a coarser (polynomial time) deletion procedure which is enough to arrive at a simply exponential bound for the total execution time. These algorithms are illustrated by an application to real-time systems (reachability analysis of timed automata).
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Larsen, Kim G. "Playing Games with Timed Automata." Electronic Proceedings in Theoretical Computer Science 166 (October 26, 2014): 2–3. http://dx.doi.org/10.4204/eptcs.166.2.

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Zhang, Rong. "Automatic Generation of Real-Time Animation Game Learning Levels Based on Artificial Intelligence Assistant." Scientific Programming 2022 (October 13, 2022): 1–19. http://dx.doi.org/10.1155/2022/1557302.

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With the development of computer animation games, now many animation games use the automatic generation of animation game levels method to generate animation game content. Using the automatic generation levels of the animation game method can quickly generate many different levels, saving labor costs in manual production. And with the combination of other fields, more accurate results can be obtained. In this paper, the goal is to automatically generate the level of the animation game. This research proposed animation game objects and victory conditions to derive the concept of the clearance path and uses artificial intelligence genetic algorithms to obtain the clearance path that best meets the needs of the developer to recombine new levels. In addition, since the generated levels are regenerated from the clearance path, there are still too many blank areas. In order to make full use of these blank areas, this research provides a level complete system. The system has formulated its placement rules for existing animation game objects. These rules fill in these blank areas and produce a more complete level. The contributions of this search proved that the genetic algorithm can converge quickly due to the correction effect in the mutation. In the complete system, it has successfully achieved a complete and playable level. In the system running time, this research adjusted the method of selecting elites and the use of permutations and combinations to mate, so that the system’s operation can be stabilized on an average value.
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Yang, Cheng-Ta, Her-Tyan Yeh, Bing-Chang Chen, and Guo-Xiang Jian. "Automatic tunable deployment for real-time strategy games." Engineering Computations 34, no. 2 (April 18, 2017): 239–50. http://dx.doi.org/10.1108/ec-08-2015-0251.

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Purpose Extensive efforts have been conducted on the real-time strategy (RTS) games. The purpose of this paper is the specific artificial intelligence (AI) challenges posed by RTS games; non-player character (NPC) is started out by collecting game-map resources to build up defenses and attack forces, to upgrade combat deployment. Design/methodology/approach The authors used weak AI fuzzy theory as the foundation for tunable development. With the fuzzy theory, the AI was more humanistic in its judgment process. Findings Well-developed AIs have been used brilliantly in various aspects in RTS games, especially in those developed by large production teams. For small production teams, how to develop an AI system in less time and at a lower cost is extremely important. Research limitations/implication This study aimed to develop a system using player unit threat levels for NPC deployment and arrangement so that the further strategy would be adopted for NPCs in response to player actions. Originality/value The RTS games would become more challenging for players to play.
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Дисертації з теми "Timed game automata"

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Renard, Matthieu. "Runtime Enforcement of (Timed) Properties with Uncontrollable Events." Thesis, Bordeaux, 2017. http://www.theses.fr/2017BORD0833/document.

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Cette thèse étudie l’enforcement de propriétés temporisées à l’exécution en présence d’évènements incontrôlables. Les travaux se placent dans le cadre plus général de la vérification à l’exécution qui vise à surveiller l’exécution d’un système afin de s’assurer qu’elle respecte certaines propriétés. Ces propriétés peuvent être spécifiées à l’aide de formules logiques, ou au moyen d’autres modèles formels, parfois équivalents, comme des automates. Nous nous intéressons à l’enforcement à l’exécution de propriétés spécifiées par des automates temporisés. Tout comme la vérification à l’exécution, l’enforcement à l’exécution surveille l’exécution d’un système, la différence étant qu’un mécanisme d’enforcement réalise certaines modifications sur l’exécution afin de la contraindre à satisfaire la propriété souhaitée. Nous étudions plus particulièrement l’enforcement à l’exécution lorsque certains évènements de l’exécution sont incontrôlables, c’est-à-dire qu’ils ne peuvent pas être modifiés par un mécanisme d’enforcement. Nous définissons des algorithmes de synthèse de mécanismes d’enforcement décrits de manières fonctionnelle puis opérationnelle, à partir de propriétés temporisées régulières (pouvant être représentées par des automates temporisés). Ainsi, deux mécanismes d’enforcement équivalents sont définis, le premier présentant une approche correcte sans considération d’implémentation, alors que le second utilise une approche basée sur la théorie des jeux permettant de précalculer certains comportements, ce qui permet de meilleures performances. Une implémentation utilisant ce précalcul est également présentée et évaluée. Les résultats sont encourageant quant à la faisabilité de l’enforcement à l’exécution en temps réel, avec des temps supplémentaires suffisamment courts sur de petites propriétés pour permettre une utilisation de tels systèmes
This 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
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Busatto-Gaston, Damien. "Symbolic controller synthesis for timed systems : robustness and optimality." Electronic Thesis or Diss., Aix-Marseille, 2019. http://www.theses.fr/2019AIXM0461.

