59,683 research outputs found

    Ehrenfeucht-Fraïssé goes elementarily automatic for structures of bounded degree

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    International audienceMany relational structures are automatically presentable, i.e. elements of the domain can be seen as words over a finite alphabet and equality and other atomic relations are represented with finite automata. The first-order theories over such structures are known to be primitive recursive, which is shown by the inductive construction of an automaton representing any relation definable in the first-order logic. We propose a general method based on Ehrenfeucht-Fraïssé games to give upper bounds on the size of these automata and on the time required to build them. We apply this method for two different automatic structures which have elementary decision procedures, Presburger Arithmetic and automatic structures of bounded degree. For the latter no upper bound on the size of the automata was known. We conclude that the very general and simple automata-based algorithm works well to decide the first-order theories over these structures

    Advances and applications of automata on words and trees : abstracts collection

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    From 12.12.2010 to 17.12.2010, the Dagstuhl Seminar 10501 "Advances and Applications of Automata on Words and Trees" was held in Schloss Dagstuhl - Leibniz Center for Informatics. During the seminar, several participants presented their current research, and ongoing work and open problems were discussed. Abstracts of the presentations given during the seminar as well as abstracts of seminar results and ideas are put together in this paper. The first section describes the seminar topics and goals in general. Links to extended abstracts or full papers are provided, if available

    Observation and Distinction. Representing Information in Infinite Games

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    We compare two approaches for modelling imperfect information in infinite games by using finite-state automata. The first, more standard approach views information as the result of an observation process driven by a sequential Mealy machine. In contrast, the second approach features indistinguishability relations described by synchronous two-tape automata. The indistinguishability-relation model turns out to be strictly more expressive than the one based on observations. We present a characterisation of the indistinguishability relations that admit a representation as a finite-state observation function. We show that the characterisation is decidable, and give a procedure to construct a corresponding Mealy machine whenever one exists

    Automated Game Design Learning

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    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

    Board games as a teaching tool for technology classes in Compulsory Secondary Education

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    Aquest treball estudia la tècnica coneguda com game-based learning, és a dir, l’ús dels jocs com a eina didàctica. Primer que res, es fa recerca sobre els treballs ja existents i es veu que, tot i haver-hi articles sobre game-based learning, és difícil trobar-ne de relacionats amb la tecnologia, més enllà d’ensenyar a programar. A continuació, es revisen els continguts curriculars i les competències de secundària i es relacionen amb alguns jocs de taula ja existents, dels quals es detallen breument les regles de joc. Es veu que hi ha continguts curriculars, pels quals es difícil trobar un joc que hi encaixi. A més a més, es desenvolupa la idea d’un nou joc de taula, basat en el ja existent Party & Co., per treballar alguns dels continguts curriculars pels quals no s’ha trobat cap joc existent que s’hi escaigui. Finalment, s’explica una experiència duta a terme durant el període de pràctiques en el centre escolar al curs de 3r d’ESO. Es disposava de tres grups i en tots tres es va seguir la mateixa programació: classe introductòria expositiva, una sessió de muntatge de robots LEGO, 4 sessions de programació i un petit test. En un dels tres grups, però, es va fer una classe prèvia extra on es va jugar a un joc de taula anomenat RoboRally. Els objectius eren dobles: que aprenguessin la importància de l’algorísmica i que s’ho passessin bé. Els resultats mostren que aquest grup va treballar més i millor. En el treball s’analitzen els resultats obtinguts

    MCMAS-SLK: A Model Checker for the Verification of Strategy Logic Specifications

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    We introduce MCMAS-SLK, a BDD-based model checker for the verification of systems against specifications expressed in a novel, epistemic variant of strategy logic. We give syntax and semantics of the specification language and introduce a labelling algorithm for epistemic and strategy logic modalities. We provide details of the checker which can also be used for synthesising agents' strategies so that a specification is satisfied by the system. We evaluate the efficiency of the implementation by discussing the results obtained for the dining cryptographers protocol and a variant of the cake-cutting problem

    Strategy Synthesis for Autonomous Agents Using PRISM

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    We present probabilistic models for autonomous agent search and retrieve missions derived from Simulink models for an Unmanned Aerial Vehicle (UAV) and show how probabilistic model checking and the probabilistic model checker PRISM can be used for optimal controller generation. We introduce a sequence of scenarios relevant to UAVs and other autonomous agents such as underwater and ground vehicles. For each scenario we demonstrate how it can be modelled using the PRISM language, give model checking statistics and present the synthesised optimal controllers. We conclude with a discussion of the limitations when using probabilistic model checking and PRISM in this context and what steps can be taken to overcome them. In addition, we consider how the controllers can be returned to the UAV and adapted for use on larger search areas

    An optimal construction of Hanf sentences

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    We give the first elementary construction of equivalent formulas in Hanf normal form. The triply exponential upper bound is complemented by a matching lower bound
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