41 research outputs found

    The Complexity of angel-daemons and game isomorphism

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    The analysis of the computational aspects of strategic situations is a basic field in Computer Sciences. Two main topics related to strategic games have been developed. First, introduction and analysis of a class of games (so called angel/daemon games) designed to asses web applications, have been considered. Second, the problem of isomorphism between strategic games has been analysed. Both parts have been separately considered. Angel-Daemon Games A service is a computational method that is made available for general use through a wide area network. The performance of web-services may fluctuate; at times of stress the performance of some services may be degraded (in extreme cases, to the point of failure). In this thesis uncertainty profiles and Angel-Daemon games are used to analyse servicebased behaviours in situations where probabilistic reasoning may not be appropriate. In such a game, an angel player acts on a bounded number of ¿angelic¿ services in a beneficial way while a daemon player acts on a bounded number of ¿daemonic¿ services in a negative way. Examples are used to illustrate how game theory can be used to analyse service-based scenarios in a realistic way that lies between over-optimism and over-pessimism. The resilience of an orchestration to service failure has been analysed - here angels and daemons are used to model services which can fail when placed under stress. The Nash equilibria of a corresponding Angel-Daemon game may be used to assign a ¿robustness¿ value to an orchestration. Finally, the complexity of equilibria problems for Angel-Daemon games has been analysed. It turns out that Angel-Daemon games are, at the best of our knowledge, the first natural example of zero-sum succinct games. The fact that deciding the existence of a pure Nash equilibrium or a dominant strategy for a given player is Sp 2-complete has been proven. Furthermore, computing the value of an Angel-Daemon game is EXP-complete. Thus, matching the already known complexity results of the corresponding problems for the generic families of succinctly represented games with exponential number of actions. Game Isomorphism The question of whether two multi-player strategic games are equivalent and the computational complexity of deciding such a property has been addressed. Three notions of isomorphisms, strong, weak and local have been considered. Each one of these isomorphisms preserves a different structure of the game. Strong isomorphism is defined to preserve the utility functions and Nash equilibria. Weak isomorphism preserves only the player preference relations and thus pure Nash equilibria. Local isomorphism preserves preferences defined only on ¿close¿ neighbourhood of strategy profiles. The problem of the computational complexity of game isomorphism, which depends on the level of succinctness of the description of the input games but it is independent of the isomorphism to consider, has been shown. Utilities in games can be given succinctly by Turing machines, boolean circuits or boolean formulas, or explicitly by tables. Actions can be given also explicitly or succinctly. When the games are given in general form, an explicit description of actions and a succinct description of utilities have been assumed. It is has been established that the game isomorphism problem for general form games is equivalent to the circuit isomorphism when utilities are described by Turing Machines; and to the boolean formula isomorphism problem when utilities are described by formulas. When the game is given in explicit form, it is has been proven that the game isomorphism problem is equivalent to the graph isomorphism problem. Finally, an equivalence classes of small games and their graphical representation have been also examined.Postprint (published version

    An angel-daemon approach to assess the uncertainty in the power of a collectivity to act

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    The final publication is available at link.springer.comWe propose the use of the angel-daemon framework to assess the Coleman's power of a collectivity to act under uncertainty in weighted voting games. In this framework uncertainty profiles describe the potential changes in the weights of a weighted game and fixes the spread of the weights' change. For each uncertainty profile a strategic angel-daemon game can be considered. This game has two selfish players, the angel and the daemon, the angel selects its action as to maximize the effect on the measure under consideration while daemon acts oppositely. Players angel and daemon give a balance between the best and the worst. The angel-daemon games associated to the Coleman's power are zero-sum games and therefore the expected utilities of all the Nash equilibria are the same. In this way we can asses the Coleman's power under uncertainty. Besides introducing the framework for this particular setting we analyse basic properties and make some computational complexity considerations. We provide several examples based in the evolution of the voting rules of the EU Council of Ministers.Peer ReviewedPostprint (author's final draft

    Refining the imprecise meaning of non-determinism in the Web by strategic games

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    Nowadays interactions with the World Wide Web are ubiquitous. Users interact through a number of steps consisting of site calls and handling results that can be automatized as orchestrations. Orchestration results have an inherent degree of uncertainty due to incomplete Web knowledge and orchestration semantics are characterized in terms of imprecise probabilistic choices. We consider two aspects in this imprecise semantic characterization. First, when local knowledge (even imprecise) of some part of the Web increases, this knowledge goes smoothly through the whole orchestration. We deal formally with this aspect introducing orchestration refinements. Second, we analyze refinement under uncertainty in the case of parallel composition. Uncertain knowledge is modeled by an uncertainty profile. Such profiles allow us to look at the uncertainty through a zero-sum game, called angel/daemon-game. We propose to use the structure of the Nash equilibria to refine uncertainty. In this case the information improves not through cooperation but through the angel and daemon competition.Peer ReviewedPostprint (author's final draft

    Uncertainty in basic short-term macroeconomic models with angel-daemon games

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    We propose the use of an angel-daemon framework to perform an uncertainty analysis of short-term macroeconomic models. The angel-daemon framework defines a strategic game where two agents, the angel and the daemon, act selfishly. These games are defined over an uncertainty profile which presents a short and macroscopic description of a perturbed situation. The Nash equilibria on these games provide stable strategies in perturbed situations, giving a natural estimation of uncertainty. We apply the framework to the uncertainty analysis of linear versions of the IS-LM and the IS-MP models.Peer ReviewedPostprint (author's final draft

