24,663 research outputs found
Concurrent Bursty Behavior of Social Sensors in Sporting Events
The advent of social media expands our ability to transmit information and
connect with others instantly, which enables us to behave as "social sensors."
Here, we studied concurrent bursty behavior of Twitter users during major
sporting events to determine their function as social sensors. We show that the
degree of concurrent bursts in tweets (posts) and retweets (re-posts) works as
a strong indicator of winning or losing a game. More specifically, our simple
tweet analysis of Japanese professional baseball games in 2013 revealed that
social sensors can immediately react to positive and negative events through
bursts of tweets, but that positive events are more likely to induce a
subsequent burst of retweets. We also show that these findings hold true across
cultures by analyzing tweets related to Major League Baseball games in 2015.
Furthermore, we demonstrate active interactions among social sensors by
constructing retweet networks during a baseball game. The resulting networks
commonly exhibited user clusters depending on the baseball team, with a
scale-free connectedness that is indicative of a substantial difference in user
popularity as an information source. While previous studies have mainly focused
on bursts of tweets as a simple indicator of a real-world event, the temporal
correlation between tweets and retweets implies unique aspects of social
sensors, offering new insights into human behavior in a highly connected world.Comment: 17 pages, 8 figure
Tester versus Bug: A Generic Framework for Model-Based Testing via Games
We propose a generic game-based approach for test case generation. We set up
a game between the tester and the System Under Test, in such a way that test
cases correspond to game strategies, and the conformance relation ioco
corresponds to alternating refinement. We show that different test assumptions
from the literature can be easily incorporated, by slightly varying the moves
in the games and their outcomes. In this way, our framework allows a wide
plethora of game-theoretic techniques to be deployed for model based testing.Comment: In Proceedings GandALF 2018, arXiv:1809.0241
Determinacy in Discrete-Bidding Infinite-Duration Games
In two-player games on graphs, the players move a token through a graph to
produce an infinite path, which determines the winner of the game. Such games
are central in formal methods since they model the interaction between a
non-terminating system and its environment. In bidding games the players bid
for the right to move the token: in each round, the players simultaneously
submit bids, and the higher bidder moves the token and pays the other player.
Bidding games are known to have a clean and elegant mathematical structure that
relies on the ability of the players to submit arbitrarily small bids. Many
applications, however, require a fixed granularity for the bids, which can
represent, for example, the monetary value expressed in cents. We study, for
the first time, the combination of discrete-bidding and infinite-duration
games. Our most important result proves that these games form a large
determined subclass of concurrent games, where determinacy is the strong
property that there always exists exactly one player who can guarantee winning
the game. In particular, we show that, in contrast to non-discrete bidding
games, the mechanism with which tied bids are resolved plays an important role
in discrete-bidding games. We study several natural tie-breaking mechanisms and
show that, while some do not admit determinacy, most natural mechanisms imply
determinacy for every pair of initial budgets
Petri Games: Synthesis of Distributed Systems with Causal Memory
We present a new multiplayer game model for the interaction and the flow of
information in a distributed system. The players are tokens on a Petri net. As
long as the players move in independent parts of the net, they do not know of
each other; when they synchronize at a joint transition, each player gets
informed of the causal history of the other player. We show that for Petri
games with a single environment player and an arbitrary bounded number of
system players, deciding the existence of a safety strategy for the system
players is EXPTIME-complete.Comment: In Proceedings GandALF 2014, arXiv:1408.556
Pure Nash Equilibria in Concurrent Deterministic Games
We study pure-strategy Nash equilibria in multi-player concurrent
deterministic games, for a variety of preference relations. We provide a novel
construction, called the suspect game, which transforms a multi-player
concurrent game into a two-player turn-based game which turns Nash equilibria
into winning strategies (for some objective that depends on the preference
relations of the players in the original game). We use that transformation to
design algorithms for computing Nash equilibria in finite games, which in most
cases have optimal worst-case complexity, for large classes of preference
relations. This includes the purely qualitative framework, where each player
has a single omega-regular objective that she wants to satisfy, but also the
larger class of semi-quantitative objectives, where each player has several
omega-regular objectives equipped with a preorder (for instance, a player may
want to satisfy all her objectives, or to maximise the number of objectives
that she achieves.)Comment: 72 page
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