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Sample records for intelligently combines game

  1. Games and machine learning: a powerful combination in an artificial intelligence course

    Science.gov (United States)

    Wallace, Scott A.; McCartney, Robert; Russell, Ingrid

    2010-03-01

    Project MLeXAI (Machine Learning eXperiences in Artificial Intelligence (AI)) seeks to build a set of reusable course curriculum and hands on laboratory projects for the artificial intelligence classroom. In this article, we describe two game-based projects from the second phase of project MLeXAI: Robot Defense - a simple real-time strategy game and Checkers - a classic turn-based board game. From the instructors' prospective, we examine aspects of design and implementation as well as the challenges and rewards of using the curricula. We explore students' responses to the projects via the results of a common survey. Finally, we compare the student perceptions from the game-based projects to non-game based projects from the first phase of Project MLeXAI.

  2. Artificial Intelligence in Unity Game Engine

    OpenAIRE

    Yu, Li

    2017-01-01

    This thesis was conducted for Oulu Game Lab. The aim of this bachelor thesis was to develop in Oulu Game Lab a game called the feels good to be evil. The main purpose of the project was to develop a game and learn game development focus in the artificial intelligence area. This thesis has explained the theory behind Artificial Intelligence. The game was developed in Unity Game Engine with C# language, and also Panda Behavior Tree was used in this project as an asset. The result was the ...

  3. Games and Machine Learning: A Powerful Combination in an Artificial Intelligence Course

    Science.gov (United States)

    Wallace, Scott A.; McCartney, Robert; Russell, Ingrid

    2010-01-01

    Project MLeXAI [Machine Learning eXperiences in Artificial Intelligence (AI)] seeks to build a set of reusable course curriculum and hands on laboratory projects for the artificial intelligence classroom. In this article, we describe two game-based projects from the second phase of project MLeXAI: Robot Defense--a simple real-time strategy game…

  4. Games and Agents: Designing Intelligent Gameplay

    Directory of Open Access Journals (Sweden)

    F. Dignum

    2009-01-01

    Full Text Available There is an attention shift within the gaming industry toward more natural (long-term behavior of nonplaying characters (NPCs. Multiagent system research offers a promising technology to implement cognitive intelligent NPCs. However, the technologies used in game engines and multiagent platforms are not readily compatible due to some inherent differences of concerns. Where game engines focus on real-time aspects and thus propagate efficiency and central control, multiagent platforms assume autonomy of the agents. Increased autonomy and intelligence may offer benefits for a more compelling gameplay and may even be necessary for serious games. However, it raises problems when current game design techniques are used to incorporate state-of-the-art multiagent system technology. In this paper, we will focus on three specific problem areas that arise from this difference of view: synchronization, information representation, and communication. We argue that the current attempts for integration still fall short on some of these aspects. We show that to fully integrate intelligent agents in games, one should not only use a technical solution, but also a design methodology that is amenable to agents. The game design should be adjusted to incorporate the possibilities of agents early on in the process.

  5. A Python Engine for Teaching Artificial Intelligence in Games

    OpenAIRE

    Riedl, Mark O.

    2015-01-01

    Computer games play an important role in our society and motivate people to learn computer science. Since artificial intelligence is integral to most games, they can also be used to teach artificial intelligence. We introduce the Game AI Game Engine (GAIGE), a Python game engine specifically designed to teach about how AI is used in computer games. A progression of seven assignments builds toward a complete, working Multi-User Battle Arena (MOBA) game. We describe the engine, the assignments,...

  6. The Measurement of Intelligence in the XXI Century using Video Games.

    Science.gov (United States)

    Quiroga, M A; Román, F J; De La Fuente, J; Privado, J; Colom, R

    2016-12-05

    This paper reviews the use of video games for measuring intelligence differences and reports two studies analyzing the relationship between intelligence and performance on a leisure video game. In the first study, the main focus was to design an Intelligence Test using puzzles from the video game. Forty-seven young participants played "Professor Layton and the curious village"® for a maximum of 15 hours and completed a set of intelligence standardized tests. Results show that the time required for completing the game interacts with intelligence differences: the higher the intelligence, the lower the time (d = .91). Furthermore, a set of 41 puzzles showed excellent psychometric properties. The second study, done seven years later, confirmed the previous findings. We finally discuss the pros and cons of video games as tools for measuring cognitive abilities with commercial video games, underscoring that psychologists must develop their own intelligence video games and delineate their key features for the measurement devices of next generation.

  7. Artificial Intelligence for the Bang! Game

    OpenAIRE

    Daniláková, Monika

    2017-01-01

    This work explores artificial intelligence (AI) algorithms for the game Bang!, a Wild West-themed card game created by Italian game designer Emiliano Sciarra. The aim of this work was to design three different AIs for this game and to compare them theoretically and experimentally. First, we analyzed game Bang! with regards to game theory, and researched some of the AI algorithms used in similar games. We then designed three different AIs algorithms and compared their advantages and disadvanta...

  8. Artificial and Computational Intelligence for Games on Mobile Platforms

    OpenAIRE

    Congdon, Clare Bates; Hingston, Philip; Kendall, Graham

    2013-01-01

    In this chapter, we consider the possibilities of creating new and innovative games that are targeted for mobile devices, such as smart phones and tablets, and that showcase AI (Artificial Intelligence) and CI (Computational Intelligence) approaches. Such games might take advantage of the sensors and facilities that are not available on other platforms, or might simply rely on the "app culture" to facilitate getting the games into users' hands. While these games might be profitable in themsel...

  9. It's All in the Game: How to Use Simulation-Games for Competitive Intelligence and How to Support Them by ICT

    NARCIS (Netherlands)

    Achterbergh, J.M.I.M.; Vriens, D.J.; Vriens, D.J.

    2003-01-01

    In this chapter, we explore the role of simulation games for intelligence activities. Although games have been used in intelligence activities, the contribution of building and using simulation games to Competitive Intelligence has, to our knowledge, not been examined thoroughly. In this chapter we

  10. Exploring the relationship between video game expertise and fluid intelligence.

    Directory of Open Access Journals (Sweden)

    Athanasios V Kokkinakis

    Full Text Available Hundreds of millions of people play intellectually-demanding video games every day. What does individual performance on these games tell us about cognition? Here, we describe two studies that examine the potential link between intelligence and performance in one of the most popular video games genres in the world (Multiplayer Online Battle Arenas: MOBAs. In the first study, we show that performance in the popular MOBA League of Legends' correlates with fluid intelligence as measured under controlled laboratory conditions. In the second study, we also show that the age profile of performance in the two most widely-played MOBAs (League of Legends and DOTA II matches that of raw fluid intelligence. We discuss and extend previous videogame literature on intelligence and videogames and suggest that commercial video games can be useful as 'proxy' tests of cognitive performance at a global population level.

  11. Automating Commercial Video Game Development using Computational Intelligence

    OpenAIRE

    Tse G. Tan; Jason Teo; Patricia Anthony

    2011-01-01

    Problem statement: The retail sales of computer and video games have grown enormously during the last few years, not just in United States (US), but also all over the world. This is the reason a lot of game developers and academic researchers have focused on game related technologies, such as graphics, audio, physics and Artificial Intelligence (AI) with the goal of creating newer and more fun games. In recent years, there has been an increasing interest in game AI for pro...

  12. 3D space combat simulation game with artificial intelligence

    OpenAIRE

    Pernička, Václav

    2013-01-01

    The goal of this thesis is to design and implement a 3D space shooter with artifitial intelligence. This thesis includes theoretic analysis of space shooters, types of artifitial intelligence and assumptions important for developing in 3D space. The game also includes a simple artifitial intelligent player.

  13. Creating a board game for encouraging emotional intelligence

    OpenAIRE

    Galič, Kaja

    2016-01-01

    The main focus of this thesis is on creating a board game for encouraging emotional intelligence of children in early childhood. Game is based on the Four-Branch Model which was proposed by Mayer and Salovey (1997). Board game covers emotional skills, which include the abilities to perceive emotions in oneself and other, to use emotions, to understand emotions and to manage emotions. Game was tested in Kindergarten Ledina Ljubljana and Kindergarten Mavrica Brežice. 57 children, aged five and ...

  14. Using Game Theory Techniques and Concepts to Develop Proprietary Models for Use in Intelligent Games

    Science.gov (United States)

    Christopher, Timothy Van

    2011-01-01

    This work is about analyzing games as models of systems. The goal is to understand the techniques that have been used by game designers in the past, and to compare them to the study of mathematical game theory. Through the study of a system or concept a model often emerges that can effectively educate students about making intelligent decisions…

  15. The Study on the Effect of Educational Games for the Development of Students’ Logic-Mathematics of Multiple Intelligence

    Science.gov (United States)

    Li, Jing; Ma, Sujuan; Ma, Linqing

    Firstly, in this article, we expound the theory of the educational games and multiple intelligence and analyze the relationship between them. Then, further, we elaborate educational games' effect on the development of students' multiple intelligence, taking logic-mathematics intelligence for example. Also, we discuss the strategies of using educational games to improve students' intelligence. In a word, we can use the computer games to develop the students' multi-intelligence.

