838 resultados para sender-receiver games


Relevância:

20.00% 20.00%

Publicador:

Resumo:

We show that every additively representable comparative probability order on n atoms is determined by at least n - 1 binary subset comparisons. We show that there are many orders of this kind, not just the lexicographic order. These results provide answers to two questions of Fishburn et al (2002). We also study the flip relation on the class of all comparative probability orders introduced by Maclagan. We generalise an important theorem of Fishburn, Peke?c and Reeds, by showing that in any minimal set of comparisons that determine a comparative probability order, all comparisons are flippable. By calculating the characteristics of the flip relation for n = 6 we discover that the regions in the corresponding hyperplane arrangement can have no more than 13 faces and that there are 20 regions with 13 faces. All the neighbours of the 20 comparative probability orders which correspond to those regions are representable. Finally we define a class of simple games with complete desirability relation for which its strong desirability relation is acyclic, and show that the flip relation carries all the information about these games. We show that for n = 6 these games are weighted majority games.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Depuis l’introduction de la mécanique quantique, plusieurs mystères de la nature ont trouvé leurs explications. De plus en plus, les concepts de la mécanique quantique se sont entremêlés avec d’autres de la théorie de la complexité du calcul. De nouvelles idées et solutions ont été découvertes et élaborées dans le but de résoudre ces problèmes informatiques. En particulier, la mécanique quantique a secoué plusieurs preuves de sécurité de protocoles classiques. Dans ce m´emoire, nous faisons un étalage de résultats récents de l’implication de la mécanique quantique sur la complexité du calcul, et cela plus précisément dans le cas de classes avec interaction. Nous présentons ces travaux de recherches avec la nomenclature des jeux à information imparfaite avec coopération. Nous exposons les différences entre les théories classiques, quantiques et non-signalantes et les démontrons par l’exemple du jeu à cycle impair. Nous centralisons notre attention autour de deux grands thèmes : l’effet sur un jeu de l’ajout de joueurs et de la répétition parallèle. Nous observons que l’effet de ces modifications a des conséquences très différentes en fonction de la théorie physique considérée.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Le jeu casual est un phénomène majeur de l’industrie vidéoludique, pourtant il reste peu étudié et mal considéré. Les quelques définitions scientifiques recensées présentent des divergences importantes, ainsi qu’un décalage par rapport aux jeux produits. Les modèles théoriques en design de jeu, centrés sur le gameplay, semblent inadéquats face à ce phénomène. En utilisant le modèle du praticien réflexif de Donald Schön, l’objectif de notre recherche est d’apporter un nouvel éclairage sur le jeu casual grâce au savoir professionnel des designers de jeux. Notre approche est qualitative, d’inspiration phénoménologique : nous avons recueilli l’expérience de huit designers de jeux par l’intermédiaire d’entretiens semi-dirigés proches du récit de pratique. Nos résultats montrent que les concepts utilisés dans les modèles vidéoludiques traditionnels restent pertinents pour définir le jeu casual, mais demandent à être retravaillés afin de rendre compte des mutations de l’expérience de jeu. Ainsi, un challenge dans un jeu casual n’est pas un obstacle mais une opportunité d’action pour le joueur. De plus, la progression se fait par la variation des challenges plutôt que par l’augmentation de la difficulté. Ensuite, certains concepts qui semblaient pertinents pour définir les jeux casual, tels que la fiction positive, ont été rejetés par nos participants. Enfin, notre étude a permis de rassembler des informations sur le rôle du designer de jeu casual et le contexte dans lequel il exerce, ce qui permet d’expliquer certaines causes de la vision péjorative du jeu casual.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Continuous exact non-atomic games are naturally associated to certain operators between Banach spaces. It thus makes sense to study games by means of the corresponding operators. We characterize non-atomic exact market games in terms of the properties of the associated operators. We also prove a separation theorem for weak compact sets of countably additive measures, which is of independent interest.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

« Heavy Metal Generations » is the fourth volume in the series of papers drawn from the 2012 Music, Metal and Politics international conference (http://www.inter-disciplinary.net/publishing/product/heavy-metal-generations/).

