Abstract. In this article we apply the technique of model checking to puzzle games. We develop a tool, PUzzle checker for autoMAted reachability analysis (PUMA), to check if puzzles can be solved from some given initial state using reachability analysis. For this purpose we have developed a language to describe models of puzzles and an encoder to translate it into Binary Decision Diagrams representing the model. To combat the state space explosion problem, PUMA uses various heuristics.
Our ability to play games like chess and Go relies on both planning several moves ahead and on recog...
We present a symbolic reachability analysis approach for B that can provide a significant speedup ov...
Abstract: Formal methods and verification rely heavily on algorithms that compute which states of a ...
AbstractSince many desirable properties about finite-state model are expressed as a reachability pro...
AbstractPaper discusses some issues related to the utility of finite games for early formal methods ...
In today's computer engineering, requirements for generally high reliability have pushed the notion ...
General Game Playing (GGP) is the field of Artificial Intelligence (AI) that investigates generalize...
In order to automatically generate high-quality game levels, one needs to be able to automatically v...
We apply the symbolic analysis principle to pushdown systems. We represent (possibly in nite) sets o...
Abstract---This paper presents a game theoretic approach to fault detection of reachability testing....
Abstract. In this paper, we propose a first efficient on-the-fly algorithm for solving games based o...
We investigate the notions of may- and must-approximation in Erratic Idealized Algol (a nondetermini...
Solving reachability games is a fundamental problem for the analysis, verification, and synthesis of...
In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed ...
Simulation used to be the most common technique to test the correctness of a system. However, the co...
Our ability to play games like chess and Go relies on both planning several moves ahead and on recog...
We present a symbolic reachability analysis approach for B that can provide a significant speedup ov...
Abstract: Formal methods and verification rely heavily on algorithms that compute which states of a ...
AbstractSince many desirable properties about finite-state model are expressed as a reachability pro...
AbstractPaper discusses some issues related to the utility of finite games for early formal methods ...
In today's computer engineering, requirements for generally high reliability have pushed the notion ...
General Game Playing (GGP) is the field of Artificial Intelligence (AI) that investigates generalize...
In order to automatically generate high-quality game levels, one needs to be able to automatically v...
We apply the symbolic analysis principle to pushdown systems. We represent (possibly in nite) sets o...
Abstract---This paper presents a game theoretic approach to fault detection of reachability testing....
Abstract. In this paper, we propose a first efficient on-the-fly algorithm for solving games based o...
We investigate the notions of may- and must-approximation in Erratic Idealized Algol (a nondetermini...
Solving reachability games is a fundamental problem for the analysis, verification, and synthesis of...
In this paper, we propose the first efficient on-the-fly algorithm for solving games based on timed ...
Simulation used to be the most common technique to test the correctness of a system. However, the co...
Our ability to play games like chess and Go relies on both planning several moves ahead and on recog...
We present a symbolic reachability analysis approach for B that can provide a significant speedup ov...
Abstract: Formal methods and verification rely heavily on algorithms that compute which states of a ...