  16. Modeling intelligent agent beliefs in a card game scenario

    Science.gov (United States)

    Gołuński, Marcel; Tomanek, Roman; WÄ siewicz, Piotr

    In this paper we explore the problem of intelligent agent beliefs. We model agent beliefs using multimodal logics of belief, KD45(m) system implemented as a directed graph depicting Kripke semantics, precisely. We present a card game engine application which allows multiple agents to connect to a given game session and play the card game. As an example simplified version of popular Saboteur card game is used. Implementation was done in Java language using following libraries and applications: Apache Mina, LWJGL.

  17. Artificial Intelligence in Video Games: Towards a Unified Framework

    OpenAIRE

    Safadi, Firas

    2015-01-01

    The work presented in this dissertation revolves around the problem of designing artificial intelligence (AI) for video games. This problem becomes increasingly challenging as video games grow in complexity. With modern video games frequently featuring sophisticated and realistic environments, the need for smart and comprehensive agents that understand the various aspects of these environments is pressing. Although machine learning techniques are being successfully applied in a multitude of d...

  18. Intelligent cognitive radio jamming - a game-theoretical approach

    Science.gov (United States)

    Dabcevic, Kresimir; Betancourt, Alejandro; Marcenaro, Lucio; Regazzoni, Carlo S.

    2014-12-01

    Cognitive radio (CR) promises to be a solution for the spectrum underutilization problems. However, security issues pertaining to cognitive radio technology are still an understudied topic. One of the prevailing such issues are intelligent radio frequency (RF) jamming attacks, where adversaries are able to exploit on-the-fly reconfigurability potentials and learning mechanisms of cognitive radios in order to devise and deploy advanced jamming tactics. In this paper, we use a game-theoretical approach to analyze jamming/anti-jamming behavior between cognitive radio systems. A non-zero-sum game with incomplete information on an opponent's strategy and payoff is modelled as an extension of Markov decision process (MDP). Learning algorithms based on adaptive payoff play and fictitious play are considered. A combination of frequency hopping and power alteration is deployed as an anti-jamming scheme. A real-life software-defined radio (SDR) platform is used in order to perform measurements useful for quantifying the jamming impacts, as well as to infer relevant hardware-related properties. Results of these measurements are then used as parameters for the modelled jamming/anti-jamming game and are compared to the Nash equilibrium of the game. Simulation results indicate, among other, the benefit provided to the jammer when it is employed with the spectrum sensing algorithm in proactive frequency hopping and power alteration schemes.

  19. Global optimization of minority game by intelligent agents

    Science.gov (United States)

    Xie, Yan-Bo; Wang, Bing-Hong; Hu, Chin-Kun; Zhou, Tao

    2005-10-01

    We propose a new model of minority game with intelligent agents who use trail and error method to make a choice such that the standard deviation σ2 and the total loss in this model reach the theoretical minimum values in the long time limit and the global optimization of the system is reached. This suggests that the economic systems can self-organize into a highly optimized state by agents who make decisions based on inductive thinking, limited knowledge, and capabilities. When other kinds of agents are also present, the simulation results and analytic calculations show that the intelligent agent can gain profits from producers and are much more competent than the noise traders and conventional agents in original minority games proposed by Challet and Zhang.

  20. Approaching Artificial Intelligence for Games – the Turing Test revisited

    Directory of Open Access Journals (Sweden)

    Jenny Eriksson Lundström

    2008-07-01

    Full Text Available Today's powerful computers have increasingly more resources available, which can be used for incorporating more sophisticated AI into home applications like computer games. The perhaps obvious way of using AI to enhance the experience of a game is to make the player perceive the computer-controlled entities as intelligent. The traditional idea of how to determine whether a machine can pass as intelligent is the Turing Test. In this paper we show that it is possible and useful to conduct a test adhering to the intention of the original Turing test. We present an empirical study exploring human discrimination of artificial intelligence from the behaviour of a computer-controlled entity used in its specific context and how the behaviour responds to the user's expectations. In our empirical study the context is a real-time strategy computer game and the purpose of the AI is merely to pass as an acceptable opponent. We discuss the results of the empirical study and its implications for AI in computer applications.

  1. Computational Intelligence and Game Design for Effective At-Home Stroke Rehabilitation.

    Science.gov (United States)

    Borghese, Nunzio Alberto; Pirovano, Michele; Lanzi, Pier Luca; Wüest, Seline; de Bruin, Eling D

    2013-04-01

    The aim of this article is to describe a game engine that has all the characteristics needed to support rehabilitation at home. The low-cost tracking devices recently introduced in the entertainment market allow measuring reliably at home, in real time, players' motion with a hands-free approach. Such systems have also become a source of inspiration for researchers working in rehabilitation. Computer games appear suited to guide rehabilitation because of their ability to engage the users. However, commercial videogames and game engines lack the peculiar functionalities required in rehabilitation: Games should be adapted to each patient's functional status, and monitoring the patient's motion is mandatory to avoid maladaptation. Feedback on performance and progression of the exercises should be provided. Lastly, several tracking devices should be considered, according to the patient's pathology and rehabilitation aims. We have analyzed the needs of the clinicians and of the patients associated in performing rehabilitation at home, identifying the characteristics that the game engine should have. The result of this analysis has led us to develop the Intelligent Game Engine for Rehabilitation (IGER) system, which combines the principles upon which commercial games are designed with the needs of rehabilitation. IGER is heavily based on computational intelligence: Adaptation of the difficulty level of the exercise is carried out through a Bayesian framework from the observation of the patient's success rate. Monitoring is implemented in fuzzy systems and based on rules defined for the exercises by clinicians. Several devices can be attached to IGER through an input abstraction layer, like the Nintendo ® (Kyoto, Japan) Wii™ Balance Board™, the Microsoft ® (Redmond, WA) Kinect, the Falcon from Novint Technologies (Albuquerque, NM), or the Tyromotion (Graz, Austria) Timo ® plate balance board. IGER is complemented with videogames embedded in a specific taxonomy

  2. Combined Intelligent Control (CIC an Intelligent Decision Making Algorithm

    Directory of Open Access Journals (Sweden)

    Moteaal Asadi Shirzi

    2007-03-01

    Full Text Available The focus of this research is to introduce the concept of combined intelligent control (CIC as an effective architecture for decision-making and control of intelligent agents and multi-robot sets. Basically, the CIC is a combination of various architectures and methods from fields such as artificial intelligence, Distributed Artificial Intelligence (DAI, control and biological computing. Although any intelligent architecture may be very effective for some specific applications, it could be less for others. Therefore, CIC combines and arranges them in a way that the strengths of any approach cover the weaknesses of others. In this paper first, we introduce some intelligent architectures from a new aspect. Afterward, we offer the CIC by combining them. CIC has been executed in a multi-agent set. In this set, robots must cooperate to perform some various tasks in a complex and nondeterministic environment with a low sensory feedback and relationship. In order to investigate, improve, and correct the combined intelligent control method, simulation software has been designed which will be presented and considered. To show the ability of the CIC algorithm as a distributed architecture, a central algorithm is designed and compared with the CIC.

  3. Human Evolution, Movement, and Intelligence: Why Playing Games Counts as Smart

    Science.gov (United States)

    Kretchmar, R. Scott

    2018-01-01

    The article investigates several ways in which creating, entering, and playing games requires uniquely human levels of intelligence. It examines an element of our evolutionary heritage and the possibility that games (particularly in the form of sport) were among the first elements of culture. It describes sport as a "way of knowing," a…

  4. Computer Games : 5th Workshop on Computer Games, CGW 2016, and 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, New York, USA, July 9-10, 2016, Revised selected papers

    NARCIS (Netherlands)

    Cazenave, Tristan; Winands, Mark H. M; Edelkamp, Stefan; Schiffel, Stephan; Thielscher, Michael; Togelius, Julian

    2017-01-01

    This book constitutes the refereed proceedings of the 5th Computer Games Workshop, CGW 2016, and the 5th Workshop on General Intelligence in Game-Playing Agents, GIGA 2016, held in conjunction with the 25th International Conference on Artificial Intelligence, IJCAI 2016, in New York, USA, in July

  5. Chips challenging champions games, computers and artificial intelligence

    CERN Document Server

    Schaeffer, J

    2002-01-01

    One of the earliest dreams of the fledgling field of artificial intelligence (AI) was to build computer programs that could play games as well as or better than the best human players. Despite early optimism in the field, the challenge proved to be surprisingly difficult. However, the 1990s saw amazing progress. Computers are now better than humans in checkers, Othello and Scrabble; are at least as good as the best humans in backgammon and chess; and are rapidly improving at hex, go, poker, and shogi. This book documents the progress made in computers playing games and puzzles. The book is the

  6. Dimensions of Emotional Intelligence and Online Gaming Addiction in Adolescence: The Indirect Effects of Two Facets of Perceived Stress.