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Le domaine de la synthèse réactive a pour objectif d'obtenir un système correct par construction à partir d'une spécification logique.Une approche classique consiste à se ramener à un jeu à somme nulle,où deux joueurs interagissent tour-à-tour dans un système de transitions, et à se demander si le joueur "contrôleur" peut garantir que son objectif sera rempli, et ce indépendamment des décisions du joueur "environnement".Nous étudions des spécifications temps-réel, modélisées par un automate temporisé équipé d'un objectif d'accessibilité ou de Büchi, et présentons des méthodes symboliques pour synthétiser des stratégies du contrôleur.Nos contributions concernent deux problématiques distinctes :on peut souhaiter que le contrôleur obtienne une stratégie robuste aux perturbations,ou bien le faire jouer de manière optimale dans un jeu pondéré
The 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
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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.

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Computer 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

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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/.

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This thesis is focused on the design of a new path planning algorithm to solve path planning problems in dynamic, partially observable and real-time environments such as Real-Time Strategy(RTS) games. The emphasis is put on fast action selection motivating the use of Monte-Carlo planning techniques. Three main contributions are presented in this thesis. The first contribution is a Monte-Carlo planning technique, called MCRT, that performs selective action sampling and limits how many times a particular state-action pair is explored to balance the trade-off between exploration of new actions and exploitation of the current best action. The thesis also presents two variations of MCRT as the second contribution. The first variation of MCRT randomly selects an action as a sample at each state seen during the look-ahead search. The second variation, called MCRT-CAS, performs the selective action sampling using corridors. The third contribution is the design of four real-time path planners that exploit MCRT and its variations to solve path planning problems in real-time. Three of these planners are empirically evaluated using four standard pathfinding benchmarks (and over 1000 instances). Performance of these three planners is compared against two recent rival algorithms (Real-time D*-Lite (RTD) and Local Search Space-Learning Real-Time A* (LSS-LRTA)). These rival algorithms are based on real-time heuristic search. The results show that a variation of MOCART, called MOCART-CAS, performs action selection significantly faster than the rival planners. The fourth planner, called the MG-MOCART planner, is evaluated using a typical Real-Time Strategy game. The MG-MOCART planner can solve the path planning problems with multiple goals. This planner is compared against four rivals: Upper Confidence bounds applied to Trees (UCT), LSS-LRTA, Real-Time Dynamic Programming (RTDP) and a rapidly-exploring random tree (RRT) planner. The performance is measured using score and planning cost. The results show that the MG-MOCART planner performs better than its rival techniques with respect to score and planning cost.
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Mutlu, 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.

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In this thesis, novel implementation methods for FPGA based real-time motion control systems are investigated. These methods are examined for conventional and modern controller topologies as well as peripheral device interfaces which are mutually essential pieces of a motion controller. The developed methods are initially tested one by one to assess the performance of the individual design
and 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.
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Przybylko, Marcin. "Stochastic games and their complexities." Thesis, Nouvelle Calédonie, 2019. http://www.theses.fr/2019NCAL0004.

