Download Free Games Actions And Social Software Book in PDF and EPUB Free Download. You can read online Games Actions And Social Software and write the review.

Edited in collaboration with FoLLI, the Association of Logic, Language and Information, this book collects a set of chapters of the multi-disciplinary project "Games, actions and Social software" which was carried out at the Netherlands Institute for Advanced Study in the Humanities and Social Sciences (NIAS) in Wassenaar, from September 2006 through January 2007. The chapters focus on social software and the social sciences, knowledge, belief and action, perception, communication, and cooperation.
The unusual format of a series of discussions among a logician, a computer scientist, a philosopher and some researchers from other disciplines encourages the reader to develop his own point of view. --Book Jacket.
"This book concentrates on strategies that exploit emerging technologies for the knowledge effectiveness in social networks"--Provided by publisher.
This volume describes and analyzes in a systematic way the great contributions of the philosopher Krister Segerberg to the study of real and doxastic actions. Following an introduction which functions as a roadmap to Segerberg's works on actions, the first part of the book covers relations between actions, intentions and routines, dynamic logic as a theory of action, agency, and deontic logics built upon the logics of actions. The second section explores belief revision and update, iterated and irrevocable beliefs change, dynamic doxastic logic and hypertheories. Segerberg has worked for more than thirty years to analyze the intricacies of real and doxastic actions using formal tools - mostly modal (dynamic) logic and its semantics. He has had such a significant impact on modal logic that "It is hard to roam for long in modal logic without finding Krister Segerberg's traces," as Johan van Benthem notes in his chapter of this book.
Strategic behavior is the key to social interaction, from the ever-evolving world of living beings to the modern theatre of designed computational agents. Strategies can make or break participants’ aspirations, whether they are selling a house, playing the stock market, or working toward a treaty that limits global warming. This book aims at understanding the phenomenon of strategic behavior in its proper width and depth. A number of experts have combined forces in order to create a comparative view of the different frameworks for strategic reasoning in social interactions that have been developed in game theory, computer science, logic, linguistics, philosophy, and cognitive and social sciences. The chapters are organized in three topic-based sections, namely reasoning about games; formal frameworks for strategies; and strategies in social situations. The book concludes with a discussion on the future of logical studies of strategies.
This Festschrift volume, published in honor of Samson Abramsky, contains contributions written by some of his colleagues, former students, and friends. In celebration of the 60th birthday of Samson Abramsky, a conference was held in Oxford, UK, during May 28-30, 2010. The papers in this volume represent his manifold contributions to semantics, logic, games, and quantum mechanics.
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.
This book illustrates the program of Logical-Informational Dynamics. Rational agents exploit the information available in the world in delicate ways, adopt a wide range of epistemic attitudes, and in that process, constantly change the world itself. Logical-Informational Dynamics is about logical systems putting such activities at center stage, focusing on the events by which we acquire information and change attitudes. Its contributions show many current logics of information and change at work, often in multi-agent settings where social behavior is essential, and often stressing Johan van Benthem's pioneering work in establishing this program. However, this is not a Festschrift, but a rich tapestry for a field with a wealth of strands of its own. The reader will see the state of the art in such topics as information update, belief change, preference, learning over time, and strategic interaction in games. Moreover, no tight boundary has been enforced, and some chapters add more general mathematical or philosophical foundations or links to current trends in computer science. The theme of this book lies at the interface of many disciplines. Logic is the main methodology, but the various chapters cross easily between mathematics, computer science, philosophy, linguistics, cognitive and social sciences, while also ranging from pure theory to empirical work. Accordingly, the authors of this book represent a wide variety of original thinkers from different research communities. And their interconnected themes challenge at the same time how we think of logic, philosophy and computation. Thus, very much in line with van Benthem's work over many decades, the volume shows how all these disciplines form a natural unity in the perspective of dynamic logicians (broadly conceived) exploring their new themes today. And at the same time, in doing so, it offers a broader conception of logic with a certain grandeur, moving its horizons beyond the traditional study of consequence relations.
As the first book about software culture, this book discusses software culture from three perspectives including historical perspective, the classification of software and software applications. This book takes credit from the view of science and technology development. It analyzed scientific innovations and the social areas promoted following the growth of technology. And according to the fact that information helps to build human cultural form, we proposed the concept and researching method of software culture. The aim of writing this book is to strengthen the connection between software and culture, to replenish knowledge system in the subject of software engineering, and to establish a new area of study that is the culture of software.
This three-volume set, LNAI 11670, LNAI 11671, and LNAI 11672 constitutes the thoroughly refereed proceedings of the 16th Pacific Rim Conference on Artificial Intelligence, PRICAI 2019, held in Cuvu, Yanuca Island, Fiji, in August 2019. The 111 full papers and 13 short papers presented in these volumes were carefully reviewed and selected from 265 submissions. PRICAI covers a wide range of topics such as AI theories, technologies and their applications in the areas of social and economic importance for countries in the Pacific Rim.