Author: Stephan Günzel
Publisher: Universitätsverlag Potsdam
ISBN: 3869560649
Category : Language Arts & Disciplines
Languages : en
Pages : 243
Book Description
The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.
Logic and structure of the computer game
Author: Stephan Günzel
Publisher: Universitätsverlag Potsdam
ISBN: 3869560649
Category : Language Arts & Disciplines
Languages : en
Pages : 243
Book Description
The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.
Publisher: Universitätsverlag Potsdam
ISBN: 3869560649
Category : Language Arts & Disciplines
Languages : en
Pages : 243
Book Description
The fourth volume of the DIGAREC Series holds the proceedings to the conference Logic and Structure of the Computer Gameʺ, held at the House of Brandenburg- Prussian History in Potsdam on November 6 and 7, 2009. The conference was the first to explicitly address the medial logic and structure of the computer game. The contributions focus on the specific potential for mediation and on the unique form of mediation inherent in digital games. This includes existent, yet scattered approaches to develop a unique curriculum of game studies. In line with the concept of & lsquo;mediality & rsquo;, the notions of aesthetics, interactivity, software architecture, interface design, iconicity, spatiality, and rules are of special interest. Presentations were given by invited German scholars and were commented on by international respondents in a dialogical structure.
Logic in Games
Author: Johan Van Benthem
Publisher: MIT Press
ISBN: 0262019906
Category : Computers
Languages : en
Pages : 567
Book Description
A comprehensive examination of the interfaces of logic, computer science, and game theory, drawing on twenty years of research on logic and games. This book draws on ideas from philosophical logic, computational logic, multi-agent systems, and game theory to offer a comprehensive account of logic and games viewed in two complementary ways. It examines the logic of games: the development of sophisticated modern dynamic logics that model information flow, communication, and interactive structures in games. It also examines logic as games: the idea that logical activities of reasoning and many related tasks can be viewed in the form of games. In doing so, the book takes up the “intelligent interaction” of agents engaging in competitive or cooperative activities and examines the patterns of strategic behavior that arise. It develops modern logical systems that can analyze information-driven changes in players' knowledge and beliefs, and introduces the “Theory of Play” that emerges from the combination of logic and game theory. This results in a new view of logic itself as an interactive rational activity based on reasoning, perception, and communication that has particular relevance for games. Logic in Games, based on a course taught by the author at Stanford University, the University of Amsterdam, and elsewhere, can be used in advanced seminars and as a resource for researchers.
Publisher: MIT Press
ISBN: 0262019906
Category : Computers
Languages : en
Pages : 567
Book Description
A comprehensive examination of the interfaces of logic, computer science, and game theory, drawing on twenty years of research on logic and games. This book draws on ideas from philosophical logic, computational logic, multi-agent systems, and game theory to offer a comprehensive account of logic and games viewed in two complementary ways. It examines the logic of games: the development of sophisticated modern dynamic logics that model information flow, communication, and interactive structures in games. It also examines logic as games: the idea that logical activities of reasoning and many related tasks can be viewed in the form of games. In doing so, the book takes up the “intelligent interaction” of agents engaging in competitive or cooperative activities and examines the patterns of strategic behavior that arise. It develops modern logical systems that can analyze information-driven changes in players' knowledge and beliefs, and introduces the “Theory of Play” that emerges from the combination of logic and game theory. This results in a new view of logic itself as an interactive rational activity based on reasoning, perception, and communication that has particular relevance for games. Logic in Games, based on a course taught by the author at Stanford University, the University of Amsterdam, and elsewhere, can be used in advanced seminars and as a resource for researchers.
Samson Abramsky on Logic and Structure in Computer Science and Beyond
Author: Alessandra Palmigiano
Publisher: Springer Nature
ISBN: 3031241177
Category : Philosophy
Languages : en
Pages : 1149
Book Description
Samson Abramsky’s wide-ranging contributions to logical and structural aspects of Computer Science have had a major influence on the field. This book is a rich collection of papers, inspired by and extending Abramsky’s work. It contains both survey material and new results, organised around six major themes: domains and duality, game semantics, contextuality and quantum computation, comonads and descriptive complexity, categorical and logical semantics, and probabilistic computation. These relate to different stages and aspects of Abramsky’s work, reflecting its exceptionally broad scope and his ability to illuminate and unify diverse topics. Chapters in the volume include a review of his entire body of work, spanning from philosophical aspects to logic, programming language theory, quantum theory, economics and psychology, and relating it to a theory of unification of sciences using dual adjunctions. The section on game semantics shows how Abramsky’s work has led to a powerful new paradigm for the semantics of computation. The work on contextuality and categorical quantum mechanics has been highly influential, and provides the foundation for increasingly widely used methods in quantum computing. The work on comonads and descriptive complexity is building bridges between currently disjoint research areas in computer science, relating Structure to Power. The volume also includes a scientific autobiography, and an overview of the contributions. The outstanding set of contributors to this volume, including both senior and early career academics, serve as testament to Samson Abramsky’s enduring influence. It will provide an invaluable and unique resource for both students and established researchers.