    Science.gov (United States)

    Che, Dexin; Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Li, Bin; Chang, Xi; Zhang, Wei

    2017-01-01

    This study tested a parallel two-mediator model in which the relationship between dimensions of emotional intelligence and online gaming addiction are mediated by perceived helplessness and perceived self-efficacy, respectively. The sample included 931 male adolescents (mean age = 16.18 years, SD = 0.95) from southern China. Data on emotional intelligence (four dimensions, including self-management of emotion, social skills, empathy and utilization of emotions), perceived stress (two facets, including perceived self-efficacy and perceived helplessness) and online gaming addiction were collected, and bootstrap methods were used to test this parallel two-mediator model. Our findings revealed that perceived self-efficacy mediated the relationship between three dimensions of emotional intelligence (i.e., self-management, social skills, and empathy) and online gaming addiction, and perceived helplessness mediated the relationship between two dimensions of emotional intelligence (i.e., self-management and emotion utilization) and online gaming addiction. These findings underscore the importance of separating the four dimensions of emotional intelligence and two facets of perceived stress to understand the complex relationship between these factors and online gaming addiction.

  7. Dimensions of Emotional Intelligence and Online Gaming Addiction in Adolescence: The Indirect Effects of Two Facets of Perceived Stress

    Directory of Open Access Journals (Sweden)

    Dexin Che

    2017-07-01

    Full Text Available This study tested a parallel two-mediator model in which the relationship between dimensions of emotional intelligence and online gaming addiction are mediated by perceived helplessness and perceived self-efficacy, respectively. The sample included 931 male adolescents (mean age = 16.18 years, SD = 0.95 from southern China. Data on emotional intelligence (four dimensions, including self-management of emotion, social skills, empathy and utilization of emotions, perceived stress (two facets, including perceived self-efficacy and perceived helplessness and online gaming addiction were collected, and bootstrap methods were used to test this parallel two-mediator model. Our findings revealed that perceived self-efficacy mediated the relationship between three dimensions of emotional intelligence (i.e., self-management, social skills, and empathy and online gaming addiction, and perceived helplessness mediated the relationship between two dimensions of emotional intelligence (i.e., self-management and emotion utilization and online gaming addiction. These findings underscore the importance of separating the four dimensions of emotional intelligence and two facets of perceived stress to understand the complex relationship between these factors and online gaming addiction.

  8. Dimensions of Emotional Intelligence and Online Gaming Addiction in Adolescence: The Indirect Effects of Two Facets of Perceived Stress

    Science.gov (United States)

    Che, Dexin; Hu, Jianping; Zhen, Shuangju; Yu, Chengfu; Li, Bin; Chang, Xi; Zhang, Wei

    2017-01-01

    This study tested a parallel two-mediator model in which the relationship between dimensions of emotional intelligence and online gaming addiction are mediated by perceived helplessness and perceived self-efficacy, respectively. The sample included 931 male adolescents (mean age = 16.18 years, SD = 0.95) from southern China. Data on emotional intelligence (four dimensions, including self-management of emotion, social skills, empathy and utilization of emotions), perceived stress (two facets, including perceived self-efficacy and perceived helplessness) and online gaming addiction were collected, and bootstrap methods were used to test this parallel two-mediator model. Our findings revealed that perceived self-efficacy mediated the relationship between three dimensions of emotional intelligence (i.e., self-management, social skills, and empathy) and online gaming addiction, and perceived helplessness mediated the relationship between two dimensions of emotional intelligence (i.e., self-management and emotion utilization) and online gaming addiction. These findings underscore the importance of separating the four dimensions of emotional intelligence and two facets of perceived stress to understand the complex relationship between these factors and online gaming addiction. PMID:28751876

  9. Perception of Creativity and Game Intelligence in Soccer

    Science.gov (United States)

    Leso, Gustavo; Dias, Gonçalo; Ferreira, José Pedro; Gama, José; Couceiro, Micael S.

    2017-01-01

    A questionnaire was used to investigate the perception of creativity and game intelligence of coaches (n = 34, mean age 28.6 with an average of 14.3 years of experience) and players (n = 118, belonging to the ranks U-15 and U-19). Analyses indicated that there were statistically significant differences in most creative concepts inherent in the…

  10. Development of a Car Racing Simulator Game Using Artificial Intelligence Techniques

    Directory of Open Access Journals (Sweden)

    Marvin T. Chan

    2015-01-01

    Full Text Available This paper presents a car racing simulator game called Racer, in which the human player races a car against three game-controlled cars in a three-dimensional environment. The objective of the game is not to defeat the human player, but to provide the player with a challenging and enjoyable experience. To ensure that this objective can be accomplished, the game incorporates artificial intelligence (AI techniques, which enable the cars to be controlled in a manner that mimics natural driving. The paper provides a brief history of AI techniques in games, presents the use of AI techniques in contemporary video games, and discusses the AI techniques that were implemented in the development of Racer. A comparison of the AI techniques implemented in the Unity platform with traditional AI search techniques is also included in the discussion.

  11. Theory of Mind and General Intelligence in Dictator and Ultimatum Games

    Directory of Open Access Journals (Sweden)

    Hannes Lang

    2018-03-01

    Full Text Available Decreasing social sensitivity (i.e., the ability of a person to perceive, understand, and respect the feelings and viewpoints of others, has been shown to facilitate selfish behavior. This is not only true for exogenous changes in social sensitivity, but also for social sensitivity influenced by someone’s social cognition. In this analysis, we examined one measure of social cognition, namely a person’s Theory of Mind (ToM, to examine differences in decision-making in standard non-strategic and strategic environments (dictator and ultimatum games. We found that participants with higher ToM gave a greater share in the non-strategic environment. In the ultimatum game, however, ToM showed no correlation with the offers of the ultimators. Instead, we found that general intelligence scores—measured by the Wonderlic test—shared a negative, albeit weak, correlation with the amount offered in the ultimatum game. Thus, we find that lower social cognition is an important explanatory variable for selfish behavior in a non-strategic environment, while general intelligence shares some correlation in a strategic environment. Similar to the change in social sensitivity created by a specific game design, social sensitivity influenced by individual personality traits can influence behavior in non-strategic environments.

  12. Introduction: Changing the Game

    DEFF Research Database (Denmark)

    Drachen, Anders; Seif El-Nasr, M.; Canossa, Alessandro

    2013-01-01

    measures in user-oriented game research, has caused a paradigm shift. Historically, game development has not been data-driven, but this is changing as the benefits of adopting and adapting analytics to inform decision making across all levels of the industry are becoming generally known and accepted.......Game Analytics has gained a tremendous amount of attention in game development and game research in recent years. The widespread adoption of data-driven business intelligence practices at operational, tactical and strategic levels in the game industry, combined with the integration of quantitative...

  13. Hvorfor er kunstig intelligens til brætspil ikke intelligent? – casestudie i potentialet for en paradigmehybrid til dam

    OpenAIRE

    Gunneskov, Martin; Russel, Kim Sven

    2007-01-01

    This combination thesis within Computer Science and Communication utilizes the board game Checkers as a case to reveal the basic elements for the generally acknowledged success using artifi-cial intelligence in board games and to which extent these experiences and methods can be general-ized to include aspects of human-like intelligence. Artificial intelligence at this level is referred to as strong artificial intelligence. The theory behind artificial intelligence for board games is outlined...

  14. Implementasi Rule Base System dan Fuzzy Logic Artifical Intelligence pada Game Kartu Capsa

    OpenAIRE

    Pangkatodi, Edo; Liliana, Liliana; Budhi, Gregorius Satia

    2016-01-01

    In the era of globalization today, science and technology is developing very fast, particularly in entertainment media, specifically in the gaming world. Today, games are not only used as an entertainment, but also can be used as an alternative in the world of work, education, and even sports. In the world of gaming, artificial intelligence, or AI is a factor that cannot be separated. With the right methods and the specific rules of the AI can walk like a human being doing a job. So it is not...

  15. Intelligent playgrounds

    DEFF Research Database (Denmark)

    Larsen, Lasse Juel

    2009-01-01

    This paper examines play, gaming and learning in regard to intelligent playware developed for outdoor use. The key questions are how does these novel artefacts influence the concept of play, gaming and learning. Up until now play and game have been understood as different activities. This paper...... examines if the sharp differentiation between the two can be uphold in regard to intelligent playware for outdoor use. Play and game activities will be analysed and viewed in conjunction with learning contexts. This paper will stipulate that intelligent playware facilitates rapid shifts in contexts...