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Nous étudions les jeux ramifiés introduits par Mio pour définir la sémantique du μ-calcul modal stochastique. Ces jeux stochastiques infinis à information imparfaite joués tour à tour par deux joueurs forment une sous-classe des jeux infinis à somme nulle. Elles étendent les jeux de Gale- Stewart en ce que chaque partie peut se scinder en sous-parties qui se déroulent indépendamment et simultanément. En conséquence, chaque partie a une structure arborescente, contrairement à la structure linéaire des parties des jeux de Gale-Stewart.Dans cette thèse, nous étudions les jeux ramifiés réguliers. Ceux-ci ont pour caractéristique d’avoir leurs ensembles gagnants régulières, c’est à dire, des ensembles d’arbres infinis reconnus par automates finis d’arbres. Nous nous intéressons aux problèmes de détermination, de calcul des valeurs de jeux ramifiés réguliers et de calcul effectif de la mesure d’un ensemble régulier d’arbres. De plus, nous utilisons des données réelles pour présenter comment on peut employer des techniques de la théorie des jeux stochastiques en pratique. Nous proposons une procédure générale qui à partir d’une série temporelle crée un modèle réactif capable de prédire l’évolution du système. Ce modèle facilite aussi les choix des stratégies permettant d’atteindre certains objectifs prédéfinis. La procédure nous sert ensuite à créer un jeux basé sur les processus décisionnels de Markov. Le jeu obtenu peut être utilisé pour prédire et contrôler le niveau d’infestation d’un verger expérimental
We 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
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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.

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Le domaine avionique a été transformé par l'apparition des architectures modulaires intégrées (IMA). Celles-ci définissent un support d'exécution et de communication standard et mutualisé afin de réduire la complexité de l'architecture physique. Cependant, du fait du partage des ressources, cette démarche introduit une plus grande complexité lors de la conception et de l'intégration des applications ce qui implique d'assister les concepteurs avec des outils dédiés. La présente thèse contribue à cet effort en se focalisant sur deux problèmes d'allocation de ressources : i) le problème de l'ordonnancement multiprocesseur de tâches strictement périodiques et ii) le problème du routage des messages échangés entre les fonctions avioniques. Le premier problème a été formalisé sous la forme d'un programme linéaire en nombres entiers afin de garantir un potentiel maximum d'évolution sur les durées d'exécutions des traitements. L'inefficacité d'une approche exacte pour des instances de grande taille, nous a conduit à développer une heuristique originale s'inspirant de la théorie des jeux couplée avec un algorithme multi-start. Le routage est formalisé sous la forme d'un problème d'optimisation sur la charge maximum des liens. Deux propositions sont faites pour le résoudre, l'une, exacte, est basée sur une formulation nœud-lien, et la seconde est une heuristique à deux niveaux basé sur une formulation lien-chemin. Mots-Clés en français : ordonnancement temps-réel, optimisation, systèmes avioniques, architectures modulaires intégrées, tâches strictement périodique, théorie de jeux, routage des liens virtuels
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Zavatteri, Matteo. "Temporal and Resource Controllability of Workflows Under Uncertainty." Doctoral thesis, 2018. http://hdl.handle.net/11562/979769.

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Workflow technology has long been employed for the modeling, validation and execution of business processes. A workflow is a formal description of a business process in which single atomic work units (tasks), organized in a partial order, are assigned to processing entities (agents) in order to achieve some business goal(s). Workflows can also employ workflow paths (projections with respect to a total truth value assignment to the Boolean variables associated to the conditional split connectors) in order (not) to execute a subset of tasks. A workflow management system coordinates the execution of tasks that are part of workflow instances such that all relevant constraints are eventually satisfied. Temporal workflows specify business processes subject to temporal constraints such as controllable or uncontrollable durations, delays and deadlines. The choice of a workflow path may be controllable or not, considered either in isolation or in combination with uncontrollable durations. Access controlled workflows specify workflows in which users are authorized for task executions and authorization constraints say which users remain authorized to execute which tasks depending on who did what. Access controlled workflows may consider workflow paths too other than the uncertain availability of resources (users, throughout this thesis). When either a task duration or the choice of the workflow path to take or the availability of a user is out of control, we need to verify that the workflow can be executed by verifying all constraints for any possible combination of behaviors arising from the uncontrollable parts. Indeed, users might be absent before starting the execution (static resiliency), they can also become so during execution (decremental resiliency) or they can come and go throughout the execution (dynamic resiliency). Temporal access controlled workflows merge the two previous formalisms by considering several kinds of uncontrollable parts simultaneously. Authorization constraints may be extended to support conditional and temporal features. A few years ago some proposals addressed the temporal controllability of workflows by encoding them into temporal networks to exploit "off-the-shelf" controllability checking algorithms available for them. However, those proposals fail to address temporal controllability where the controllable and uncontrollable choices of workflow paths may mutually influence one another. Furthermore, to the best of my knowledge, controllability of access controlled workflows subject to uncontrollable workflow paths and algorithms to validate and execute dynamically resilient workflows remain unexplored. To overcome these limitations, this thesis goes for exact algorithms by addressing temporal and resource controllability of workflows under uncertainty. I provide several new classes of (temporal) constraint networks and corresponding algorithms to check their controllability. After that, I encode workflows into these new formalisms. I also provide an encoding into instantaneous timed games to model static, decremental and dynamic resiliency and synthesize memoryless execution strategies. I developed a few tools with which I carried out some initial experimental evaluations.
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Li, Hao-Hsun, and 李皓勳. "Automatic Hit Time Generation for Onset-Based Music Games." Thesis, 2014. http://ndltd.ncl.edu.tw/handle/52770111436140299310.