Publisher: Springer Nature
ISBN: 3031241177
Category : Philosophy
Languages : en
Pages : 1149
Book Description
Samson Abramsky’s wide-ranging contributions to logical and structural aspects of Computer Science have had a major influence on the field. This book is a rich collection of papers, inspired by and extending Abramsky’s work. It contains both survey material and new results, organised around six major themes: domains and duality, game semantics, contextuality and quantum computation, comonads and descriptive complexity, categorical and logical semantics, and probabilistic computation. These relate to different stages and aspects of Abramsky’s work, reflecting its exceptionally broad scope and his ability to illuminate and unify diverse topics. Chapters in the volume include a review of his entire body of work, spanning from philosophical aspects to logic, programming language theory, quantum theory, economics and psychology, and relating it to a theory of unification of sciences using dual adjunctions. The section on game semantics shows how Abramsky’s work has led to a powerful new paradigm for the semantics of computation. The work on contextuality and categorical quantum mechanics has been highly influential, and provides the foundation for increasingly widely used methods in quantum computing. The work on comonads and descriptive complexity is building bridges between currently disjoint research areas in computer science, relating Structure to Power. The volume also includes a scientific autobiography, and an overview of the contributions. The outstanding set of contributors to this volume, including both senior and early career academics, serve as testament to Samson Abramsky’s enduring influence. It will provide an invaluable and unique resource for both students and established researchers.
Logic and Games on Automatic Structures
Author: Lukasz Kaiser
Publisher: Springer Science & Business Media
ISBN: 3642228062
Category : Computers
Languages : en
Pages : 126
Book Description
The evaluation of a logical formula can be viewed as a game played by two opponents, one trying to show that the formula is true and the other trying to prove it is false. This correspondence has been known for a very long time and has inspired numerous research directions. In this book, the author extends this connection between logic and games to the class of automatic structures, where relations are recognized by synchronous finite automata. In model-checking games for automatic structures, two coalitions play against each other with a particular kind of hierarchical imperfect information. The investigation of such games leads to the introduction of a game quantifier on automatic structures, which connects alternating automata with the classical model-theoretic notion of a game quantifier. This study is then extended, determining the memory needed for strategies in infinitary games on the one hand, and characterizing regularity-preserving Lindström quantifiers on the other. Counting quantifiers are investigated in depth: it is shown that all countable omega-automatic structures are in fact finite-word automatic and that the infinity and uncountability set quantifiers are definable in MSO over countable linear orders and over labeled binary trees. This book is based on the PhD thesis of Lukasz Kaiser, which was awarded with the E.W. Beth award for outstanding dissertations in the fields of logic, language, and information in 2009. The work constitutes an innovative study in the area of algorithmic model theory, demonstrating the deep interplay between logic and computability in automatic structures. It displays very high technical and presentational quality and originality, advances significantly the field of algorithmic model theory and raises interesting new questions, thus emerging as a fruitful and inspiring source for future research.
Publisher: Springer Science & Business Media
ISBN: 3642228062
Category : Computers
Languages : en
Pages : 126
Book Description
The evaluation of a logical formula can be viewed as a game played by two opponents, one trying to show that the formula is true and the other trying to prove it is false. This correspondence has been known for a very long time and has inspired numerous research directions. In this book, the author extends this connection between logic and games to the class of automatic structures, where relations are recognized by synchronous finite automata. In model-checking games for automatic structures, two coalitions play against each other with a particular kind of hierarchical imperfect information. The investigation of such games leads to the introduction of a game quantifier on automatic structures, which connects alternating automata with the classical model-theoretic notion of a game quantifier. This study is then extended, determining the memory needed for strategies in infinitary games on the one hand, and characterizing regularity-preserving Lindström quantifiers on the other. Counting quantifiers are investigated in depth: it is shown that all countable omega-automatic structures are in fact finite-word automatic and that the infinity and uncountability set quantifiers are definable in MSO over countable linear orders and over labeled binary trees. This book is based on the PhD thesis of Lukasz Kaiser, which was awarded with the E.W. Beth award for outstanding dissertations in the fields of logic, language, and information in 2009. The work constitutes an innovative study in the area of algorithmic model theory, demonstrating the deep interplay between logic and computability in automatic structures. It displays very high technical and presentational quality and originality, advances significantly the field of algorithmic model theory and raises interesting new questions, thus emerging as a fruitful and inspiring source for future research.
The Elements of Computing Systems
Author: Noam Nisan
Publisher:
ISBN: 0262640686
Category : Computers
Languages : en
Pages : 343
Book Description
This title gives students an integrated and rigorous picture of applied computer science, as it comes to play in the construction of a simple yet powerful computer system.
Publisher:
ISBN: 0262640686
Category : Computers
Languages : en
Pages : 343
Book Description
This title gives students an integrated and rigorous picture of applied computer science, as it comes to play in the construction of a simple yet powerful computer system.
