202,823 research outputs found
In the beginning was game semantics
This article presents an overview of computability logic -- the
game-semantically constructed logic of interactive computational tasks and
resources. There is only one non-overview, technical section in it, devoted to
a proof of the soundness of affine logic with respect to the semantics of
computability logic. A comprehensive online source on the subject can be found
at http://www.cis.upenn.edu/~giorgi/cl.htmlComment: To appear in: "Games: Unifying Logic, Language and Philosophy". O.
Majer, A.-V. Pietarinen and T. Tulenheimo, eds. Springer Verlag, Berli
Π Π²ΠΎΠΏΡΠΎΡΡ ΠΎΠ± Π°ΡΠΈΠΌΠΌΠ΅ΡΡΠΈΠΈ ΡΠ΅ΠΎΡΠ΅ΡΠΈΠΊΠΎ-ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ ΡΠ΅ΠΌΠ°Π½ΡΠΈΠΊΠ΅
This article offers an analysis of the key aspects of the game-theoretic semantics, and demonstrates its advantages regarding the presentation of incomplete information and imperfect recall in comparison with Frege β Russell fi rst-order logic. The article offers a review of some limitations of the game-theoretic semantics towards the problem of asymmetry in semantic games. Author provides an overview of the concurrent game-theoretic semantics.Π ΡΡΠ°ΡΡΠ΅ ΠΎΠ±ΡΡΠΆΠ΄Π°ΡΡΡΡ ΠΊΠ»ΡΡΠ΅Π²ΡΠ΅ Π°ΡΠΏΠ΅ΠΊΡΡ ΡΠ΅ΠΎΡΠ΅ΡΠΈΠΊΠΎ-ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ ΡΠ΅ΠΌΠ°Π½ΡΠΈΠΊΠΈ, ΠΈ Π΄Π΅ΠΌΠΎΠ½ΡΡΡΠΈΡΡΡΡΡΡ Π΅Π΅ ΠΏΡΠ΅ΠΈΠΌΡΡΠ΅ΡΡΠ²Π° Π² Π΄Π΅Π»Π΅ Π°Π½Π°Π»ΠΈΠ·Π° ΠΈΠ³Ρ Ρ Π½Π΅ΡΠΎΠ²Π΅ΡΡΠ΅Π½Π½ΠΎΠΉ ΠΈΠ½ΡΠΎΡΠΌΠ°ΡΠΈΠ΅ΠΉ ΠΈ Π½Π΅ΡΠΎΠ²Π΅ΡΡΠ΅Π½Π½ΠΎΠΉ ΠΏΠ°ΠΌΡΡΡΡ ΠΏΠΎ ΡΡΠ°Π²Π½Π΅Π½ΠΈΡ Ρ Π»ΠΎΠ³ΠΈΠΊΠΎΠΉ ΠΏΠ΅ΡΠ²ΠΎΠ³ΠΎ ΠΏΠΎΡΡΠ΄ΠΊΠ° Π€ΡΠ΅Π³Π΅ β Π Π°ΡΡΠ΅Π»Π°. Π ΡΡΠ°ΡΡΠ΅ ΠΎΠ±ΡΡΠΆΠ΄Π°ΡΡΡΡ ΠΎΠ³ΡΠ°Π½ΠΈΡΠ΅Π½ΠΈΡ ΡΠ΅ΠΎΡΠ΅ΡΠΈΠΊΠΎ-ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ ΡΠ΅ΠΌΠ°Π½ΡΠΈΠΊΠΈ Π―. Π₯ΠΈΠ½ΡΠΈΠΊΠΊΠΈ ΠΎΡΠ½ΠΎΡΠΈΡΠ΅Π»ΡΠ½ΠΎ ΠΏΡΠΎΠ±Π»Π΅ΠΌΡ Π°ΡΠΈΠΌΠΌΠ΅ΡΡΠΈΠΈ Π² ΡΠ΅ΠΌΠ°Π½ΡΠΈΡΠ΅ΡΠΊΠΈΡ
ΠΈΠ³ΡΠ°Ρ
. ΠΡΠ΅Π΄ΡΡΠ°Π²Π»Π΅Π½ ΠΎΠ±Π·ΠΎΡ Ρ
Π°ΡΠ°ΠΊΡΠ΅ΡΠΈΡΡΠΈΠΊ ΠΏΠ°ΡΠ°Π»Π»Π΅Π»ΡΠ½ΠΎΠΉ ΡΠ΅ΠΎΡΠ΅ΡΠΈΠΊΠΎ-ΠΈΠ³ΡΠΎΠ²ΠΎΠΉ ΡΠ΅ΠΌΠ°Π½ΡΠΈΠΊΠΈ
Synthesized cooperative strategies for intelligent multi-robots in a real-time distributed environment : a thesis presented in partial fulfillment of the requirements for the degree of Master of Science in Computer Science at Massey University, Albany, New Zealand
In the robot soccer domain, real-time response usually curtails the development of more complex Al-based game strategies, path-planning and team cooperation between intelligent agents. In light of this problem, distributing computationally intensive algorithms between several machines to control, coordinate and dynamically assign roles to a team of robots, and allowing them to communicate via a network gives rise to real-time cooperation in a multi-robotic team. This research presents a myriad of algorithms tested on a distributed system platform that allows for cooperating multi- agents in a dynamic environment. The test bed is an extension of a popular robot simulation system in the public domain developed at Carnegie Mellon University, known as TeamBots. A low-level real-time network game protocol using TCP/IP and UDP were incorporated to allow for a conglomeration of multi-agent to communicate and work cohesively as a team. Intelligent agents were defined to take on roles such as game coach agent, vision agent, and soccer player agents. Further, team cooperation is demonstrated by integrating a real-time fuzzy logic-based ball-passing algorithm and a fuzzy logic algorithm for path planning. Keywords Artificial Intelligence, Ball Passing, the coaching system, Collaborative, Distributed Multi-Agent, Fuzzy Logic, Role Assignmen
An investigation of the trading agent competition : a thesis presented in partial fulfilment of the requirements for the degree of Master of Science in Computer Science at Massey University, Albany, New Zealand