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Анотація:
碩士
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.
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Книги з теми "Timed game automata"

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Haigh-Hutchinson, Mark. Real-Time Cameras, First Edition (The Morgan Kaufmann Series in Interactive 3D Technology). Morgan Kaufmann, 2008.

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Dowd, Cate. Digital Journalism, Drones, and Automation. Oxford University Press, 2020. http://dx.doi.org/10.1093/oso/9780190655860.001.0001.

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Advances in online technology and news systems, such as automated reasoning across digital resources and connectivity to cloud servers for storage and software, have changed digital journalism production and publishing methods. Integrated media systems used by editors are also conduits to search systems and social media, but the lure of big data and rise in fake news have fragmented some layers of journalism, alongside investments in analytics and a shift in the loci for verification. Data has generated new roles to exploit data insights and machine learning methods, but access to big data and data lakes is so significant it has spawned newsworthy partnerships between media moguls and social media entrepreneurs. However, digital journalism does not even have its own semantic systems that could protect the values of journalism, but relies on the affordances of other systems. Amidst indexing and classification systems for well-defined vocabulary and concepts in news, data leaks and metadata present challenges for journalism. By contrast data visualisations and real-time field reporting with short-form mobile media and civilian drones set new standards during the European asylum seeker crisis. Aerial filming with drones also adds to the ontological base of journalism. An ontology for journalism and intersecting ontologies can inform the design of new semantic learning systems. The Semantic CAT Method, which draws on participatory design and game design, also assists the conceptual design of synthetic players with emotion attributes, towards a meta-model for learning. The design of context-aware sensor systems to protect journalists in conflict zones is also discussed.
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Laursen, 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.

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Today’s European Union (EU) is based on treaties negotiated and ratified by the member states. They form a kind of “constitution” for the Union. The first three treaties, the Treaty of Paris, creating the European Coal and Steel Community (ECSC) in 1951, and the two Treaties of Rome, creating the European Economic Community (EEC) and European Atomic Energy Community (EURATOM) in 1957, were the founding treaties. They were subsequently reformed several times by new treaties, including the Treaty of Maastricht, which created the European Union in 1992. The latest major treaty reform was the Treaty of Lisbon, which entered into force in 2009. Scholarship concerning these treaties has evolved over time. In the early years, it was mostly lawyers writing about the treaties, but soon historians and political scientists also took an interest in these novel constructions in Europe. Interestingly, American political scientists were the first to develop theories of European integration; foremost among these was Ernst Haas, whose 1958 book The Uniting of Europe developed the theory later referred to as neo-functionalism. The sector on integration of coal and steel would have an expansive logic. There would be a process of “spill-over,” which would lead to more integration.It turned out that integration was less of an automatic process than suggested by Haas and his followers. When integration slowed down in the 1970s, many political scientists lost interest and turned their attention elsewhere. It was only in the 1980s, when the internal market program gave European integration a new momentum that political scientists began studying European integration again from theoretical perspectives. The negotiation and entry into force of the Single European Act (SEA) in the mid-1980s led to many new studies, including by American political scientist Andrew Moravcsik. His study of the SEA included a critique of neo-functionalism that created much debate. Eventually, in an article in the early 1990s, he called his approach “liberal intergovernmentalism.” It took final form in 1998 in the book The Choice for Europe. According to Moravcsik, to understand major historic decisions—including new treaties—we need to focus on national preferences and interstate bargaining.The study of treaty reforms, from the SEA to the Lisbon Treaty, conducted by political scientists—including the treaties of Maastricht, Amsterdam, and Nice—have often contrasted neo-functionalism and liberal intergovernmentalism. But other approaches and theories were developed, including various institutionalist and social constructivist frameworks. No consensus has emerged, so the scholarly debates continue.
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Частини книг з теми "Timed game automata"

