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EN
The following paper presents the players profiling methodology applied to the turn-based computer game in the audience-driven system. The general scope are mobile games where the players compete against each other and are able to tackle challenges presented by the game engine. As the aim of the game producer is to make the gameplay as attractive as possible, the players should be paired in a way that makes their duel the most exciting. This requires the proper player profiling based on their previous games. The paper presents the general structure of the system, the method for extracting information about each duel and storing them in the data vector form and the method for classifying different players through the clustering or predefined category assignment. The obtained results show the applied method is suitable for the simulated data of the gameplay model and clustering of players may be used to effectively group them and pair for the duels.
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Content available remote Graded Alternating-Time Temporal Logic
EN
Recently, temporal logics such as μ-calculus and Computational Tree Logic, CTL, augmented with graded modalities have received attention from the scientific community, both from a theoretical side and from an applicative perspective. In both these settings, graded modalities enrich the universal and existential quantifiers with the capability to express the concept of at least k or all but k, for a non-negative integer k. Both μ-calculus and CTL naturally apply as specification languages for closed systems: in this paper, we study how graded modalities may affect specification languages for open systems. We extend the Alternating-time Temporal Logic (ATL) introduced by Alur et al., that is a derivative of CTL interpreted on game structures, rather than transition systems. We solve the model-checking problem in the concurrent and turn-based settings, proving its PTIME-completeness. We present, and compare with each other, two different semantics: the first seems suitable to off-line synthesis applicationswhile the secondmay find application in the verification of fault-tolerant controllers. We also study the case where players can only employ memoryless strategies, showing that also in this case the model-checking problem is in PTIME.
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