  16. Development of offensive individual game skills and offensive game combinations in ice hockey

    OpenAIRE

    Janek, Michael

    2015-01-01

    Title: Development of offensive individual game skills and offensive game combinations in ice hockey Goals: The main aim of this thesis is to gather theoretical information about development and improvement of offensive individual game skills and offensive game combinations in ice hockey and suggest essential and key exercises of this issue. Methods: The thesis was primarily written with the use of searching method based on information from available expert literature, electronic sources and ...

  17. THE DEVELOPMENT OF TELEPON KALENG GAME AS A MEDIA TO STIMULATE LINGUISTIC INTELLIGENCE OF EARLY CHILDHOOD

    Directory of Open Access Journals (Sweden)

    Betty Yulia Wulansari

    2018-03-01

    Full Text Available The aim of this research is to determine the validity of telepon kaleng game as a medium to stimulate the linguistic intelligence of early childhood, as well as to know the merits and drawbacks of telepon kaleng game as learning media. The research method used is research and development (R & D. Development procedures include planning, design, and development. Product validation is done by alpha test, beta test, and final evaluation. Apha test is validated by an expert in material development and an expert in teaching-media development. Meanwhile, the subjects in beta test are students BA Aisyiah Yanggong and BA Aisyiah Wonoasri Jenangan District, Ponorogo Regency. The result of this research is the development of telepon kaleng game as a media to stimulate linguistic intelligence of early child. The tools and materials used in this development are used-can, thread / rope, flannel, scissors, and double tape. Material experts and media experts have validated telepon kaleng products developed. From validation, the results need to improve the use of tin cans and the improvement of learning materials. In the next stage, feasibility testing for users in BA 'Aisyiah Yanggong and BA' Aisyiah Wonoasri Jenang Subdistrict of Ponorogo Regency, from the result of the experiment showed that telepon kaleng could be used to stimulate the linguistic intelligence of early child. These telepon kalengs, when used in unlimited form by children, stimulate linguistic intelligence more than IN structured-form. The merit of telepon kaleng as a linguistic intelligence stimulus medium is an attractive form of the child compared totelepon kaleng without any accessories. Children tend to prefer things that are bright and engaging. The drawback of this telepon kaleng, if it is used continuously, is that it will lead to monotonous learning process so it needs to alternate with other game equipment.

  18. A Game Based e-Learning System to Teach Artificial Intelligence in the Computer Sciences Degree

    Science.gov (United States)

    de Castro-Santos, Amable; Fajardo, Waldo; Molina-Solana, Miguel

    2017-01-01

    Our students taking the Artificial Intelligence and Knowledge Engineering courses often encounter a large number of problems to solve which are not directly related to the subject to be learned. To solve this problem, we have developed a game based e-learning system. The elected game, that has been implemented as an e-learning system, allows to…

  19. The potential of artificial intelligence toys

    DEFF Research Database (Denmark)

    Dai, Zheng

    2008-01-01

    Artificial intelligence is moving to a next step of development and application areas. From electronic games to human-like robots, AI toy is a good choice for next step during this process. Technology-based design is fit to the development of AI toy. It can exert the advantages and explore more...... value for existing resources. It combines AI programs and common sensors to realize the function of intelligence input and output. Designers can use technology-based criteria to design and need to consider the possible issues in this new field. All of these aspects can be referenced from electronic game...

  20. Resilient control of cyber-physical systems against intelligent attacker: a hierarchal stackelberg game approach

    Science.gov (United States)

    Yuan, Yuan; Sun, Fuchun; Liu, Huaping

    2016-07-01

    This paper is concerned with the resilient control under denial-of-service attack launched by the intelligent attacker. The resilient control system is modelled as a multi-stage hierarchical game with a corresponding hierarchy of decisions made at cyber and physical layer, respectively. Specifically, the interaction in the cyber layer between different security agents is modelled as a static infinite Stackelberg game, while in the underlying physical layer the full-information H∞ minimax control with package drops is modelled as a different Stackelberg game. Both games are solved sequentially, which is consistent with the actual situations. Finally, the proposed method is applied to the load frequency control of the power system, which demonstrates its effectiveness.

  1. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

    General game players are computer systems able to play strategy games based solely on formal game descriptions supplied at ""runtime"" (n other words, they don't know the rules until the game starts). Unlike specialized game players, such as Deep Blue, general game players cannot rely on algorithms designed in advance for specific games; they must discover such algorithms themselves. General game playing expertise depends on intelligence on the part of the game player and not just intelligence of the programmer of the game player.GGP is an interesting application in its own right. It is intell

  2. Scientific approaches and techniques for negotiation : a game theoretic and artificial intelligence perspective

    NARCIS (Netherlands)

    E.H. Gerding (Enrico); D.D.B. van Bragt; J.A. La Poutré (Han)

    2000-01-01

    textabstractDue to the rapid growth of electronic environments (such as the Internet) much research is currently being performed on autonomous trading mechanisms. This report contains an overview of the current literature on negotiations in the fields of game theory and artificial intelligence (AI).

  3. 3rd Workshop on "Combinations of Intelligent Methods and Applications"

    CERN Document Server

    Palade, Vasile

    2013-01-01

    The combination of different intelligent methods is a very active research area in Artificial Intelligence (AI). The aim is to create integrated or hybrid methods that benefit from each of their components.  The 3rd Workshop on “Combinations of Intelligent Methods and Applications” (CIMA 2012) was intended to become a forum for exchanging experience and ideas among researchers and practitioners who are dealing with combining intelligent methods either based on first principles or in the context of specific applications. CIMA 2012 was held in conjunction with the 22nd European Conference on Artificial Intelligence (ECAI 2012).This volume includes revised versions of the papers presented at CIMA 2012.  .

  4. Vision Guided Intelligent Robot Design And Experiments

    Science.gov (United States)

    Slutzky, G. D.; Hall, E. L.

    1988-02-01

    The concept of an intelligent robot is an important topic combining sensors, manipulators, and artificial intelligence to design a useful machine. Vision systems, tactile sensors, proximity switches and other sensors provide the elements necessary for simple game playing as well as industrial applications. These sensors permit adaption to a changing environment. The AI techniques permit advanced forms of decision making, adaptive responses, and learning while the manipulator provides the ability to perform various tasks. Computer languages such as LISP and OPS5, have been utilized to achieve expert systems approaches in solving real world problems. The purpose of this paper is to describe several examples of visually guided intelligent robots including both stationary and mobile robots. Demonstrations will be presented of a system for constructing and solving a popular peg game, a robot lawn mower, and a box stacking robot. The experience gained from these and other systems provide insight into what may be realistically expected from the next generation of intelligent machines.

  5. General general game AI

    OpenAIRE

    Togelius, Julian; Yannakakis, Georgios N.; 2016 IEEE Conference on Computational Intelligence and Games (CIG)

    2016-01-01

    Arguably the grand goal of artificial intelligence research is to produce machines with general intelligence: the capacity to solve multiple problems, not just one. Artificial intelligence (AI) has investigated the general intelligence capacity of machines within the domain of games more than any other domain given the ideal properties of games for that purpose: controlled yet interesting and computationally hard problems. This line of research, however, has so far focuse...

  6. The potential of folk tabletop games in the development of the intelligence and creativity of children

    Directory of Open Access Journals (Sweden)

    Mariia Baisheva

    2017-11-01

    Full Text Available The modern education is dominantly targeted at the left hemisphere. It draws insufficient attention to the harmonization of the functioning of both brain hemispheres. This has a negative impact on the development of the abilities of children and is especially detrimental to boys and those children who are brought up in the natural environment. In this regard, one of the solutions is folk tabletop games, but their potential in the development of the intelligence and creativity of children has been insufficiently explored. The goal of the research is to identify and substantiate the potential of the Sakha’s tabletop games for the development of the intellectual and creative abilities of children aged 5-7 years. The scientific novelty of the research consists in the fact that the problem under study enriches the theoretical and methodological bases of using tabletop games in the intellectual development of children in preschool education. The study was carried out longitudinally. The following was studied: the influence of games on the development of intellectual, creative, and insight abilities of children aged 5-7 years, as well as their interconditionality. The obtained results are discussed from the point of view of their correspondence with both the data available in science and the hypothesis of the study. The discussion emphasizes that the tabletop games of the Sakha are the most meaningfully represented in the study as the functional space for the development of intellectual and creative abilities of children. In the conclusion, it is emphasized that folk tabletop games are the means for qualitative enrichment of all the basic factors of intelligence in operations, contents, and final products of thinking. The study has proven the idea of treating tabletop games as a substantial source of development of the harmonious activity of both brain hemispheres.