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Bouyer, Patricia, Nicolas Markey, and Ocan Sankur. "Robust Reachability in Timed Automata: A Game-Based Approach." In Automata, Languages, and Programming, 128–40. Berlin, Heidelberg: Springer Berlin Heidelberg, 2012. http://dx.doi.org/10.1007/978-3-642-31585-5_15.

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Bertrand, Nathalie, Amélie Stainer, Thierry Jéron, and Moez Krichen. "A Game Approach to Determinize Timed Automata." In 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.

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Bouyer, Patricia, Franck Cassez, Emmanuel Fleury, and Kim G. Larsen. "Optimal Strategies in Priced Timed Game Automata." In 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.

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Jovanović, Aleksandra, and Marta Kwiatkowska. "Parameter Synthesis for Probabilistic Timed Automata Using Stochastic Game Abstractions." In Lecture Notes in Computer Science, 176–89. Cham: Springer International Publishing, 2014. http://dx.doi.org/10.1007/978-3-319-11439-2_14.

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Jung, Gi Sook, Sang Yun Kim, Soon Ki Jung, Seung Deuk Byun, and Yang Soo Lee. "Timed Automata-Based Rehabilitation Training Game Design for the Affected Lower Extremity of Hemiparetic Patient." In Transactions on Edutainment I, 17–27. Berlin, Heidelberg: Springer Berlin Heidelberg, 2008. http://dx.doi.org/10.1007/978-3-540-69744-2_2.

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Greenyer, Joel, and Jan Rieke. "Applying Advanced TGG Concepts for a Complex Transformation of Sequence Diagram Specifications to Timed Game Automata." In 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.

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Boker, Udi, and Karoliina Lehtinen. "Token Games and History-Deterministic Quantitative Automata." In Lecture Notes in Computer Science, 120–39. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-030-99253-8_7.

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AbstractA nondeterministic automaton is history-deterministic if its nondeterminism can be resolved by only considering the prefix of the word read so far. Due to their good compositional properties, history-deterministic automata are useful in solving games and synthesis problems. Deciding whether a given nondeterministic automaton is history-deterministic (the problem) is generally a difficult task, which might involve an exponential procedure, or even be undecidable, for example for pushdown automata. Token games provide a PTime solution to the problem of Büchi and coBüchi automata, and it is conjectured that 2-token games characterise for all $$\omega $$ ω -regular automata. We extend token games to the quantitative setting and analyze their potential to help deciding for quantitative automata. In particular, we show that 1-token games characterise for all quantitative (and Boolean) automata on finite words, as well as discounted-sum ($${\mathsf {DSum}}$$ DSum ) automata on infinite words, and that 2-token games characterise of $${\mathsf {LimInf}}$$ LimInf and $${\mathsf {LimSup}}$$ LimSup automata. Using these characterisations, we provide solutions to the problem of $${\mathsf {Inf}}$$ Inf and $${\mathsf {Sup}}$$ Sup automata on finite words in PTime, for $${\mathsf {DSum}}$$ DSum automata on finite and infinite words in NP$$\cap $$ ∩ co-NP, for $${\mathsf {LimSup}}$$ LimSup automata in quasipolynomial time, and for $${\mathsf {LimInf}}$$ LimInf automata in exponential time, where the latter two are only polynomial for automata with a logarithmic number of weights.
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Bouyer, Patricia, and Vojtěch Forejt. "Reachability in Stochastic Timed Games." In Automata, Languages and Programming, 103–14. Berlin, Heidelberg: Springer Berlin Heidelberg, 2009. http://dx.doi.org/10.1007/978-3-642-02930-1_9.

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Alur, Rajeev, Mikhail Bernadsky, and P. Madhusudan. "Optimal Reachability for Weighted Timed Games." In Automata, Languages and Programming, 122–33. Berlin, Heidelberg: Springer Berlin Heidelberg, 2004. http://dx.doi.org/10.1007/978-3-540-27836-8_13.

