93,885 research outputs found
Satisfiability Games for Branching-Time Logics
The satisfiability problem for branching-time temporal logics like CTL*, CTL
and CTL+ has important applications in program specification and verification.
Their computational complexities are known: CTL* and CTL+ are complete for
doubly exponential time, CTL is complete for single exponential time. Some
decision procedures for these logics are known; they use tree automata,
tableaux or axiom systems. In this paper we present a uniform game-theoretic
framework for the satisfiability problem of these branching-time temporal
logics. We define satisfiability games for the full branching-time temporal
logic CTL* using a high-level definition of winning condition that captures the
essence of well-foundedness of least fixpoint unfoldings. These winning
conditions form formal languages of \omega-words. We analyse which kinds of
deterministic {\omega}-automata are needed in which case in order to recognise
these languages. We then obtain a reduction to the problem of solving parity or
B\"uchi games. The worst-case complexity of the obtained algorithms matches the
known lower bounds for these logics. This approach provides a uniform, yet
complexity-theoretically optimal treatment of satisfiability for branching-time
temporal logics. It separates the use of temporal logic machinery from the use
of automata thus preserving a syntactical relationship between the input
formula and the object that represents satisfiability, i.e. a winning strategy
in a parity or B\"uchi game. The games presented here work on a Fischer-Ladner
closure of the input formula only. Last but not least, the games presented here
come with an attempt at providing tool support for the satisfiability problem
of complex branching-time logics like CTL* and CTL+
Automated Game Design Learning
While general game playing is an active field of research, the learning of
game design has tended to be either a secondary goal of such research or it has
been solely the domain of humans. We propose a field of research, Automated
Game Design Learning (AGDL), with the direct purpose of learning game designs
directly through interaction with games in the mode that most people experience
games: via play. We detail existing work that touches the edges of this field,
describe current successful projects in AGDL and the theoretical foundations
that enable them, point to promising applications enabled by AGDL, and discuss
next steps for this exciting area of study. The key moves of AGDL are to use
game programs as the ultimate source of truth about their own design, and to
make these design properties available to other systems and avenues of inquiry.Comment: 8 pages, 2 figures. Accepted for CIG 201
How portable is level-0 behavior? A test of level-k theory in game with non-neutral frames
We test the portability of level-0 assumptions in level-k theory in an experimental investigation of behavior in Coordination, Discoordination, and Hide and Seek games with common, non-neutral frames. Assuming that level-0 behavior depends only on the frame, we derive hypotheses that are independent of prior assumptions abou tsalience. Those hypotheses are not confirmed. Our findings contrast with previous research which has fitted parameterized level-k models to Hide and Seek data. We show that, as a criterion of successful explanation, the existence of a plausible model that replicates the main patterns in these data has a high probability of false positives
How can exploratory learning with games and simulations within the curriculum be most effectively evaluated?
There have been few attempts to introduce frameworks that can help support tutors evaluate educational games and simulations that can be most effective in their particular learning context and subject area. The lack of a dedicated framework has produced a significant impediment for uptake of games and simulations particularly in formal learning contexts. This paper aims to address this shortcoming by introducing a four-dimensional framework for helping tutors to evaluate the potential of using games- and simulation- based learning in their practice, and to support more critical approaches to this form of games and simulations. The four-dimensional framework is applied to two examples from practice to test its efficacy and structure critical reflection upon practice
Synthesis of Switching Protocols from Temporal Logic Specifications
We propose formal means for synthesizing switching protocols that determine the sequence in which the modes of a switched system are activated to satisfy certain high-level specifications in linear temporal logic. The synthesized protocols are robust against exogenous disturbances on the continuous dynamics. Two types of finite transition systems, namely under- and over-approximations, that abstract the behavior of the underlying continuous dynamics are defined. In particular, we show that the discrete synthesis problem for an under-approximation can be formulated as a model checking problem, whereas that for an over-approximation can be transformed into a two-player game. Both of these formulations are amenable to efficient, off-the-shelf software tools. By construction, existence of a discrete switching strategy for the discrete synthesis problem guarantees the existence of a continuous switching protocol for the continuous synthesis problem, which can be implemented at the continuous level to ensure the correctness of the nonlinear switched system. Moreover, the proposed framework can be straightforwardly extended to accommodate specifications that require reacting to possibly adversarial external events. Finally, these results are illustrated using three examples from different application domains
Verified Correctness and Security of mbedTLS HMAC-DRBG
We have formalized the functional specification of HMAC-DRBG (NIST 800-90A),
and we have proved its cryptographic security--that its output is
pseudorandom--using a hybrid game-based proof. We have also proved that the
mbedTLS implementation (C program) correctly implements this functional
specification. That proof composes with an existing C compiler correctness
proof to guarantee, end-to-end, that the machine language program gives strong
pseudorandomness. All proofs (hybrid games, C program verification, compiler,
and their composition) are machine-checked in the Coq proof assistant. Our
proofs are modular: the hybrid game proof holds on any implementation of
HMAC-DRBG that satisfies our functional specification. Therefore, our
functional specification can serve as a high-assurance reference.Comment: Appearing in CCS '1
Backward Compatibility to Sustain Market Dominance – Evidence from the US Handheld Video Game Industry
The introduction of a new product generation forces incumbents in network industries to rebuild their installed base to maintain an advantage over potential entrants. We study if backward compatibility can help moderate this process of rebuilding an installed base. Using a structural model of the US market for handheld game consoles, we show that backward compatibility lets incumbents transfer network effects from the old generation to the new to some extent but that it also reduces supply of new software. We also find that backward compatibility matters most shortly after the introduction of a new generation. Finally, we examine the tradeoff between technological progress and backward compatibility and find that backward compatibility matters less if there is a large technological leap between two generations. We subsequently use our results to assess the role of backward compatibility as a strategy to sustain a dominant market position
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