Descriptions of Game Actions

  • Authors:
  • Hans P. Van Ditmarsch

  • Affiliations:
  • Computer Science, University of Otago, P.O. Box 56, Dunedin, New Zealand. E-mail: hans@cs.otago.ac.nz

  • Venue:
  • Journal of Logic, Language and Information
  • Year:
  • 2002

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Abstract

To describe simultaneous knowledge updates for different subgroups we propose anepistemic language with dynamic operators for actions. The language is interpreted onequivalence states (S5 states). The actions are interpreted as state transformers. Two crucial action constructors are learning and local choice. Learning isthe dynamic equivalent of common knowledge. Local choice aids in constraining theinterpretation of an action to a functional interpretation (state transformer).Bisimilarity is preserved under execution of actions. The language is applied todescribe various actions in card games.