  7. Based on Short Motion Paths and Artificial Intelligence Method for Chinese Chess Game

    Directory of Open Access Journals (Sweden)

    Chien-Ming Hung

    2017-08-01

    Full Text Available The article develops the decision rules to win each set of the Chinese chess game using evaluation algorithm and artificial intelligence method, and uses the mobile robot to be instead of the chess, and presents the movement scenarios using the shortest motion paths for mobile robots. Player can play the Chinese chess game according to the game rules with the supervised computer. The supervised computer decides the optimal motion path to win the set using artificial intelligence method, and controls mobile robots according to the programmed motion paths of the assigned chesses moving on the platform via wireless RF interface. We uses enhance A* searching algorithm to solve the shortest path problem of the assigned chess, and solve the collision problems of the motion paths for two mobile robots moving on the platform simultaneously. We implement a famous set to be called lwild horses run in farmr using the proposed method. First we use simulation method to display the motion paths of the assigned chesses for the player and the supervised computer. Then the supervised computer implements the simulation results on the chessboard platform using mobile robots. Mobile robots move on the chessboard platform according to the programmed motion paths and is guided to move on the centre line of the corridor, and avoid the obstacles (chesses, and detect the cross point of the platform using three reflective IR modules.

  8. 4th Workshop on Combinations of Intelligent Methods and Applications

    CERN Document Server

    Palade, Vasile; Prentzas, Jim

    2016-01-01

    This volume includes extended and revised versions of the papers presented at the 4th Workshop on “Combinations of Intelligent Methods and Applications” (CIMA 2014) which was intended to become a forum for exchanging experience and ideas among researchers and practitioners dealing with combinations of different intelligent methods in Artificial Intelligence. The aim is to create integrated or hybrid methods that benefit from each of their components. Some of the existing presented efforts combine soft computing methods (fuzzy logic, neural networks and genetic algorithms). Another stream of efforts integrates case-based reasoning or machine learning with soft-computing methods. Some of the combinations have been more widely explored, like neuro-symbolic methods, neuro-fuzzy methods and methods combining rule-based and case-based reasoning. CIMA 2014 was held in conjunction with the 26th IEEE International Conference on Tools with Artificial Intelligence (ICTAI 2014). .

  9. Dynamic Gaming Platform (DGP)

    Science.gov (United States)

    2009-04-01

    GAMING PLATFORM (DGP) Lockheed Martin Corporation...YYYY) APR 09 2. REPORT TYPE Final 3. DATES COVERED (From - To) Jul 07 – Mar 09 4. TITLE AND SUBTITLE DYNAMIC GAMING PLATFORM (DGP) 5a...CMU Carnegie Mellon University DGP Dynamic Gaming Platform GA Genetic Algorithm IARPA Intelligence Advanced Research Projects Activity LM ATL Lockheed Martin Advanced Technology Laboratories PAINT ProActive INTelligence

  10. Islamic Education and Multiple Intelligences Implementation in Traditional Game of Sluku-Sluku Bathok at Komunitas Pojok Budaya, Bantul of Yogyakarta

    Directory of Open Access Journals (Sweden)

    Khafidlo Fahri Inayati

    2016-06-01

    Full Text Available This research is aimed to describe the system within the game of sluku-sluku bathok in the Komunitas Pojok Budaya. This community concerned in reintroducing traditional games among local villagers. Traditional game sluku-sluku bathok at Komunitas Pojok Budaya has many benefits. It is not only to make children happy, but also to stimulate children to develop their multiple intelligences. The benefits can be seen from the moves within the game, togetherness in characteristic of the game, as well as the song they sung. Moreover, the song in sluku-sluku bathok could be used as the implementation of Islamic education.

  11. Developing cultural intelligence: assessing the effect of the Ecotonos cultural simulation game for international business students

    NARCIS (Netherlands)

    Bücker, J.J.L.E.; Korzilius, H.P.L.M.

    2015-01-01

    In this study, we test the strength of a cross-cultural simulation game, Ecotonos, in the development of cultural intelligence (CQ) and self-efficacy amongst business students. Cross-cultural training is perceived as an important tool to help develop cross-cultural competence in international

  12. PENGEMBANGAN MULTIPLE INTELLIGENCE MELALUI PEMBELAJARAN INTEGRATIF BERBASIS GAMES (Model Integrasi Bimbingan dalam Proses Pembelajaran sebagai Upaya Mengembangkan Berbagai Potensi Kecerdasan Siswa

    Directory of Open Access Journals (Sweden)

    ARDIMEN

    2016-07-01

    Full Text Available Educational institution is an institution of the brain industry. Therefore, education is a vehicle for mental exercise. With education will be able to sharpen the brain to form human beings quality. Qualified people are intelligent human beings comprehensive and competitive savvy are reflected in personal moral, creative, and productive and full responsibility in living our daily lives. But the spotlight and complaints against educational institutions still occur, various perceived problems among students learn the lower interest. Students tend to subjects who tested nationally (National Examination, the methods used by teachers in teaching the more commonly used methods of lecture and question and answer, sometimes the discussion so that the lessons seem monotonous and less innovative, subjects received more students cederung nature doctrine in the form of memorization alone and rarely developed in the context of everyday life so that lessons just more leads to mastery of concepts and tend to train cognitive abilities-intellectual, not a lot of touching the realm of other intelligence in accordance with the potential of the students. The other problem is the tendency of the still rampant behavior is not commendable at this time in various forms, for example, students commit suicide because they do not pass the exam, involved in drugs, fighting between students, the behavior of cheating, careless, style punky, smoking, going out, and so become a reason for choosing this topic as study materials. The problem is what strengthens the belief writers to examine and assess the importance of the development of multiple intelligence through integrative learning-based game in an attempt to develop students' potential intelligence to realize a comprehensive and intelligent smart students competitive. This paper formulated into some discussion that begins with an introduction that lists reasons for the importance of this issue is discussed, and then

  13. Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication

    Science.gov (United States)

    Wallenius, Marjut; Punamaki, Raija-Leena; Rimpela, Arja

    2007-01-01

    The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression,…

  14. Artificial intelligence for Mariáš

    OpenAIRE

    Kaštánková, Petra

    2016-01-01

    This thesis focuses on the implementation of a card game, Mariáš, and an artificial intelligence for this game. The game is designed for three players and it can be played with either other human players, or with a computer adversary. The game is designed as a client-server application, whereby the player connects to the game using a web page. The basis of the artificial intelligence is the Minimax algorithm. To speed it up we use the Alpha-Beta pruning, hash tables for storing equivalent sta...

  15. Cognitive behavioral game design: a unified model for designing serious games

    Directory of Open Access Journals (Sweden)

    Katryna eStarks

    2014-02-01

    Full Text Available Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Albert Bandura’s (1998 social cognitive theory (SCT has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Howard Gardner’s (1983 theory of multiple intelligences (MI to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates Social Cognitive Theory (SCT and Multiple Intelligences (MI with game design principles to create a game design blueprint for serious games.

  16. The added value of a gaming context and intelligent adaptation for a mobile application for vocabulary learning

    NARCIS (Netherlands)

    Sandberg, J.; Maris, M.; Hoogendoorn, P.

    2014-01-01

    Two groups participated in a study on the added value of a gaming context and intelligent adaptation for a mobile learning application. The control group worked at home for a fortnight with the original Mobile English Learning application (MEL-original) developed in a previous project. The

  17. General Video Game AI: Learning from Screen Capture

    OpenAIRE

    Kunanusont, Kamolwan; Lucas, Simon M.; Perez-Liebana, Diego

    2017-01-01

    General Video Game Artificial Intelligence is a general game playing framework for Artificial General Intelligence research in the video-games domain. In this paper, we propose for the first time a screen capture learning agent for General Video Game AI framework. A Deep Q-Network algorithm was applied and improved to develop an agent capable of learning to play different games in the framework. After testing this algorithm using various games of different categories and difficulty levels, th...

  18. AI Researchers, Video Games Are Your Friends!

    OpenAIRE

    Togelius, Julian

    2016-01-01

    If you are an artificial intelligence researcher, you should look to video games as ideal testbeds for the work you do. If you are a video game developer, you should look to AI for the technology that makes completely new types of games possible. This chapter lays out the case for both of these propositions. It asks the question "what can video games do for AI", and discusses how in particular general video game playing is the ideal testbed for artificial general intelligence research. It the...

  19. A computational proof of concept of a machine-intelligent artificial pancreas using Lyapunov stability and differential game theory.