Encyclopedia of Video Games [3 volumes]
Author: Mark J. P. Wolf
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
Publisher: Bloomsbury Publishing USA
ISBN:
Category : Games & Activities
Languages : en
Pages : 1173
Book Description
Now in its second edition, the Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming is the definitive, go-to resource for anyone interested in the diverse and expanding video game industry. This three-volume encyclopedia covers all things video games, including the games themselves, the companies that make them, and the people who play them. Written by scholars who are exceptionally knowledgeable in the field of video game studies, it notes genres, institutions, important concepts, theoretical concerns, and more and is the most comprehensive encyclopedia of video games of its kind, covering video games throughout all periods of their existence and geographically around the world. This is the second edition of Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming, originally published in 2012. All of the entries have been revised to accommodate changes in the industry, and an additional volume has been added to address the recent developments, advances, and changes that have occurred in this ever-evolving field. This set is a vital resource for scholars and video game aficionados alike.
The Art of Computer Game Design
Author: Linda L Crawford
Publisher: McGraw-Hill/Glencoe
ISBN: 9780078811173
Category : Computers
Languages : en
Pages : 120
Book Description
Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development
Publisher: McGraw-Hill/Glencoe
ISBN: 9780078811173
Category : Computers
Languages : en
Pages : 120
Book Description
Discusses the elements of games, surveys the various types of computer games, and describes the steps in the process of computer game development
Game Programming Patterns
Author: Robert Nystrom
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Publisher: Genever Benning
ISBN: 0990582914
Category : Computers
Languages : en
Pages : 353
Book Description
The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.
Logic and the Foundations of Game and Decision Theory (LOFT 7)
Author: Giacomo Bonanno
Publisher: Leiden University Press
ISBN: 9789089640260
Category : Computers
Languages : en
Pages : 0
Book Description
This volume is a collects papers originally presented at the 7th Conference on Logic and the Foundations of Game and Decision Theory (LOFT), held at the University of Liverpool in July 2006. LOFT is a key venue for presenting research at the intersection of logic, economics, and computer science, and this collection gives a lively and wide-ranging view of an exciting and rapidly growing area.
Publisher: Leiden University Press
ISBN: 9789089640260
Category : Computers
Languages : en
Pages : 0
Book Description
This volume is a collects papers originally presented at the 7th Conference on Logic and the Foundations of Game and Decision Theory (LOFT), held at the University of Liverpool in July 2006. LOFT is a key venue for presenting research at the intersection of logic, economics, and computer science, and this collection gives a lively and wide-ranging view of an exciting and rapidly growing area.
Three Views of Logic
Author: Donald W. Loveland
Publisher: Princeton University Press
ISBN: 140084875X
Category : Mathematics
Languages : en
Pages : 339
Book Description
The first interdisciplinary textbook to introduce students to three critical areas in applied logic Demonstrating the different roles that logic plays in the disciplines of computer science, mathematics, and philosophy, this concise undergraduate textbook covers select topics from three different areas of logic: proof theory, computability theory, and nonclassical logic. The book balances accessibility, breadth, and rigor, and is designed so that its materials will fit into a single semester. Its distinctive presentation of traditional logic material will enhance readers' capabilities and mathematical maturity. The proof theory portion presents classical propositional logic and first-order logic using a computer-oriented (resolution) formal system. Linear resolution and its connection to the programming language Prolog are also treated. The computability component offers a machine model and mathematical model for computation, proves the equivalence of the two approaches, and includes famous decision problems unsolvable by an algorithm. The section on nonclassical logic discusses the shortcomings of classical logic in its treatment of implication and an alternate approach that improves upon it: Anderson and Belnap's relevance logic. Applications are included in each section. The material on a four-valued semantics for relevance logic is presented in textbook form for the first time. Aimed at upper-level undergraduates of moderate analytical background, Three Views of Logic will be useful in a variety of classroom settings. Gives an exceptionally broad view of logic Treats traditional logic in a modern format Presents relevance logic with applications Provides an ideal text for a variety of one-semester upper-level undergraduate courses
Publisher: Princeton University Press
ISBN: 140084875X
Category : Mathematics
Languages : en
Pages : 339
Book Description
The first interdisciplinary textbook to introduce students to three critical areas in applied logic Demonstrating the different roles that logic plays in the disciplines of computer science, mathematics, and philosophy, this concise undergraduate textbook covers select topics from three different areas of logic: proof theory, computability theory, and nonclassical logic. The book balances accessibility, breadth, and rigor, and is designed so that its materials will fit into a single semester. Its distinctive presentation of traditional logic material will enhance readers' capabilities and mathematical maturity. The proof theory portion presents classical propositional logic and first-order logic using a computer-oriented (resolution) formal system. Linear resolution and its connection to the programming language Prolog are also treated. The computability component offers a machine model and mathematical model for computation, proves the equivalence of the two approaches, and includes famous decision problems unsolvable by an algorithm. The section on nonclassical logic discusses the shortcomings of classical logic in its treatment of implication and an alternate approach that improves upon it: Anderson and Belnap's relevance logic. Applications are included in each section. The material on a four-valued semantics for relevance logic is presented in textbook form for the first time. Aimed at upper-level undergraduates of moderate analytical background, Three Views of Logic will be useful in a variety of classroom settings. Gives an exceptionally broad view of logic Treats traditional logic in a modern format Presents relevance logic with applications Provides an ideal text for a variety of one-semester upper-level undergraduate courses