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KI
2008
Springer
15 years 5 months ago
Simplest Scenario for Mutual Nested Modeling in Human-Machine-Interaction
The research aim of this paper is to represent everydaylife patterns of thought like "Because I know, what you think I think ..." by a process on a machine, which is inv...
Rustam Tagiew
SAC
2009
ACM
15 years 11 months ago
Aspect-oriented procedural content engineering for game design
Generally progressive procedural content in the context of 3D scene rendering is expressed as recursive functions where a finer level of detail gets computed on demand. Typical e...
Walter Cazzola, Diego Colombo, Duncan Harrison
CSFW
2010
IEEE
15 years 10 months ago
A Game-Based Definition of Coercion-Resistance and Its Applications
Coercion-resistance is one of the most important and intricate security requirements for voting protocols. Several definitions of coercion-resistance have posed in the literature,...
Ralf Küsters, Tomasz Truderung, Andreas Vogt
GAMESEC
2010
244views Game Theory» more  GAMESEC 2010»
15 years 4 months ago
The Password Game: Negative Externalities from Weak Password Practices
The combination of username and password is widely used as a human authentication mechanism on the Web. Despite this universal adoption and despite their long tradition, password s...
Sören Preibusch, Joseph Bonneau
CODES
2002
IEEE
15 years 12 months ago
A language for multiple models of computation
We introduce a new kernel language for modeling hardware/software systems, adopting multiple heterogenous models of computation. The language has formal operational semantics, and...
Dag Björklund, Johan Lilius