534 research outputs found

    Tree transducers, L systems, and two-way machines

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    A relationship between parallel rewriting systems and two-way machines is investigated. Restrictions on the “copying power” of these devices endow them with rich structuring and give insight into the issues of determinism, parallelism, and copying. Among the parallel rewriting systems considered are the top-down tree transducer; the generalized syntax-directed translation scheme and the ETOL system, and among the two-way machines are the tree-walking automaton, the two-way finite-state transducer, and (generalizations of) the one-way checking stack automaton. The. relationship of these devices to macro grammars is also considered. An effort is made .to provide a systematic survey of a number of existing results

    Operator Precedence Languages: Their Automata-Theoretic and Logic Characterization

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    Operator precedence languages were introduced half a century ago by Robert Floyd to support deterministic and efficient parsing of context-free languages. Recently, we renewed our interest in this class of languages thanks to a few distinguishing properties that make them attractive for exploiting various modern technologies. Precisely, their local parsability enables parallel and incremental parsing, whereas their closure properties make them amenable to automatic verification techniques, including model checking. In this paper we provide a fairly complete theory of this class of languages: we introduce a class of automata with the same recognizing power as the generative power of their grammars; we provide a characterization of their sentences in terms of monadic second-order logic as has been done in previous literature for more restricted language classes such as regular, parenthesis, and input-driven ones; we investigate preserved and lost properties when extending the language sentences from finite length to infinite length (omegaomega-languages). As a result, we obtain a class of languages that enjoys many of the nice properties of regular languages (closure and decidability properties, logic characterization) but is considerably larger than other families---typically parenthesis and input-driven ones---with the same properties, covering “almost” all deterministic languages

    Acta Cybernetica : Tomus 5. Fasciculus 1.

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    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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