    QoS Measures for Orchestrations in Unreliable Environments

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    When dealing with Grid applications, there could append a lot of different thinks that could make the final execution differ some times. For example, is over-optimistic to suppose that all the site calls that the Grid application management system does to perform sub-computations are operatives the 100% of the time and no error never happens. Another case, for example is when the final result varies depending on the values returned by the services. When the user accepts this non-determinism, it may be good to give some estimation of success. Here we will see some approaches to this problem based on the Expected number of published values and the Probability of failure on non-recursive Orc expressions describing the orchestration of sites in Grid applications. We will see that in some cases those problems are only tractable under certain conditions and the special case created by the delay of site calls when there are no restrictions on the Orc expressions. After that, a new approach based on the probability of delays will be presented. With this approach we will give a new estimations based on the average time required for values to be published and the time required to publish the first or last value. As an annex, a Java library to compute some of those problems is given and some important points will be seen

    The computational complexity of QoS measures for orchestrations

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    The final publication is available at link.springer.comWe consider Web services defined by orchestrations in the Orc language and two natural quality of services measures, the number of outputs and a discrete version of the first response time. We analyse first those subfamilies of finite orchestrations in which the measures are well defined and consider their evaluation in both reliable and probabilistic unreliable environments. On those subfamilies in which the QoS measures are well defined, we consider a set of natural related problems and analyse its computational complexity. In general our results show a clear picture of the difficulty of computing the proposed QoS measures with respect to the expressiveness of the subfamilies of Orc. Only in few cases the problems are solvable in polynomial time pointing out the computational difficulty of evaluating QoS measures even in simplified models.Peer ReviewedPostprint (author's final draft

    Keys to Play: Music as a Ludic Medium from Apollo to Nintendo

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    How do keyboards make music playable? Drawing on theories of media, systems, and cultural techniques, Keys to Play spans Greek myth and contemporary Japanese digital games to chart a genealogy of musical play and its animation via improvisation, performance, and recreation. As a paradigmatic digital interface, the keyboard forms a field of play on which the book’s diverse objects of inquiry—from clavichords to PCs and eighteenth-century musical dice games to the latest rhythm-action titles—enter into analogical relations. Remapping the keyboard’s topography by way of Mozart and Super Mario, who head an expansive cast of historical and virtual actors, Keys to Play invites readers to unlock ludic dimensions of music that are at once old and new

    Astronomy and Literature | Canon and Stylometrics

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    This eighth issue of Interfaces contains two thematic clusters: the first cluster, entitled The Astronomical Imagination in Literature through the Ages, is edited by Dale Kedwards; the second cluster, entitled Medieval Authorship and Canonicity in the Digital Age, is edited by Jeroen De Gussem and Jeroen Deploige

    Services in pervasive computing environments : from design to delivery

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    The work presented in this thesis is based on the assumption that modern computer technologies are already potentially pervasive: CPUs are embedded in any sort of device; RAM and storage memory of a modern PDA is comparable to those of a ten years ago Unix workstation; Wi-Fi, GPRS, UMTS are leveraging the development of the wireless Internet. Nevertheless, computing is not pervasive because we do not have a clear conceptual model of the pervasive computer and we have not tools, methodologies, and middleware to write and to seamlessly deliver at once services over a multitude of heterogeneous devices and different delivery contexts. Our thesis addresses these issues starting from the analysis of forces in a pervasive computing environment: user mobility, user profile, user position, and device profile. The conceptual model, or metaphor, we use to drive our work is to consider the environment as surrounded by a multitude of services and objects and devices as the communicating gates between the real world and the virtual dimension of pervasive computing around us. Our thesis is thus built upon three main “pillars”. The first pillar is a domain-object-driven methodology which allows developer to abstract from low level details of the final delivery platform, and provides the user with the ability to access services in a multi-channel way. The rationale is that domain objects are self-contained pieces of software able to represent data and to compute functions and procedures. Our approach fills the gap between users and domain objects building an appropriate user interface which is both adapted to the domain object and to the end user device. As example, we present how to design, implement and deliver an electronic mail application over various platforms. The second pillar of this thesis analyzes in more details the forces that make direct object manipulation inadequate in a pervasive context. These forces are the user profile, the device profile, the context of use, and the combinatorial explosion of domain objects. From the analysis of the electronic mail application presented as example, we notice that according to the end user device, or according to particular circumstances during the access to the service (for instance if the user access the service by the interactive TV while he is having his breakfast) some functionalities are not compulsory and do not fit an adequate task sequence. So we decided to make task models explicit in the design of a service and to integrate the capability to automatically generate user interfaces for domain objects with the formal definition of task models adapted to the final delivery context. Finally, the third pillar of our thesis is about the lifecycle of services in a pervasive computing environment. Our solutions are based upon an existing framework, the Jini connection technology, and enrich this framework with new services and architectures for the deployment and discovery of services, for the user session management, and for the management of offline agents

    Play Among Books

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    How does coding change the way we think about architecture? Miro Roman and his AI Alice_ch3n81 develop a playful scenario in which they propose coding as the new literacy of information. They convey knowledge in the form of a project model that links the fields of architecture and information through two interwoven narrative strands in an “infinite flow” of real books
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