| S. Zeitman, Unforgettable forgetful determinacy, J. Logic Computation 4 (1994), 273-283. This article was processed using the L a T E X macro package with LLNCS style |
....periodicities in plays may be immediately captured by state repetitions, and also different potentials of performing actions (depending on the momentary state) are simply describable. In the following we introduce state based games, using terminology from [Bu77] Bu83] GH82] McN93] and [Ze94]. A game graph is of the form G = Q; Q 0 ; Q 1 ; A; ffi; Omega ) where Q is a finite or countable set of states , Q 0 ; Q 1 define a partition of Q (Q i containing the states where it is the turn of player i to perform an action) A is a finite set (of actions ) and ffi : Q Theta A Q is ....
....with their descendants. Let us denote this strategy tree by t oe (G q ) The function oe is called winning strategy for 0, resp. 1 in (G q ; C) if for all paths fl through t oe (G q ) we have fl 2 C. In this paper we do not consider nondeterministic strategies, as done in [GH82] YY90] [Ze94]. The existence of winning strategies is a central subject in descriptive set theory (see e.g. Mos80] The predominant question there is that of determinacy: For which games is it possible to guarantee that one of the two players has a winning strategy If this holds the game is called ....
[Article contains additional citation context not shown here]
S. Zeitman, Unforgettable forgetful determinacy, J. Logic Computation 4 (1994), 273-283. This article was processed using the L a T E X macro package with LLNCS style
Online articles have much greater impact More about CiteSeer.IST Add search form to your site Submit documents Feedback
CiteSeer.IST - Copyright Penn State and NEC