    Science.gov (United States)

    Greenwood, Nigel J C; Gunton, Jenny E

    2014-07-01

    This study demonstrated the novel application of a "machine-intelligent" mathematical structure, combining differential game theory and Lyapunov-based control theory, to the artificial pancreas to handle dynamic uncertainties. Realistic type 1 diabetes (T1D) models from the literature were combined into a composite system. Using a mixture of "black box" simulations and actual data from diabetic medical histories, realistic sets of diabetic time series were constructed for blood glucose (BG), interstitial fluid glucose, infused insulin, meal estimates, and sometimes plasma insulin assays. The problem of underdetermined parameters was side stepped by applying a variant of a genetic algorithm to partial information, whereby multiple candidate-personalized models were constructed and then rigorously tested using further data. These formed a "dynamic envelope" of trajectories in state space, where each trajectory was generated by a hypothesis on the hidden T1D system dynamics. This dynamic envelope was then culled to a reduced form to cover observed dynamic behavior. A machine-intelligent autonomous algorithm then implemented game theory to construct real-time insulin infusion strategies, based on the flow of these trajectories through state space and their interactions with hypoglycemic or near-hyperglycemic states. This technique was tested on 2 simulated participants over a total of fifty-five 24-hour days, with no hypoglycemic or hyperglycemic events, despite significant uncertainties from using actual diabetic meal histories with 10-minute warnings. In the main case studies, BG was steered within the desired target set for 99.8% of a 16-hour daily assessment period. Tests confirmed algorithm robustness for ±25% carbohydrate error. For over 99% of the overall 55-day simulation period, either formal controller stability was achieved to the desired target or else the trajectory was within the desired target. These results suggest that this is a stable, high

  20. A Distributed AI Aided 3D Domino Game

    OpenAIRE

    Amrahov, Şahin Emrah; Nooraden, Orhan A.

    2010-01-01

    In the article a turn-based game played on four computers connected via network is investigated. There are three computers with natural intelligence and one with artificial intelligence. Game table is seen by each player's own view point in all players' monitors. Domino pieces are three dimensional. For distributed systems TCP/IP protocol is used. In order to get 3D image, Microsoft XNA technology is applied. Domino 101 game is nondeterministic game that is result of the game depends on the i...

  1. Epistemic Games

    Science.gov (United States)

    Shaffer, David Williamson

    2005-01-01

    In an article in this issue of "Innovate", Jim Gee asks the question "What would a state of the art instructional video game look like?" Based on the game "Full Spectrum Warrior", he concludes that one model is "to pick [a] domain of authentic professionalism well, intelligently select the skills and knowledge to…

  2. Computing Nash equilibria through computational intelligence methods

    Science.gov (United States)

    Pavlidis, N. G.; Parsopoulos, K. E.; Vrahatis, M. N.

    2005-03-01

    Nash equilibrium constitutes a central solution concept in game theory. The task of detecting the Nash equilibria of a finite strategic game remains a challenging problem up-to-date. This paper investigates the effectiveness of three computational intelligence techniques, namely, covariance matrix adaptation evolution strategies, particle swarm optimization, as well as, differential evolution, to compute Nash equilibria of finite strategic games, as global minima of a real-valued, nonnegative function. An issue of particular interest is to detect more than one Nash equilibria of a game. The performance of the considered computational intelligence methods on this problem is investigated using multistart and deflection.

  3. Fluid Intelligence and Cognitive Reflection in a Strategic Environment: Evidence from Dominance-Solvable Games.

    Science.gov (United States)

    Hanaki, Nobuyuki; Jacquemet, Nicolas; Luchini, Stéphane; Zylbersztejn, Adam

    2016-01-01

    Dominance solvability is one of the most straightforward solution concepts in game theory. It is based on two principles: dominance (according to which players always use their dominant strategy) and iterated dominance (according to which players always act as if others apply the principle of dominance). However, existing experimental evidence questions the empirical accuracy of dominance solvability. In this study, we study the relationships between the key facets of dominance solvability and two cognitive skills, cognitive reflection, and fluid intelligence. We provide evidence that the behaviors in accordance with dominance and one-step iterated dominance are both predicted by one's fluid intelligence rather than cognitive reflection. Individual cognitive skills, however, only explain a small fraction of the observed failure of dominance solvability. The accuracy of theoretical predictions on strategic decision making thus not only depends on individual cognitive characteristics, but also, perhaps more importantly, on the decision making environment itself.

  4. Colonel Blotto Games and Lancaster's Equations: A Novel Military Modeling Combination

    Science.gov (United States)

    Collins, Andrew J.; Hester, Patrick T.

    2012-01-01

    Military strategists face a difficult task when engaged in a battle against an adversarial force. They have to predict both what tactics their opponent will employ and the outcomes of any resultant conflicts in order to make the best decision about their actions. Game theory has been the dominant technique used by analysts to investigate the possible actions that an enemy will employ. Traditional game theory can be augmented by use of Lanchester equations, a set of differential equations used to determine the outcome of a conflict. This paper demonstrates a novel combination of game theory and Lanchester equations using Colonel Blotto games. Colonel Blotto games, which are one of the oldest applications of game theory to the military domain, look at the allocation of troops and resources when fighting across multiple areas of operation. This paper demonstrates that employing Lanchester equations within a game overcomes some of practical problems faced when applying game theory.

  5. A Tabletop Board Game Interface for Multi-User Interaction with a Storytelling System

    NARCIS (Netherlands)

    Alofs, T.; Theune, Mariet; Swartjes, I.M.T.; Camurri, A.; Costa, C.

    2011-01-01

    The Interactive Storyteller is an interactive storytelling system with a multi-user tabletop interface. Our goal was to design a generic framework combining emergent narrative, where stories emerge from the actions of autonomous intelligent agents, with the social aspects of traditional board games.

  6. Evidence Combination From an Evolutionary Game Theory Perspective.

    Science.gov (United States)

    Deng, Xinyang; Han, Deqiang; Dezert, Jean; Deng, Yong; Shyr, Yu

    2016-09-01

    Dempster-Shafer evidence theory is a primary methodology for multisource information fusion because it is good at dealing with uncertain information. This theory provides a Dempster's rule of combination to synthesize multiple evidences from various information sources. However, in some cases, counter-intuitive results may be obtained based on that combination rule. Numerous new or improved methods have been proposed to suppress these counter-intuitive results based on perspectives, such as minimizing the information loss or deviation. Inspired by evolutionary game theory, this paper considers a biological and evolutionary perspective to study the combination of evidences. An evolutionary combination rule (ECR) is proposed to help find the most biologically supported proposition in a multievidence system. Within the proposed ECR, we develop a Jaccard matrix game to formalize the interaction between propositions in evidences, and utilize the replicator dynamics to mimick the evolution of propositions. Experimental results show that the proposed ECR can effectively suppress the counter-intuitive behaviors appeared in typical paradoxes of evidence theory, compared with many existing methods. Properties of the ECR, such as solution's stability and convergence, have been mathematically proved as well.

  7. Alternate Reality Games

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2014-01-01

    and collective intelligence. How. The method includes directions for idea generation, site exploration, how to write the narrative, design of the player experience, design of challenges and how to run and monitor the game. In addition several tools are suggested in order to facilitate the process. Urban games...

  8. Issues on combining human and non-human intelligence

    Science.gov (United States)

    Statler, Irving C.; Connors, Mary M.

    1991-01-01

    The purpose here is to call attention to some of the issues confronting the designer of a system that combines human and non-human intelligence. We do not know how to design a non-human intelligence in such a way that it will fit naturally into a human organization. The author's concern is that, without adequate understanding and consideration of the behavioral and psychological limitations and requirements of the human member(s) of the system, the introduction of artificial intelligence (AI) subsystems can exacerbate operational problems. We have seen that, when these technologies are not properly applied, an overall degradation of performance at the system level can occur. Only by understanding how human and automated systems work together can we be sure that the problems introduced by automation are not more serious than the problems solved.

  9. Gold rush - A swarm dynamics in games

    Science.gov (United States)

    Zelinka, Ivan; Bukacek, Michal

    2017-07-01

    This paper is focused on swarm intelligence techniques and its practical use in computer games. The aim is to show how a swarm dynamics can be generated by multiplayer game, then recorded, analyzed and eventually controlled. In this paper we also discuss possibility to use swarm intelligence instead of game players. Based on our previous experiments two games, using swarm algorithms are mentioned briefly here. The first one is strategy game StarCraft: Brood War, and TicTacToe in which SOMA algorithm has also take a role of player against human player. Open research reported here has shown potential benefit of swarm computation in the field of strategy games and players strategy based on swarm behavior record and analysis. We propose new game called Gold Rush as an experimental environment for human or artificial swarm behavior and consequent analysis.

  10. Using video games to combine learning and assessment in mathematics education

    OpenAIRE

    Kristian Juha Mikael Kiili; Keith Devlin; Arttu Perttula; Pauliina Tuomi; Antero Lindstedt

    2015-01-01

    One problem with most education systems is that learning and (summative) assessment are generally treated as quite separate things in schools. We argue that video games can provide an opportunity to combine these processes in an engaging and effective way. The present study focuses on investigating the effectiveness and the assessment power of two different mathematics video games, Semideus and Wuzzit Trouble. In the current study, we validated the Semideus game as a rational number test inst...

