59,683 research outputs found
Ehrenfeucht-Fraïssé goes elementarily automatic for structures of bounded degree
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
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
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
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
Aquest treball estudia la tècnica coneguda com game-based learning, és a dir, l’ús dels jocs com a eina didà ctica.
Primer que res, es fa recerca sobre els treballs ja existents i es veu que, tot i haver-hi articles sobre game-based learning, Ă©s difĂcil trobar-ne de relacionats amb la tecnologia, mĂ©s enllĂ d’ensenyar a programar.
A continuaciĂł, es revisen els continguts curriculars i les competències de secundĂ ria 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 difĂcil 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 perĂode de prĂ ctiques en el centre escolar al curs de 3r d’ESO. Es disposava de tres grups i en tots tres es va seguir la mateixa programaciĂł: classe introductòria expositiva, una sessiĂł de muntatge de robots LEGO, 4 sessions de programaciĂł 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 importĂ ncia de l’algorĂsmica i que s’ho passessin bĂ©. Els resultats mostren que aquest grup va treballar mĂ©s i millor. En el treball s’analitzen els resultats obtinguts
MCMAS-SLK: A Model Checker for the Verification of Strategy Logic Specifications
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
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
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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