The Internet has swept over the whole world. It is influencing almost every aspect of society. The blooming of electronic commerce on the back of the Internet further increases globalisation and free trade. However, the Internet will never reach its full potential as a new electronic media or marketplace unless agents are developed. The trading Agent Competition (TAC), which simulates online auctions, was designed to create a standard problem in the complex domain of electronic marketplaces and to inspire researchers from all over the world to develop distinctive software agents to a common exercise. In this thesis, a detailed study of intelligent software agents and a comprehensive investigation of the Trading Agent Competition will be presented. The design of the Risker Wise agent and a fuzzy logic system predicting the bid increase of the hotel auction in the TAC game will be discussed in detail
Unifying an Introduction to Artificial Intelligence Course through Machine Learning Laboratory Experiences
This paper presents work on a collaborative project funded by the National Science Foundation that incorporates machine learning as a unifying theme to teach fundamental concepts typically covered in the introductory Artificial Intelligence courses. The project involves the development of an adaptable framework for the presentation of core AI topics. This is accomplished through the development, implementation, and testing of a suite of adaptable, hands-on laboratory projects that can be closely integrated into the AI course. Through the design and implementation of learning systems that enhance commonly-deployed applications, our model acknowledges that intelligent systems are best taught through their application to challenging problems. The goals of the project are to (1) enhance the student learning experience in the AI course, (2) increase student interest and motivation to learn AI by providing a framework for the presentation of the major AI topics that emphasizes the strong connection between AI and computer science and engineering, and (3) highlight the bridge that machine learning provides between AI technology and modern software engineering
Game Portability Using a Service-Oriented Approach
Game assets are portable between games. The games themselves are, however, dependent on the game engine they were developed on. Middleware has attempted to address this by, for instance, separating out the AI from the core game engine. Our work takes this further by separating the
game from the game engine, and making it portable between game engines. The game elements that we make portable are the game logic, the object model, and the game state, which represent the game's brain, and which we collectively refer to as the game factor, or G-factor. We achieve this using an architecture based around a service-oriented approach. We present an overview of this architecture and its use in developing games. The evaluation demonstrates that the architecture does not affect performance unduly, adds little development overhead, is scaleable, and supports modifiability
Putting theory oriented evaluation into practice
Evaluations of gaming simulations and business games as teaching devices are typically end-state driven. This emphasis fails to detect how the simulation being evaluated does or does not bring about its desired consequences. This paper advances the use of a logic model approach which possesses a holistic perspective that aims at including all elements associated with the situation created by a game. The use of the logic model approach is illustrated as applied to Simgame, a board game created for secondary school level business education in six European Union countries
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