  11. Advances in Games Technology: Software, Models, and Intelligence

    Science.gov (United States)

    Prakash, Edmond; Brindle, Geoff; Jones, Kevin; Zhou, Suiping; Chaudhari, Narendra S.; Wong, Kok-Wai

    2009-01-01

    Games technology has undergone tremendous development. In this article, the authors report the rapid advancement that has been observed in the way games software is being developed, as well as in the development of games content using game engines. One area that has gained special attention is modeling the game environment such as terrain and…

  12. Destroy The Castle: A 3D Magic Carpet-like Game

    OpenAIRE

    Ondrčková, Simona

    2017-01-01

    Title: Destroy the Castle: A 3D Magic Carpet-like Game Author: Simona Ondrčková Department: Department of Distributed and Dependable Systems Supervisor: Mgr. Pavel Ježek, Ph.D., Department of Distributed and Dependable Systems Abstract: The goal of the thesis is to create a computer game based on a game called Magic Carpet. The game has two main interesting aspects from the programming point of view: artificial intelligence and an editor. The artificial intelligence uses different approaches ...

  13. Mastering the game of Go with deep neural networks and tree search

    Science.gov (United States)

    Silver, David; Huang, Aja; Maddison, Chris J.; Guez, Arthur; Sifre, Laurent; van den Driessche, George; Schrittwieser, Julian; Antonoglou, Ioannis; Panneershelvam, Veda; Lanctot, Marc; Dieleman, Sander; Grewe, Dominik; Nham, John; Kalchbrenner, Nal; Sutskever, Ilya; Lillicrap, Timothy; Leach, Madeleine; Kavukcuoglu, Koray; Graepel, Thore; Hassabis, Demis

    2016-01-01

    The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of state-of-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.

  14. ICT-Supported Gaming for Competitive Intelligence

    NARCIS (Netherlands)

    Achterbergh, J.M.I.M.; Khosrow-Pour, M.

    2005-01-01

    Collecting and processing competitive intelligence for the purpose of strategy formulation are complex activities requiring deep insight in and models of the “organization in its environment.” These insights and models need to be not only shared between CI (competitive intelligence) practitioners

  15. Using video games to combine learning and assessment in mathematics education

    Directory of Open Access Journals (Sweden)

    Kristian Juha Mikael Kiili

    2015-12-01

    Full Text Available One problem with most education systems is that learning and (summative assessment are generally treated as quite separate things in schools. We argue that video games can provide an opportunity to combine these processes in an engaging and effective way. The present study focuses on investigating the effectiveness and the assessment power of two different mathematics video games, Semideus and Wuzzit Trouble. In the current study, we validated the Semideus game as a rational number test instrument. We used it as a pre- and a post-test for a three-hour intervention in which we studied the effectiveness of Wuzzit Trouble, a game built on whole number arithmetic and designed to enhance mathematical thinking and problem solving skills. The results showed that (1 games can be used to assess mathematical knowledge validly, and (2 even short game-based interventions can be very effective. Based on the results, we argue that game-based assessment can create a more complete picture of mathematical knowledge than simply measuring students' accuracy, providing indicators of student misconceptions and conceptual change processes

  16. STANFORD ARTIFICIAL INTELLIGENCE PROJECT.

    Science.gov (United States)

    ARTIFICIAL INTELLIGENCE , GAME THEORY, DECISION MAKING, BIONICS, AUTOMATA, SPEECH RECOGNITION, GEOMETRIC FORMS, LEARNING MACHINES, MATHEMATICAL MODELS, PATTERN RECOGNITION, SERVOMECHANISMS, SIMULATION, BIBLIOGRAPHIES.

  17. The Chinese House Game.

    Science.gov (United States)

    Lee, James R.

    1989-01-01

    Discussion of the use of simulations to teach international relations (IR) highlights the Chinese House Game, a computer-based decision-making game based on Inter Nation Simulation (INS). Topics discussed include the increasing role of artificial intelligence in IR simulations, multi-disciplinary approaches, and the direction of IR as a…

  18. The machine intelligence Hex project

    Science.gov (United States)

    Chalup, Stephan K.; Mellor, Drew; Rosamond, Fran

    2005-12-01

    Hex is a challenging strategy board game for two players. To enhance students’ progress in acquiring understanding and practical experience with complex machine intelligence and programming concepts we developed the Machine Intelligence Hex (MIHex) project. The associated undergraduate student assignment is about designing and implementing Hex players and evaluating them in an automated tournament of all programs developed by the class. This article surveys educational aspects of the MIHex project. Additionally, fundamental techniques for game programming as well as specific concepts for Hex board evaluation are reviewed. The MIHex game server and possibilities of tournament organisation are described. We summarise and discuss our experiences from running the MIHex project assignment over four consecutive years. The impact on student motivation and learning benefits are evaluated using questionnaires and interviews.

  19. How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games

    DEFF Research Database (Denmark)

    Bulling, Nils; Goranko, Valentin

    2013-01-01

    We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.......e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning....

  20. The relationship between intelligence and training gains is moderated by training strategy.

    Science.gov (United States)

    Lee, Hyunkyu; Boot, Walter R; Baniqued, Pauline L; Voss, Michelle W; Prakash, Ruchika Shaurya; Basak, Chandramallika; Kramer, Arthur F

    2015-01-01

    We examined the relationship between training regimen and fluid intelligence in the learning of a complex video game. Fifty non-game-playing young adults were trained on a game called Space Fortress for 30 hours with one of two training regimens: (1) Hybrid Variable-Priority Training (HVT), with part-task training and a focus on improving specific skills and managing task priorities, and (2) Full Emphasis Training (FET) in which participants practiced the whole game to obtain the highest overall score. Fluid intelligence was measured with the Raven's Progressive Matrix task before training. With FET, fluid intelligence was positively associated with learning, suggesting that intellectual ability played a substantial role in determining individual differences in training success. In contrast, with HVT, fluid intelligence was not associated with learning, suggesting that individual differences in fluid intelligence do not factor into training success in a regimen that emphasizes component tasks and flexible task coordination. By analyzing training effects in terms of individual differences and training regimens, the current study offers a training approach that minimizes the potentially limiting effect of individual differences.

  1. Modeling Cyber Physical War Gaming

    Science.gov (United States)

    2017-08-07

    games share similar constructs. We also provide a game-theoretic approach to mathematically analyze attacker and defender strategies in cyber war...Military Practice of Course-of-Action Analysis 4 2. Game-Theoretic Method 7 2.1 Mathematical Model 7 2.2 Strategy Selection 10 2.2.1 Pure...officers, hundreds of combat and support vehicles, helicopters, sophisticated intelligence and communication equipment and specialists , artillery and

  2. The relationship between trait emotional intelligence and interaction with ostracized others' retaliation.

    Science.gov (United States)

    Nozaki, Yuki; Koyasu, Masuo

    2013-01-01

    Regulation of emotions in others is distinct from other activities related to trait emotional intelligence in that only such behavior can directly change other people's psychological states. Although emotional intelligence has generally been associated with prosociality, emotionally intelligent people may manipulate others' behaviors to suit their own interests using high-level capabilities to read and manage the emotions of others. This study investigated how trait emotional intelligence was related to interacting with ostracized others who attempt retaliation. We experimentally manipulated whether two people were simultaneously ostracized or not by using an online ball-tossing game called Cyberball. Eighty university students participated in Cyberball for manipulating ostracism and a "recommendation game," a variation of the ultimatum game for assessing how to interact with others who attempt retaliation, with four participants. After the recommendation game, participants rated their intention to retaliate during the game. People with higher interpersonal emotional intelligence were more likely to recommend that the ostracized other should inhibit retaliation and maximize additional rewards when they have a weaker intention to retaliate. However, they were more likely to recommend that the ostracized other should retaliate against the ostracizers when they have a stronger intention to retaliate. This is the first laboratory study that empirically reveals that people with high interpersonal emotional intelligence influence others' emotions based on their own goals contrary to the general view. Trait emotional intelligence itself is neither positive nor negative, but it can facilitate interpersonal behaviors for achieving goals. Our study offers valuable contributions for the refinement of the trait emotional intelligence concept in the respect of its social function.

