25 research outputs found
On Semantic Gamification
The purpose of this essay is to study the extent in which the semantics for different logical systems can be represented game theoretically. I will begin by considering different definitions of what it means to gamify a semantics, and show completeness and limitative results. In particular, I will argue that under a proper definition of gamification, all finitely algebraizable logics can be gamified, as well as some infinitely algebraizable ones (like Łukasiewicz) and some non-algebraizable (like intuitionistic and van Fraassen supervaluation logic)
Fuzzy positive primitive formulas
Can non-classical logic contribute to the analysis of complexity in computer science? In this paper, we give an step towards the solution of this open problem, taking a logical model-theoretic approach to the analysis of complexity in fuzzy constraint satisfaction. We study fuzzy positive-primitive sentences, and we present an algebraic characterization of classes axiomatized by these kind of sentences in terms of homomorphisms and finite direct products. The ultimate goal is to study the expressiveness and reasoning mechanisms of non-classical languages, with respect to constraint satisfaction problems and, in general, in modelling decision scenario
Mapping and Generating Adaptive Ontology of Decision Experiences
Decision-making is shared by many disciplines. In computer science decision-making systems aim to substitute or support people for making decisions. The systems generally need to acquire as many as possible data to provide possible options for any decision-making. The possible options are usually obtained by modeling situations data. However, situation data is becoming tremendous along with daily life changes and it is becoming more and more difficult to model and restore those situation data. However as human, when the situation data is lacking, we still can make appropriate decisions based on our "decision experiences". To learn how decisions are made adaptively by humans, this paper propose a method to characterize a decision-making process for a finite number of people only based on individual's actions without modeling any situation data. Then the characterization problem is formulated as a one-dimensional decision-making process and experimented as a number guessing game. The experimental results show the feasibility of the proposed method in mapping and generation of an adaptive ontology structure of decision experiences for experimental participants. © 2020 ACM.</p