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The main purpose of study is to extend the concept of the topological game G(K, X) and some other kinds of games into fuzzy topological games and to obtain some results regarding them. Owing to the fact that topological games have plenty of applications in covering properties, it made an attempt to explore some inter relations of games and covering properties in fuzzy topological spaces. Even though the main focus is on fuzzy para-meta compact spaces and closure preserving shading families, some brief sketches regarding fuzzy P-spaces and Shading Dimension is also provided. In a topological game players choose some objects related to the topological structure of a space such as points, closed subsets, open covers etc. More over the condition on a play to be winning for a player may also include topological notions such as closure, convergence, etc. It turns out that topological games are related to the Baire property, Baire spaces, Completeness properties, Convergence properties, Separation properties, Covering and Base properties, Continuous images, Suslin sets, Singular spaces etc.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

The thesis focuses on efficient design methods and reconfiguration architectures suitable for higher performance wireless communication .The work presented in this thesis describes the development of compact,inexpensive and low power communication devices that are robust,testable and capable of handling multiple communication standards.A new multistandard Decimation Filter Design Toolbox is developed in MATLAB GUIDE environment.RNS based dual-mode decimation filters reconfigurable for WCDMA/WiMAX and WCDMA/WLANa standards are designed and implemented.It offers high speed operation with lesser area requirement and lower dynamic power dissipation.A novel sigma-delta based direct analog-to-residue converter that reduces the complexity of RNS conversion circuitry is presented.The performance of an OFDM communication system with a new RRNS-convolutional concatenated coding is analysed and improved BER performance is obtained under different channel conditions. Easily testable MAC units for filters are presented using Reed-Muller logic for realization.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Communication is the process of transmitting data across channel. Whenever data is transmitted across a channel, errors are likely to occur. Coding theory is a stream of science that deals with finding efficient ways to encode and decode data, so that any likely errors can be detected and corrected. There are many methods to achieve coding and decoding. One among them is Algebraic Geometric Codes that can be constructed from curves. Cryptography is the science ol‘ security of transmitting messages from a sender to a receiver. The objective is to encrypt message in such a way that an eavesdropper would not be able to read it. A eryptosystem is a set of algorithms for encrypting and decrypting for the purpose of the process of encryption and decryption. Public key eryptosystem such as RSA and DSS are traditionally being prel‘en‘ec| for the purpose of secure communication through the channel. llowever Elliptic Curve eryptosystem have become a viable altemative since they provide greater security and also because of their usage of key of smaller length compared to other existing crypto systems. Elliptic curve cryptography is based on group of points on an elliptic curve over a finite field. This thesis deals with Algebraic Geometric codes and their relation to Cryptography using elliptic curves. Here Goppa codes are used and the curves used are elliptic curve over a finite field. We are relating Algebraic Geometric code to Cryptography by developing a cryptographic algorithm, which includes the process of encryption and decryption of messages. We are making use of fundamental properties of Elliptic curve cryptography for generating the algorithm and is used here to relate both.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Cuaderno de trabajo dirigido a alumnos de Ense??anza Primaria que puede ser utilizado como material de apoyo y complementario. Se presenta un total de 22 unidades organizadas en dos partes: la primera presenta la canci??n o rima y la segunda una partitura con la melod??a. Se incluye un cap??tulo dedicado a la autoevaluaci??n con un total de 100 preguntas y otro dedicado al vocabulario. Se complementa este trabajo con un CD cuyo objetivo es combinar el aprendizaje y la pr??ctica del idioma ingl??s con el uso de las nuevas tecnolog??as.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Design a DQPSK receiver using LabVIEW for implementation on NI USRP.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

In this lecture we look at how innovation in games has moved from the creation of new genres, to the incorporation of new technology, that has unlocked new ways to play games. In particular we look at casual and social games, motion controllers, virtual reality, augmented reality, location-based games, mixed reality, and alternate reality.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

El primer número de la colección de Pipo se dirige a los niños entre 2 y 7 años. Contiene quince juegos relacionados con palabras y números, sumas y restas, letras y vocales, las horas, y actividades musicales. dición realizada con apoyo de la Conselleria d'Educació, Cultura i Esports del Govern Balear.

Relevância:

20.00% 20.00%

Publicador:

Resumo:

Los juegos para niños son un producto multimedia para niños menores de 14 años. Aunque no está cuantificada la importancia de este sector de usuarias, las grandes empresas norteamericanas son conscientes de la demanda de productos adaptados a unas necesidades distintas a las estándar.Presentan un software para niñas creado por Purple Moon dónde las niñas pueden crear sus propios personajes, a diferencia de otros productos de la empresa Mattel, dedicado a la muñeca Barbie donde aparecen estreotipos femeninos de manera acusada.