Literatura académica sobre el tema "Timed game automata"

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Artículos de revistas sobre el tema "Timed game automata"

1

Cimatti, Alessandro, Luke Hunsberger, Andrea Micheli, Roberto Posenato, and Marco Roveri. "Dynamic controllability via Timed Game Automata." Acta Informatica 53, no. 6-8 (2016): 681–722. http://dx.doi.org/10.1007/s00236-016-0257-2.

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Bertrand, Nathalie, Amélie Stainer, Thierry Jéron, and Moez Krichen. "A game approach to determinize timed automata." Formal Methods in System Design 46, no. 1 (2014): 42–80. http://dx.doi.org/10.1007/s10703-014-0220-1.

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3

Bouyer, Patricia, Nicolas Markey, and Ocan Sankur. "Robust reachability in timed automata and games: A game-based approach." Theoretical Computer Science 563 (January 2015): 43–74. http://dx.doi.org/10.1016/j.tcs.2014.08.014.

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4

Jovanović, Aleksandra, and Marta Kwiatkowska. "Parameter synthesis for probabilistic timed automata using stochastic game abstractions." Theoretical Computer Science 735 (July 2018): 64–81. http://dx.doi.org/10.1016/j.tcs.2017.05.005.

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5

Guha, Shibashis, Shankara Narayanan Krishna, Chinmay Narayan, and S. Arun-Kumar. "A Unifying Approach to Decide Relations for Timed Automata and their Game Characterization." Electronic Proceedings in Theoretical Computer Science 120 (July 26, 2013): 47–62. http://dx.doi.org/10.4204/eptcs.120.5.

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6

Largouët, Christine, Omar Krichen, and Yulong Zhao. "Extended Automata for Temporal Planning of Interacting Agents." International Journal of Monitoring and Surveillance Technologies Research 5, no. 1 (2017): 30–48. http://dx.doi.org/10.4018/ijmstr.2017010102.

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In this paper, the authors consider the planning problem for a system represented as a set of interacting agents evolving along time according to explicit timing constraints. Given a goal, the planning problem is to find the sequence of actions such that the system reaches the goal state in a limited time and in an optimal manner, assuming actions have a cost. In their approach, the planning problem is based on model-checking and controller synthesis techniques while the goal is defined using temporal logic. Each agent of the system is represented using the formalism of Priced Timed Game Autom
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7

Allamigeon, Xavier, Uli Fahrenberg, Stéphane Gaubert, Ricardo D. Katz, and Axel Legay. "Tropical Fourier–Motzkin elimination, with an application to real-time verification." International Journal of Algebra and Computation 24, no. 05 (2014): 569–607. http://dx.doi.org/10.1142/s0218196714500258.

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We introduce a generalization of tropical polyhedra able to express both strict and non-strict inequalities. Such inequalities are handled by means of a semiring of germs (encoding infinitesimal perturbations). We develop a tropical analogue of Fourier–Motzkin elimination from which we derive geometrical properties of these polyhedra. In particular, we show that they coincide with the tropically convex union of (non-necessarily closed) cells that are convex both classically and tropically. We also prove that the redundant inequalities produced when performing successive elimination steps can b
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8

Larsen, Kim G. "Playing Games with Timed Automata." Electronic Proceedings in Theoretical Computer Science 166 (October 26, 2014): 2–3. http://dx.doi.org/10.4204/eptcs.166.2.

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9

Zhang, Rong. "Automatic Generation of Real-Time Animation Game Learning Levels Based on Artificial Intelligence Assistant." Scientific Programming 2022 (October 13, 2022): 1–19. http://dx.doi.org/10.1155/2022/1557302.

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With the development of computer animation games, now many animation games use the automatic generation of animation game levels method to generate animation game content. Using the automatic generation levels of the animation game method can quickly generate many different levels, saving labor costs in manual production. And with the combination of other fields, more accurate results can be obtained. In this paper, the goal is to automatically generate the level of the animation game. This research proposed animation game objects and victory conditions to derive the concept of the clearance p
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10

Yang, Cheng-Ta, Her-Tyan Yeh, Bing-Chang Chen, and Guo-Xiang Jian. "Automatic tunable deployment for real-time strategy games." Engineering Computations 34, no. 2 (2017): 239–50. http://dx.doi.org/10.1108/ec-08-2015-0251.

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Purpose Extensive efforts have been conducted on the real-time strategy (RTS) games. The purpose of this paper is the specific artificial intelligence (AI) challenges posed by RTS games; non-player character (NPC) is started out by collecting game-map resources to build up defenses and attack forces, to upgrade combat deployment. Design/methodology/approach The authors used weak AI fuzzy theory as the foundation for tunable development. With the fuzzy theory, the AI was more humanistic in its judgment process. Findings Well-developed AIs have been used brilliantly in various aspects in RTS gam
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