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SYNTHESE
2010
66views more  SYNTHESE 2010»
13 years 5 months ago
The medium or the message? Communication relevance and richness in trust games
Subjects communicated prior to playing trust games; the richness of the communication media and the topics of conversation were manipulated. Communication richness failed to produ...
Cristina Bicchieri, Azi Lev-On, Alex Chavez
CAV
2008
Springer
80views Hardware» more  CAV 2008»
13 years 9 months ago
Ranking Automata and Games for Prioritized Requirements
Requirements of reactive systems are usually specified by classifying system executions as desirable and undesirable. To specify prioritized requirements, we propose to associate a...
Rajeev Alur, Aditya Kanade, Gera Weiss
CLEIEJ
2007
86views more  CLEIEJ 2007»
13 years 7 months ago
Requirements Game: Teaching Software Project Management
: Several business areas, like Management and Negotiation, have used games like a didactic way to simulate world reality, to introduce students to the day-to-day generated problems...
Carlos Mario Zapata Jaramillo, Gabriel Awad-Aubad
FOSSACS
2009
Springer
14 years 2 months ago
Facets of Synthesis: Revisiting Church's Problem
In this essay we discuss the origin, central results, and some perspectives of algorithmic synthesis of nonterminating reactive programs. We recall the fundamental questions raised...
Wolfgang Thomas
IJCAI
2007
13 years 9 months ago
Iterated Weaker-than-Weak Dominance
We introduce a weakening of standard gametheoretic dominance conditions, called δdominance, which enables more aggressive pruning of candidate strategies at the cost of solution ...
Shih-Fen Cheng, Michael P. Wellman