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Brázdil, Tomáš, Jan Krčál, Jan Křetínský, Antonín Kučera, and Vojtěch Řehák. "Stochastic Real-Time Games with Qualitative Timed Automata Objectives." In CONCUR 2010 - Concurrency Theory, 207–21. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-15375-4_15.

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Тези доповідей конференцій з теми "Timed game automata"

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Göttmann, Hendrik, Birte Caesar, Lasse Beers, Malte Lochau, Andy Schürr, and Alexander Fay. "Precomputing reconfiguration strategies based on stochastic timed game automata." In 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.

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Mayer, Marta Cialdea, and Andrea Orlandini. "An Executable Semantics of Flexible Plans in Terms of Timed Game Automata." In 2015 22nd International Symposium on Temporal Representation and Reasoning (TIME). IEEE, 2015. http://dx.doi.org/10.1109/time.2015.16.

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Piterman, Nir. "p-Automata and Obligation Games." In 2011 Eighteenth International Symposium on Temporal Representation and Reasoning (TIME). IEEE, 2011. http://dx.doi.org/10.1109/time.2011.23.

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Krishna, Shankara Narayanan, Lakshmi Manasa, and Ashutosh Trivedi. "Reachability Games on Recursive Hybrid Automata." In 2015 22nd International Symposium on Temporal Representation and Reasoning (TIME). IEEE, 2015. http://dx.doi.org/10.1109/time.2015.27.

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Luo, Kailun, and Yongmei Liu. "Automatic Verification of FSA Strategies via Counterexample-Guided Local Search for Invariants." In 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.

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Strategy representation and reasoning has received much attention over the past years. In this paper, we consider the representation of general strategies that solve a class of (possibly infinitely many) games with similar structures, and their automatic verification, which is an undecidable problem. We propose to represent a general strategy by an FSA (Finite State Automaton) with edges labelled by restricted Golog programs. We formalize the semantics of FSA strategies in the situation calculus. Then we propose an incomplete method for verifying whether an FSA strategy is a winning strategy by counterexample-guided local search for appropriate invariants. We implemented our method and did experiments on combinatorial game and also single-agent domains. Experimental results showed that our system can successfully verify most of them within a reasonable amount of time.
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Niculescufaida, Oanacarmen, Oana Chenaru, Giorgiana Geampalia, and Gheorghe Florea. "LEARNING PROCESS CONTROL AUTOMATION THROUGH A SMARTPHONE APPLICATION." In eLSE 2018. Carol I National Defence University Publishing House, 2018. http://dx.doi.org/10.12753/2066-026x-18-115.

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Because of the accessibility of smartphones, students tend to spend more and more time using applications on these devices. This can be exploited in the development of new teaching applications, turning learning into something more attractive, and increasing the knowledge assimilation capacity. An important indicator in the evaluation of serious games is the experience gathered by the players in different stages of interaction between them and the context of the game. The main aim of the paper is to present a mobile application that implements the behaviour of industrial processes, in our case a thermo-electric power plant. This graphical application is developed as a game, optimized for Android devices. The player can execute specific commands for controlling the plant: turning on or off equipment like coal mills, water pumps, combustion air vents, he can change the functioning regime, and he can configure the parameters for automatic control. He must supervise the correct operation of the plant and interfere in case of emergency situations. The application simulates the real time for a predefined period and keeps the student active and connected to the process during this entire time. The level of optimisation achieved at the end of this period can even be used as a score for evaluation of his practical abilities. This application will help students understand the physical and chemical factors involved in the plant’s functioning and how their decisions can affect the performance. They will learn not only how to tune control loops, but also how their decisions can affect the plant stability, rejection of perturbations, and optimal operation. As the game fundaments effects resulting from real time decisions, an important aspect to be considered is the correct implementation and fast rendering of the computations needed for the real physical processes simulation. The developed system can be improved by adding new functionalities, like simulations of major system failures caused by hazardous situations and can be adapted for real operators training. The proposed method adapted from game-based teaching provides important benefits in this field from traditional methods.
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Ziegler, Peter, and Sebastian von Mammen. "Generating Real-Time Strategy Heightmaps using Cellular Automata." In FDG '20: International Conference on the Foundations of Digital Games. New York, NY, USA: ACM, 2020. http://dx.doi.org/10.1145/3402942.3402956.

