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✖Dean — Ivan Arzhantsev
First Deputy Dean — Tamara Voznesenskaya
Deputy Dean for Research and International Relations — Sergei Obiedkov
Deputy Dean for Methodical and Educational Work — Ilya Samonenko
Deputy Dean for Development, Finance and Administration — Irina Plisetskaya
Phone: +7 (495) 772-95-90 * 12332
125319, Moscow, 3 Kochnovsky Proezd (near metro station 'Aeroport').
Bienvenu M., Kikot S., Kontchakov R. et al.
Journal of the ACM. 2018. Vol. 65. No. 5. P. 28:1-28:51.
Doikov Nikita, Richtarik P.
Proceedings of Machine Learning Research. 2018. No. 80. P. 1290-1298.
Hushchyn M., Chekalina V.
Nuclear Instruments and Methods in Physics Research, Section A: Accelerators, Spectrometers, Detectors and Associated Equipment. 2018. P. 1-2.
Naumov A., Spokoiny V., Ulyanov V. V.
Probability Theory and Related Fields. 2019. P. 1-42.
Shapoval A., Le Mouël J., Shnirman M. et al.
Astronomy and Astrophysics. 2018. Vol. 618. P. A183-1-A183-13.
The faculty trains developers and researchers. The programme has been created based on the experience of leading American and European universities, such as Stanford University (U.S.) and EPFL (Switzerland). Also taken into consideration when creating the faculty was the School of Data Analysis, which is one of the strongest postgraduate schools in the field of computer science in Russia. The wide range of elective courses will allow each student to create his or her own educational path. In the faculty, learning is based on practice and projects.
16 October 2018, 18:10, room 205 (Kochnovskii proezd, 3)
Luca Bernardinello (University of Milano-Bicocca)
Games on graphs and on trees have been used in the fields of semantics and verification. Usually, they are defined as sequential games, where a play is a sequence of moves by the players.
However, when synthesizing or analyzing distributed systems, in which events happen concurrently and the global state is not observable, this approach is not always appropriate, since concurrency is hidden in the interleaving of events. Therefore, several kinds of games in which the players can move asynchronously have been proposed in recent years. I will present an attempt to define such a game, originally conceived in order to tackle the problem of “observable liveness”, in which an agent tries to control a Petri net so that a given transition will fire over and over, assuming that only a subset of the transitions is directly controllable.