Results 1  10
of
91
Trading Group Theory for Randomness
, 1985
"... In a previous paper [BS] we proved, using the elements of the Clwory of nilyotenf yroupu, that some of the /undamcnla1 computational problems in mat & proup, belong to NP. These problems were also ahown to belong to CONP, assuming an unproven hypofhedi.9 concerning finilc simple Q ’ oup,. The a ..."
Abstract

Cited by 353 (9 self)
 Add to MetaCart
prove th:rt. in spite of their analogy with the polynomial time hierarchy, the finite levrls of this hierarchy collapse t,o Afsf=Ah42). Using a combinatorial lemma on finite groups [IIE], we construct a game by whirh t.he nondeterministic player (Merlin) is able to coavlnre the random player (Arthur
Optimal strategies for testing nondeterministic systems
 In ISSTA’04, volume 29 of Software Engineering Notes
, 2004
"... This paper deals with testing of nondeterministic software systems. We assume that a model of the nondeterministic system is given by a directed graph with two kind of vertices: states and choice points. Choice points represent the nondeterministic behaviour of the implementation under test (IUT). E ..."
Abstract

Cited by 25 (6 self)
 Add to MetaCart
This paper deals with testing of nondeterministic software systems. We assume that a model of the nondeterministic system is given by a directed graph with two kind of vertices: states and choice points. Choice points represent the nondeterministic behaviour of the implementation under test (IUT
Characterizing nondeterministic circuit size
 In Proceedings of the 25th STOC
, 1993
"... Consider the following simple communication problem. Fix a universe U and a family Ω of subsets of U. Players I and II receive, respectively, an element a ∈ U and a subset A ∈ Ω. Their task is to find a subset B of U such that A∩B  is even and a ∈ B. With every Boolean function f we associate a co ..."
Abstract

Cited by 11 (4 self)
 Add to MetaCart
Consider the following simple communication problem. Fix a universe U and a family Ω of subsets of U. Players I and II receive, respectively, an element a ∈ U and a subset A ∈ Ω. Their task is to find a subset B of U such that A∩B  is even and a ∈ B. With every Boolean function f we associate a
Improved separations between nondeterministic and randomized multiparty communication
 in Proc. of the 12th Intl. Workshop on Randomization and Computation (RANDOM
"... We exhibit an explicit function f: {0,1} n → {0,1} that can be computed by a nondeterministic numberonforehead protocol communicating O(logn) bits, but that requires n Ω(1) bits of communication for randomized numberonforehead protocols with k = δ · logn players, for any fixed δ < 1. Recent b ..."
Abstract

Cited by 19 (2 self)
 Add to MetaCart
We exhibit an explicit function f: {0,1} n → {0,1} that can be computed by a nondeterministic numberonforehead protocol communicating O(logn) bits, but that requires n Ω(1) bits of communication for randomized numberonforehead protocols with k = δ · logn players, for any fixed δ < 1. Recent
A Modal Logic for Coalitional Power in Games
, 2002
"... We present a modal logic for reasoning about what groups of agents can bring about by collective action. Given a set of states, we introduce game frames which associate with every state a strategic game among the agents. Game frames are essentially extensive games of perfect information with simulta ..."
Abstract

Cited by 196 (6 self)
 Add to MetaCart
with simultaneous actions, where every action profile is associated with a new state, the outcome of the game. A coalition of players is effective for a set of states # in a game if the coalition can guarantee the outcome of the game to lie in # . We propose a modal logic (Coalition Logic) to formalize reasoning
Separating deterministic from nondeterministic NOF multiparty communication complexity (Extended Abstract)
 IN ICALP
, 2007
"... We solve some fundamental problems in the numberonforehead (NOF) kparty communication model. We show that there exists a function which has at most logarithmic communication complexity for randomized protocols with a onesided error probability of 1/3 but which has linear communication complexit ..."
Abstract

Cited by 4 (2 self)
 Add to MetaCart
complexity for deterministic protocols. The result is true for k = n O(1) players, where n is the number of bits on each players ’ forehead. This separates the analogues of RP and P in the NOF communication model. We also show that there exists a function which has constant randomized complexity for public
Strategy iteration using nondeterministic strategies for solving parity games
, 2008
"... Abstract. This article extends the idea of solving parity games by strategy iteration to nondeterministic strategies: In a nondeterministic strategy a player restricts himself to some nonempty subset of possible actions at a given node, instead of limiting himself to exactly one action. We show t ..."
Abstract

Cited by 4 (1 self)
 Add to MetaCart
Abstract. This article extends the idea of solving parity games by strategy iteration to nondeterministic strategies: In a nondeterministic strategy a player restricts himself to some nonempty subset of possible actions at a given node, instead of limiting himself to exactly one action. We show
Autonomous nondeterministic tour guides: Improving quality of experience with ttdmdps
 In Proceedings of the Sixth International Joint Conference on Autonomous Agents and Multiagent Systems (AAMAS07
, 2007
"... In this paper, we address the problem of building a system of autonomous tour guides for a complex environment, such as a museum with many visitors. Visitors may have varying preferences for types of art or may wish to visit different areas across multiple visits. Often, these goals conflict. For ex ..."
Abstract

Cited by 9 (3 self)
 Add to MetaCart
distribution MDPs (TTDMDPs), a technology developed to guide players in an interactive entertainment setting. The solution to a TTDMDP is a probabilistic policy that results in a specific distribution of trajectories through a state space. We motivate TTDMDPs for the museum tour problem, then describe
A Logic for Suspicious Players: Epistemic Actions and BeliefUpdates in Games
, 2000
"... In this paper, we introduce a notion of "epistemic action" to describe changes in the information states of the players in a game. For this, we use ideas that we have developed in our previous papers [BMS], [BMS2] and [B], enriching them to cover, not just purely epistemic actions, but a ..."
Abstract

Cited by 55 (4 self)
 Add to MetaCart
In this paper, we introduce a notion of "epistemic action" to describe changes in the information states of the players in a game. For this, we use ideas that we have developed in our previous papers [BMS], [BMS2] and [B], enriching them to cover, not just purely epistemic actions
On terminating improvement in twoplayer games
"... A realvalued game has the finite improvement property (FIP), if starting from an arbitrary strategy profile and letting the players change strategies to increase their individual payoffs in a sequential but nondeterministic order always reaches a Nash equilibrium. E.g., potential games have the FI ..."
Abstract
 Add to MetaCart
A realvalued game has the finite improvement property (FIP), if starting from an arbitrary strategy profile and letting the players change strategies to increase their individual payoffs in a sequential but nondeterministic order always reaches a Nash equilibrium. E.g., potential games have
Results 1  10
of
91