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Castro, Diego, and Cláudia Maria Lima Werner. "A structured review of game coding through modeling." In 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.

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Game companies have grown a lot in recent years, reaching billions of dollars a year, despite the game-building process being very complex and time-consuming. This process has evolved considerably over the years. However, it has always been typically characterized by an ad hoc structure with little formal documentation. This lack of structure and documentation can cause severe problems throughout the game's development, such as delivery delays, wrong implementation, maintenance difficulty, among others. One possible solution that can accelerate this development process and increase the level of documentation is the use of modeling for automatic code generation. Based on this, the paper aims to perform a Structured Review to find some information on modeling for game generation, collaborating in game development processes by accelerating coding and assisting with documentation.
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Gafni, Ruti, and Idan Nagar. "CAPTCHA – Security affecting User Experience." In InSITE 2016: Informing Science + IT Education Conferences: Lithuania. Informing Science Institute, 2016. http://dx.doi.org/10.28945/3469.

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[The final form of this paper was published in the journal Issues in Informing Science and Information Technology.] CAPTCHA - Completely Automated Public Turing test to tell Computers and Humans Apart - is a test with the aim to distinguish between malicious automatic software and real users in the era of Cyber security threats. Various types of CAPTCHA tests were developed, in order to address accessibility while implementing security. This research focuses on the users’ attitudes and experiences related to use of the different kinds of tests. A questionnaire accompanied by experiencing five different CAPTCHA tests was performed among 212 users. Response times for each test and rate of success were collected automatically. The findings demonstrate that none of the existing tests are ideal. Although the participants were familiar with the Text-based test, they found it the most frustrating and non-enjoyable. Half of the participants failed in the Arithmetic-based test. While most of the participants found the picture and game based test enjoyable, their response time for those tests was the largest. The age factor was encountered as influencing both the attitude of the user and the performance, while younger users are more tolerant, have a better success rate, and are faster, the elder users found the tests annoying and time-consuming.
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Duan, Yinglin, Tianyang Shi, Zhipeng Hu, Zhengxia Zou, Changjie Fan, Yi Yuan, and Xi Li. "Automatic Translation of Music-to-Dance for In-Game Characters." In 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.

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Music-to-dance translation is an emerging and powerful feature in recent role-playing games. Previous works of this topic consider music-to-dance as a supervised motion generation problem based on time-series data. However, these methods require a large amount of training data pairs and may suffer from the degradation of movements. This paper provides a new solution to this task where we re-formulate the translation as a piece-wise dance phrase retrieval problem based on the choreography theory. With such a design, players are allowed to optionally edit the dance movements on top of our generation while other regression-based methods ignore such user interactivity. Considering that the dance motion capture is expensive that requires the assistance of professional dancers, we train our method under a semi-supervised learning fashion with a large unlabeled music dataset (20x than our labeled one) and also introduce self-supervised pre-training to improve the training stability and generalization performance. Experimental results suggest that our method not only generalizes well over various styles of music but also succeeds in choreography for game players. Our project including the large-scale dataset and supplemental materials is available at https://github.com/FuxiCV/music-to-dance.
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Звіти організацій з теми "Timed game automata"

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Cary, Dakota. Robot Hacking Games: China’s Competitions to Automate the Software Vulnerability Lifecycle. Center for Security and Emerging Technology, September 2021. http://dx.doi.org/10.51593/2021ca005.

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Software vulnerability discovery, patching, and exploitation—collectively known as the vulnerability lifecycle—is time consuming and labor intensive. Automating the process could significantly improve software security and offensive hacking. The Defense Advanced Research Projects Agency’s Cyber Grand Challenge supported teams of researchers from 2014 to 2016 that worked to create these tools. China took notice. In 2017, China hosted its first Robot Hacking Game, seeking to automate the software vulnerability lifecycle. Since then, China has hosted seven such competitions and the People’s Liberation Army has increased its role in hosting the games.
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Guy, Ianto, Rebecca Wilford, Peter Ball, Malcom Palmer, Mark Courtier, Kristen Huysamen, and Peter Vermaat. Off-Highway Automated Vehicles Code of Practice. TRL, April 2021. http://dx.doi.org/10.58446/htfc3259.

