1,228 research outputs found

    On Determinism Versus Non-Determinism And Related Problems

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    We show that, for multi-tape Turing machines, non-deterministic linear time is more deterministic Turing machines (that receive their input on their work tape) require time Q(n2) to powerful than deterministic linear time. We also recognize non-palindromes of length n (it is easy to discuss the prospects for extending this result to see that time O(n log n) is. sufficient for a more general Turing machines. non-deterministic machine). 1. Introductio

    Consequences of APSP, triangle detection, and 3SUM hardness for separation between determinism and non-determinism

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    We present implications from the known conjectures like APSP, 3SUM and ETH in a form of a negated containment of a linear-time with a non-deterministic logarithmic-bit oracle in a respective deterministic bounded-time class They are different for different conjectures and they exhibit in particular the dependency on the input range parameters.Comment: The section on range reduction in the previous version contained a flaw in a proof and therefore it has been remove

    Proof Complexity of Systems of (Non-Deterministic) Decision Trees and Branching Programs

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    This paper studies propositional proof systems in which lines are sequents of decision trees or branching programs, deterministic or non-deterministic. Decision trees (DTs) are represented by a natural term syntax, inducing the system LDT, and non-determinism is modelled by including disjunction, ?, as primitive (system LNDT). Branching programs generalise DTs to dag-like structures and are duly handled by extension variables in our setting, as is common in proof complexity (systems eLDT and eLNDT). Deterministic and non-deterministic branching programs are natural nonuniform analogues of log-space (L) and nondeterministic log-space (NL), respectively. Thus eLDT and eLNDT serve as natural systems of reasoning corresponding to L and NL, respectively. The main results of the paper are simulation and non-simulation results for tree-like and dag-like proofs in LDT, LNDT, eLDT and eLNDT. We also compare them with Frege systems, constant-depth Frege systems and extended Frege systems

    Process algebra for performance evaluation

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    This paper surveys the theoretical developments in the field of stochastic process algebras, process algebras where action occurrences may be subject to a delay that is determined by a random variable. A huge class of resource-sharing systems – like large-scale computers, client–server architectures, networks – can accurately be described using such stochastic specification formalisms. The main emphasis of this paper is the treatment of operational semantics, notions of equivalence, and (sound and complete) axiomatisations of these equivalences for different types of Markovian process algebras, where delays are governed by exponential distributions. Starting from a simple actionless algebra for describing time-homogeneous continuous-time Markov chains, we consider the integration of actions and random delays both as a single entity (like in known Markovian process algebras like TIPP, PEPA and EMPA) and as separate entities (like in the timed process algebras timed CSP and TCCS). In total we consider four related calculi and investigate their relationship to existing Markovian process algebras. We also briefly indicate how one can profit from the separation of time and actions when incorporating more general, non-Markovian distributions

    Non-determinism in the narrative structure of video games

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    PhD ThesisAt the present time, computer games represent a finite interactive system. Even in their more experimental forms, the number of possible interactions between player and NPCs (non-player characters) and among NPCs and the game world has a finite number and is led by a deterministic system in which events can therefore be predicted. This implies that the story itself, seen as the series of events that will unfold during gameplay, is a closed system that can be predicted a priori. This study looks beyond this limitation, and identifies the elements needed for the emergence of a non-finite, emergent narrative structure. Two major contributions are offered through this research. The first contribution comes in the form of a clear categorization of the narrative structures embracing all video game production since the inception of the medium. In order to look for ways to generate a non-deterministic narrative in games, it is necessary to first gain a clear understanding of the current narrative structures implemented and how their impact on users’ experiencing of the story. While many studies have observed the storytelling aspect, no attempt has been made to systematically distinguish among the different ways designers decide how stories are told in games. The second contribution is guided by the following research question: Is it possible to incorporate non-determinism into the narrative structure of computer games? The hypothesis offered is that non-determinism can be incorporated by means of nonlinear dynamical systems in general and Cellular Automata in particular
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