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» Preferences in Game Logics
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CORR
2004
Springer
137views Education» more  CORR 2004»
14 years 11 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»
14 years 12 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
15 years 5 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
15 years 2 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
16 years 4 days 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...