47,449 research outputs found
Regular Boardgames
We propose a new General Game Playing (GGP) language called Regular
Boardgames (RBG), which is based on the theory of regular languages. The
objective of RBG is to join key properties as expressiveness, efficiency, and
naturalness of the description in one GGP formalism, compensating certain
drawbacks of the existing languages. This often makes RBG more suitable for
various research and practical developments in GGP. While dedicated mostly for
describing board games, RBG is universal for the class of all finite
deterministic turn-based games with perfect information. We establish
foundations of RBG, and analyze it theoretically and experimentally, focusing
on the efficiency of reasoning. Regular Boardgames is the first GGP language
that allows efficient encoding and playing games with complex rules and with
large branching factor (e.g.\ amazons, arimaa, large chess variants, go,
international checkers, paper soccer).Comment: AAAI 201
Intuitionistic computability logic
Computability logic (CL) is a systematic formal theory of computational tasks
and resources, which, in a sense, can be seen as a semantics-based alternative
to (the syntactically introduced) linear logic. With its expressive and
flexible language, where formulas represent computational problems and "truth"
is understood as algorithmic solvability, CL potentially offers a comprehensive
logical basis for constructive applied theories and computing systems
inherently requiring constructive and computationally meaningful underlying
logics.
Among the best known constructivistic logics is Heyting's intuitionistic
calculus INT, whose language can be seen as a special fragment of that of CL.
The constructivistic philosophy of INT, however, has never really found an
intuitively convincing and mathematically strict semantical justification. CL
has good claims to provide such a justification and hence a materialization of
Kolmogorov's known thesis "INT = logic of problems". The present paper contains
a soundness proof for INT with respect to the CL semantics. A comprehensive
online source on CL is available at http://www.cis.upenn.edu/~giorgi/cl.htm
Data assurance in opaque computations
The chess endgame is increasingly being seen through the lens of, and therefore effectively defined by, a data ‘model’ of itself. It is vital that such models are clearly faithful to the reality they purport to represent. This paper examines that issue and systems engineering responses to it, using the chess endgame as the exemplar scenario. A structured survey has been carried out of the intrinsic challenges and complexity of creating endgame data by reviewing the past pattern of errors during work in progress, surfacing in publications and occurring after the data was generated. Specific measures are proposed to counter observed classes of error-risk, including a preliminary survey of techniques for using state-of-the-art verification tools to generate EGTs that are correct by construction. The approach may be applied generically beyond the game domain
Ludii -- The Ludemic General Game System
While current General Game Playing (GGP) systems facilitate useful research
in Artificial Intelligence (AI) for game-playing, they are often somewhat
specialised and computationally inefficient. In this paper, we describe the
"ludemic" general game system Ludii, which has the potential to provide an
efficient tool for AI researchers as well as game designers, historians,
educators and practitioners in related fields. Ludii defines games as
structures of ludemes -- high-level, easily understandable game concepts --
which allows for concise and human-understandable game descriptions. We
formally describe Ludii and outline its main benefits: generality,
extensibility, understandability and efficiency. Experimentally, Ludii
outperforms one of the most efficient Game Description Language (GDL)
reasoners, based on a propositional network, in all games available in the
Tiltyard GGP repository. Moreover, Ludii is also competitive in terms of
performance with the more recently proposed Regular Boardgames (RBG) system,
and has various advantages in qualitative aspects such as generality.Comment: Accepted at ECAI 202
The banality of law: some remarks on legal conventionalism
The paper is concerned with the Hartian idea that the justification of law’s normativity can be traced back to the exquisite social fact, viz. special kind of social convention. After discussing the view that the rule of recognition is a coordinative convention A. Marmor’s idea of constitutive convention is introduced. Relying on J. Dickson’s brilliant enquiry I finally argue that this latter idea is deprieved of any explanatory power, which was pressuposed by H.L.A. Hart when he himself reffered to the conventional rule of recognition as social fact having full normative significance
Paradigm Case Arguments
From time to time philosophers and scientists have made sensational, provocative claims that certain things do not exist or never happen that, in everyday life, we unquestioningly take for granted as existing or happening. These claims have included denying the existence of matter, space, time, the self, free will, and other sturdy and basic elements of our common-sense or naïve world-view. Around the middle of the twentieth century an argument was developed that can be used to challenge many such skeptical claims based on linguistic considerations, which came to be known as the Paradigm Case Argument ..
Generating a Performance Stochastic Model from UML Specifications
Since its initiation by Connie Smith, the process of Software Performance
Engineering (SPE) is becoming a growing concern. The idea is to bring
performance evaluation into the software design process. This suitable
methodology allows software designers to determine the performance of software
during design. Several approaches have been proposed to provide such
techniques. Some of them propose to derive from a UML (Unified Modeling
Language) model a performance model such as Stochastic Petri Net (SPN) or
Stochastic process Algebra (SPA) models. Our work belongs to the same category.
We propose to derive from a UML model a Stochastic Automata Network (SAN) in
order to obtain performance predictions. Our approach is more flexible due to
the SAN modularity and its high resemblance to UML' state-chart diagram
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