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The off-highway sector encompasses a broad range of industries including mining, quarrying, agriculture, construction, and ports and airports. Automated vehicle technology has become commonplace within some of these industries, bringing with it many benefits for safety, efficiency and productivit. But it is important to keep in mind that the transition to new working practices should be carefully managed to ensure that unintended safety consequences do not cancel out the potential benefits. This draft code of practice seeks to provide top level guidance to organisations, in all sectors of the off-highway industry, on the ways in which working practices should be adapted to ensure that the adoption of automation is as smooth and safe as possible. The code is applicable to the broad range of environments in which off-highway vehicles are used and the different demands and risks of using automation in those settings. The aim is that this code will support safe practice, build public confidence and support the cooperation between organisations across all industries employing off-highway automated vehicles. TRL would like to thank all of the organisations and individuals who gave time to support development of this draft, their help has been invaluable.
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Lehotay, Steven J., and Aviv Amirav. Fast, practical, and effective approach for the analysis of hazardous chemicals in the food supply. United States Department of Agriculture, April 2007. http://dx.doi.org/10.32747/2007.7695587.bard.

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Background to the topic: For food safety and security reasons, hundreds of pesticides, veterinary drugs, and environmental pollutants should be monitored in the food supply, but current methods are too time-consuming, laborious, and expensive. As a result, only a tiny fraction of the food is tested for a limited number of contaminants. Original proposal objectives: Our main original goal was to develop fast, practical, and effective new approaches for the analysis of hazardous chemicals in the food supply. We proposed to extend the QuEChERS approach to more pesticides, veterinary drugs and pollutants, further develop GC-MS and LC-MS with SMB and combine QuEChERS with GC-SMB-MS and LC-SMB-EI-MS to provide the “ultimate” approach for the analysis of hazardous chemicals in food. Major conclusions, solutions and achievements: The original QuEChERS method was validated for more than 200 pesticide residues in a variety of food crops. For the few basic pesticides for which the method gave lower recoveries, an extensive solvent suitability study was conducted, and a buffering modification was made to improve results for difficult analytes. Furthermore, evaluation of the QuEChERS approach for fatty matrices, including olives and its oil, was performed. The QuEChERS concept was also extended to acrylamide analysis in foods. Other advanced techniques to improve speed, ease, and effectiveness of chemical residue analysis were also successfully developed and/or evaluated, which include: a simple and inexpensive solvent-in-silicone-tube extraction approach for highly sensitive detection of nonpolar pesticides in GC; ruggedness testing of low-pressure GC-MS for 3-fold faster separations; optimization and extensive evaluation of analyte protectants in GC-MS; and use of prototypical commercial automated direct sample introduction devices for GC-MS. GC-MS with SMB was further developed and combined with the Varian 1200 GCMS/ MS system, resulting in a new type of GC-MS with advanced capabilities. Careful attention was given to the subject of GC-MS sensitivity and its LOD for difficult to analyze samples such as thermally labile pesticides or those with weak or no molecular ions, and record low LOD were demonstrated and discussed. The new approach of electron ionization LC-MS with SMB was developed, its key components of sample vaporization nozzle and flythrough ion source were improved and was evaluated with a range of samples, including carbamate pesticides. A new method and software based on IAA were developed and tested on a range of pesticides in agricultural matrices. This IAA method and software in combination with GC-MS and SMB provide extremely high confidence in sample identification. A new type of comprehensive GCxGC (based on flow modulation) was uniquely combined with GC-MS with SMB, and we demonstrated improved pesticide separation and identification in complex agricultural matrices using this novel approach. An improved device for aroma sample collection and introduction (SnifProbe) was further developed and favorably compared with SPME for coffee aroma sampling. Implications, both scientific and agricultural: We succeeded in achieving significant improvements in the analysis of hazardous chemicals in the food supply, from easy sample preparation approaches, through sample analysis by advanced new types of GC-MS and LCMS techniques, all the way to improved data analysis by lowering LOD and providing greater confidence in chemical identification. As a result, the combination of the QuEChERS approach, new and superior instrumentation, and the novel monitoring methods that were developed will enable vastly reduced time and cost of analysis, increased analytical scope, and a higher monitoring rate. This provides better enforcement, an added impetus for farmers to use good agricultural practices, improved food safety and security, increased trade, and greater consumer confidence in the food supply.
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