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» Preferences in Game Logics
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CORR
2004
Springer
137views Education» more  CORR 2004»
13 years 7 months ago
Implementation of Logical Functions in the Game of Life
: The Game of Life cellular automaton is a classical example of a massively parallel collision-based computing device. The automaton exhibits mobile patterns, gliders, and generato...
Jean-Philippe Rennard
CORR
2010
Springer
144views Education» more  CORR 2010»
13 years 7 months ago
Optimal Partitions in Additively Separable Hedonic Games
We conduct a computational analysis of partitions in additively separable hedonic games that satisfy standard criteria of fairness and optimality. We show that computing a partiti...
Haris Aziz, Felix Brandt, Hans Georg Seedig
AUIC
2006
IEEE
14 years 1 months ago
From pushing buttons to play and progress: value and interaction in fable
A value can be understood as a belief that one mode of conduct is preferable to others. The user-interface of computer games mediates all player conduct in the game and is therefo...
Pippin Barr, James Noble, Robert Biddle, Rilla Kha...
FLAIRS
2007
13 years 10 months ago
Handling Qualitative Preferences Using Normal Form Functions
Reasoning about preferences is a major issue in many decision making problems. Recently, a new logic for handling preferences, called Qualitative Choice Logic (QCL), was presented...
Salem Benferhat, Daniel Le Berre, Karima Sedki
CHI
2003
ACM
14 years 8 months ago
FantasyA and SenToy
FantasyA is a role-playing game where emotions are part of the game logic. SenToy is a tangible interface device [2], used to influence emotional behaviour in FantasyA. Players in...
Adrian Bullock, Ana Paiva, Kristina Höök...