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Local Model Checking Games

by Colin Stirling - In: Proceedings of CONCUR , 1995
"... Model checking is a very successful technique for verifying temporal properties of nite state concurrent systems. It is standard to view this method as essentially algorithmic, and consequently a very fruitful relationship between temporal lo-gics and automata has been developed. In the case of bran ..."
Abstract - Cited by 95 (8 self) - Add to MetaCart
Model checking is a very successful technique for verifying temporal properties of nite state concurrent systems. It is standard to view this method as essentially algorithmic, and consequently a very fruitful relationship between temporal lo-gics and automata has been developed. In the case

The hot hand in basketball: On the misperception of random sequences

by Thomas Gilovich, Cornell Universiiy, Brian W, Psychology De - Cognitive Psychology , 1985
"... We investigate the origin and the validity of common beliefs regarding “the hot hand ” and “streak shooting ” in the game of basketball. Basketball players and fans alike tend to believe that a player’s chance of hitting a shot are greater following a hit than following a miss on the previous shot. ..."
Abstract - Cited by 197 (1 self) - Add to MetaCart
We investigate the origin and the validity of common beliefs regarding “the hot hand ” and “streak shooting ” in the game of basketball. Basketball players and fans alike tend to believe that a player’s chance of hitting a shot are greater following a hit than following a miss on the previous shot

Market games and successive oligopolies

by Jean J. Gabszewicz, Didier Laussel, Tanguy Van Ypersele, Skerdilajda Zanaj, Jean J. Gabszewicz, Didier Laussel, Tanguy Van Ypersele, Skerdilajda Zanaj, Université De La Méditerranée , 2007
"... This paper first introduces an approach relying on market games to examine how successive oligopolies do operate between downstream and upstream markets. This approach is then compared with the traditional analysis of oligopolistic interaction in successive markets. The market outcomes resulting fro ..."
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This paper first introduces an approach relying on market games to examine how successive oligopolies do operate between downstream and upstream markets. This approach is then compared with the traditional analysis of oligopolistic interaction in successive markets. The market outcomes resulting

Co-Evolution in the Successful Learning of Backgammon Strategy

by Jordan B. Pollack, Alan D. Blair - Machine Learning , 1998
"... Following Tesauro's work on TD-Gammon, we used a 4000 parameter feed-forward neural network to develop a competitive backgammon evaluation function. Play proceeds by a roll of the dice, application of the network to all legal moves, and choosing the move with the highest evaluation. However, no ..."
Abstract - Cited by 119 (24 self) - Add to MetaCart
challenger and changing weights if the challenger wins. Surprisingly, this worked rather well. We investigate how the peculiar dynamics of this domain enabled a previously discarded weak method to succeed, by preventing suboptimal equilibria in a "meta-game" of self-learning. Keywords: coevolution

On Algorithms for Simple Stochastic Games

by Anne Condon - Advances in Computational Complexity Theory, volume 13 of DIMACS Series in Discrete Mathematics and Theoretical Computer Science , 1993
"... We survey a number of algorithms for the simple stochastic game problem, which is to determine the winning probability of a type of stochastic process, where the transitions are partially controlled by two players. We show that four natural approaches to solving the problem are incorrect, and presen ..."
Abstract - Cited by 84 (1 self) - Add to MetaCart
We survey a number of algorithms for the simple stochastic game problem, which is to determine the winning probability of a type of stochastic process, where the transitions are partially controlled by two players. We show that four natural approaches to solving the problem are incorrect

The Bayesian Foundations of Solution Concepts of Games,” Working

by Tommy Chin-chiu Tan - University of Chicago , 1986
"... We transform a noncooperative game into a Bayesian decision problem for each player where the uncertainty faced by a player is the strategy choices of the other players, the priors of other players on the choice of other players, the priors over priors, and so on. We provide a complete characterizat ..."
Abstract - Cited by 109 (0 self) - Add to MetaCart
We transform a noncooperative game into a Bayesian decision problem for each player where the uncertainty faced by a player is the strategy choices of the other players, the priors of other players on the choice of other players, the priors over priors, and so on. We provide a complete

Call-by-Value Games

by Samson Abramsky, Guy Mccusker , 1997
"... . A general construction of models of call-by-value from models of call-by-name computation is described. The construction makes essential use of the properties of sum types in common denotational models of call-by-name. When applied to categories of games, it yields fully abstract models of the cal ..."
Abstract - Cited by 77 (7 self) - Add to MetaCart
. A general construction of models of call-by-value from models of call-by-name computation is described. The construction makes essential use of the properties of sum types in common denotational models of call-by-name. When applied to categories of games, it yields fully abstract models

Reinforcement learning for games: failures and successes.

by Wolfgang Konen , Thomas Bartz-Beielstein - In Proceedings of the 11th Annual Conference Companion on Genetic and Evolutionary Computation Conference: Late Breaking Papers, , 2009
"... ABSTRACT We apply CMA-ES, an evolution strategy with covariance matrix adaptation, and TDL (Temporal Difference Learning) to reinforcement learning tasks. In both cases these algorithms seek to optimize a neural network which provides the policy for playing a simple game (TicTacToe). Our contributi ..."
Abstract - Cited by 8 (1 self) - Add to MetaCart
of required games needed for training to the same order of magnitude as TDL. The selection of suitable features is also of critical importance for the learning success. It could be shown that using the raw board position as an input feature is not very effective -and it is orders of magnitudes slower than

Predicting Success in an Imperfect-Information Game

by Er Bakkes, Pieter Spronck, Jaap Van Den Herik, Philip Kerbusch
"... Abstract. One of the most challenging tasks when creating an adaptation mechanism is to transform domain knowledge into an evaluation function that adequately measures the quality of the generated solutions. The high complexity of modern video games makes the task to generate a suitable evaluation f ..."
Abstract - Cited by 1 (0 self) - Add to MetaCart
Abstract. One of the most challenging tasks when creating an adaptation mechanism is to transform domain knowledge into an evaluation function that adequately measures the quality of the generated solutions. The high complexity of modern video games makes the task to generate a suitable evaluation

Game Engines in Scientific Research

by Michael Lewis, Jeffrey Jacobson, Computer-based Games , 2002
"... DERIVED FROM COMPUTER-BASED GAMES. Michael Lewis and Jeffrey Jacobson # GAME ENGINES IN SCIENTIFIC RESEARCH environments using artistry and texture maps. The cost of developing ever more realistic simulations has grown so huge that even game developers can no longer rely on recouping their e ..."
Abstract - Cited by 64 (6 self) - Add to MetaCart
DERIVED FROM COMPUTER-BASED GAMES. Michael Lewis and Jeffrey Jacobson # GAME ENGINES IN SCIENTIFIC RESEARCH environments using artistry and texture maps. The cost of developing ever more realistic simulations has grown so huge that even game developers can no longer rely on recouping
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