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» Hierarchical Concurrent Finite State Machines in Ptolemy
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AIIDE
2008
13 years 9 months ago
Dynamic Expansion of Behaviour Trees
Artificial intelligence in games is typically used for creating player's opponents. Manual edition of intelligent behaviors for Non-Player Characters (NPCs) of games is a cum...
Gonzalo Flórez Puga, Marco Antonio Gó...
ASE
1999
126views more  ASE 1999»
13 years 6 months ago
Behaviour Analysis of Distributed Systems Using the Tracta Approach
Behaviour analysis should form an integral part of the software development process. This is particularly important in the design of concurrent and distributed systems, where comp...
Dimitra Giannakopoulou, Jeff Kramer, Shing-Chi Che...
COMCOM
1998
117views more  COMCOM 1998»
13 years 6 months ago
Specification, validation, and verification of time-critical systems
In this paper, we propose a new formalism, named the Timed Communicating Finite State Machine (Timed CFSM), for specifying and verifying time-critical systems. Timed CFSM preserve...
Shiuh-Pyng Shieh, Jun-Nan Chen
APLAS
2010
ACM
13 years 5 months ago
Live Heap Space Bounds for Real-Time Systems
Live heap space analyses have so far been concerned with the standard sequential programming model. However, that model is not very well suited for embedded real-time systems, wher...
Martin Kero, Pawel Pietrzak, Johan Nordlander
AAAI
1997
13 years 8 months ago
Model Minimization in Markov Decision Processes
Many stochastic planning problems can be represented using Markov Decision Processes (MDPs). A difficulty with using these MDP representations is that the common algorithms for so...
Thomas Dean, Robert Givan