  3. Pengembangan Kecerdasan Emosional Anak Melalui Game DOTA (Defence of The Ancients

    Directory of Open Access Journals (Sweden)

    Ellen Prima

    2018-02-01

    Full Text Available Every child is intelligent even with different levels of intelligence. Many types of intelligence have been known by the general public, especially emotional intelligence. A person who has emotional intelligence can be seen from how he mastered his emotions so as not too excessive exit. However, emotional intelligence has not been widely responded among the general public, especially parents. They still perceive emotional intelligence as less important than intelligence intelligence. Though emotional intelligence is needed for someone, especially children can learn to understand the feelings of himself and others and how to react. Therefore, the role of emotional intelligence is important for the child’s life so that the need for stimulus to develop optimally, one with the game. The game is a thing that is favored by both the child’s traditional and online games. The purpose of this study was to find out how to develop children’s emotional intelligence through DoTA games. Therefore, this research uses qualitative method of descriptive type. The results of this study indicate that intelligence is innate childbirth. However, intelligence must be developed by stimulating the child. One of the most important intelligence is emotional intelligence that can help children live their lives with a sense of security and happiness. Setiap anak sesungguhnya cerdas meskipun dengan tingkatankecerdasan yang berbeda. Banyak jenis kecerdasan yang telah dikenal oleh masyarakat umum, khususnya kecerdasan emosional. Seseorang yang memiliki kecerdasan emosional dapat dilihat dari bagaimana dia menguasai emosinya agar tidak terlalu keluar secara berlebihan. Akan tetapi, kecerdasan emosional belum banyak yang merespon di kalangan masyarakat umum, khususnya para orang tua. Mereka masih menganggap kecerdasan emosional tidak terlalu penting seperti halnya kecerdasan inteligensi. Padahal kecerdasan emosional sangat dibutuhkan agar seseorang, terutama anak dapat

  4. Game Algorithm for Resource Allocation Based on Intelligent Gradient in HetNet

    Directory of Open Access Journals (Sweden)

    Fang Ye

    2017-02-01

    Full Text Available In order to improve system performance such as throughput, heterogeneous network (HetNet has become an effective solution in Long Term Evolution-Advanced (LET-A. However, co-channel interference leads to degradation of the HetNet throughput, because femtocells are always arranged to share the spectrum with the macro base station. In this paper, in view of the serious cross-layer interference in double layer HetNet, the Stackelberg game model is adopted to analyze the resource allocation methods of the network. Unlike the traditional system models only focusing on macro base station performance improvement, we take into account the overall system performance and build a revenue function with convexity. System utility functions are defined as the average throughput, which does not adopt frequency spectrum trading method, so as to avoid excessive signaling overhead. Due to the value scope of continuous Nash equilibrium of the built game model, the gradient iterative algorithm is introduced to reduce the computational complexity. As for the solution of Nash equilibrium, one kind of gradient iterative algorithm is proposed, which is able to intelligently choose adjustment factors. The Nash equilibrium can be quickly solved; meanwhile, the step of presetting adjustment factors is avoided according to network parameters in traditional linear iterative model. Simulation results show that the proposed algorithm enhances the overall performance of the system.

  5. Game programming gems

    CERN Document Server

    DeLoura, Mark

    2000-01-01

    For the countless tasks involved in creating a game engine there are an equal number of possible solutions. But instead of spending hours and hours trying to develop your own answers, now you can find out how the pros do it! Game Programming Gems is a hands-on, comprehensive resource packed with a variety of game programming algorithms written by experts from the game industry and edited by Mark DeLoura, former software engineering lead for Nintendo of America, Inc. and now the newly appointed editor-in-chief of Game Developer magazine. From animation and artificial intelligence to Z-buffering, lighting calculations, weather effects, curved surfaces, mutliple layer Internet gaming, to music and sound effects, all of the major techniques needed to develop a competitive game engine are covered. Game Programming Gems is written in a style accessible to individuals with a range of expertise levels. All of the source code for each algorithm is included and can be used by advanced programmers immediately. For aspir...

  6. Enhancing Artificial Intelligence on a Real Mobile Game

    Directory of Open Access Journals (Sweden)

    Fabio Aiolli

    2009-01-01

    enabling AI improvements for imperfect information games even on mobile phones. We created a mobile phone-based version of a game called Ghosts and present results which clearly show the ability of our algorithm to quickly improve its own predictive performance as far as the number of games against the same human opponent increases.

  7. The London 2012 Olympic and Paralympic Games Olympic—Intelligence Centre: Lessons Learned from Working with the Olympic Sponsors and the Private Sector

    Directory of Open Access Journals (Sweden)

    Sue Wilkinson

    2013-06-01

    Full Text Available This paper is a reflective discussion that critically describes the role of the Olympic Intelligence Centre (OIC played in the delivery of a safe and secure London 2012 Olympic and Paralympic Games. In particular, it examines how the OIC worked with the Olympic Sponsors and the wider private sector to provide them with the classified intelligence and information they needed to play their role in the safety and security operation effectively. Issues discussed include the cultural, statutory and systemic challenges that had to be overcome; how relationships were built to allay concerns and build trust and confidence; and the process that was put into place to allow the exchange of classified intelligence that supported the Sponsors and private sector in their operation. It details how the OIC worked with Sponsors to allow them in turn to exchange intelligence they held in their systems with the OIC, thus completing the intelligence cycle, enhancing the security operation. The article concludes with an outline of the lessons learned that were deduced through a reflective process and are offered to practitioners for consideration in future intelligence work involving the private sector.

  8. Cognitive behavioral game design: a unified model for designing serious games.

    Science.gov (United States)

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  9. Games and Entertainment in Ambient Intelligence Environments

    NARCIS (Netherlands)

    Nijholt, Antinus; Reidsma, Dennis; Poppe, Ronald Walter; Aghajan, H.; López-Cózar Delgado, R.; Augusto, J.C.

    2009-01-01

    In future ambient intelligence (AmI) environments we assume intelligence embedded in the environment and its objects (floors, furniture, mobile robots). These environments support their human inhabitants in their activities and interactions by perceiving them through sensors (proximity sensors,

  10. The combination of system dynamics and game theory in analyzing oligopoly markets

    Directory of Open Access Journals (Sweden)

    Ali Mohammadi

    2016-04-01

    Full Text Available In this paper, we present a hybrid method of game theory and dynamic systems to study the behavior of firms in an oligopoly market. The aim of this study is to build a model for an oligopoly game on the basis of feedback loops and system dynamics approach and to solve the resulted problems under some special conditions where traditional game theory methods are unable to handle. The method includes a combination of qualitative methods including interviews with industry experts to prepare the model and quantitative methods of system dynamics, simulation methodologies and game theory. The results indicate that competitive behavior and the important parameters such as volume of demand, interest rates and price fluctuation will be stabilized after a transition period.

  11. A Three Pronged Approach for Improved Data Understanding: 3-D Visualization, Use of Gaming Techniques, and Intelligent Advisory Agents

    Science.gov (United States)

    2006-10-01

    Pronged Approach for Improved Data Understanding: 3-D Visualization, Use of Gaming Techniques, and Intelligent Advisory Agents. In Visualising Network...University at the start of each fall semester, when numerous new students arrive on campus and begin downloading extensive amounts of audio and...SIGGRAPH ’92 • C. Cruz-Neira, D.J. Sandin, T.A. DeFanti, R.V. Kenyon and J.C. Hart, "The CAVE: Audio Visual Experience Automatic Virtual Environment

  12. Game Theory An Introduction

    CERN Document Server

    Barron, E N

    2008-01-01

    A fundamental introduction to modern game theory from a mathematical viewpoint. Game theory arises in almost every fact of human and inhuman interaction since oftentimes during these communications objectives are opposed or cooperation is viewed as an option. From economics and finance to biology and computer science, researchers and practitioners are often put in complex decision-making scenarios, whether they are interacting with each other or working with evolving technology and artificial intelligence. Acknowledging the role of mathematics in making logical and advantageous decisions, Game

  13. Simulation and Gaming: Directions, Issues, Ponderables.

    Science.gov (United States)

    Uretsky, Michael

    1995-01-01

    Discusses the current use of simulation and gaming in a variety of settings. Describes advances in technology that facilitate the use of simulation and gaming, including computer power, computer networks, software, object-oriented programming, video, multimedia, virtual reality, and artificial intelligence. Considers the future use of simulation…

  14. Socially grounded game strategy enhances bonding and perceived smartness of a humanoid robot

    Science.gov (United States)

    Barakova, E. I.; De Haas, M.; Kuijpers, W.; Irigoyen, N.; Betancourt, A.

    2018-01-01

    In search for better technological solutions for education, we adapted a principle from economic game theory, namely that giving a help will promote collaboration and eventually long-term relations between a robot and a child. This principle has been shown to be effective in games between humans and between humans and computer agents. We compared the social and cognitive engagement of children when playing checkers game combined with a social strategy against a robot or against a computer. We found that by combining the social and game strategy the children (average age of 8.3 years) had more empathy and social engagement with the robot since the children did not want to necessarily win against it. This finding is promising for using social strategies for the creation of long-term relations between robots and children and making educational tasks more engaging. An additional outcome of the study was the significant difference in the perception of the children about the difficulty of the game - the game with the robot was seen as more challenging and the robot - as a smarter opponent. This finding might be due to the higher perceived or expected intelligence from the robot, or because of the higher complexity of seeing patterns in three-dimensional world.

  15. Gaming mindsets: implicit theories in serious game learning.

    Science.gov (United States)

    Lee, Yu-Hao; Heeter, Carrie; Magerko, Brian; Medler, Ben

    2012-04-01

    Individuals' beliefs about the malleability of their abilities may predict their response and outcome in learning from serious games. Individuals with growth mindsets believe their abilities can develop with practice and effort, whereas individuals with fixed mindsets believe their abilities are static and cannot improve. This study uses survey and gameplay server data to examine the implicit theory of intelligence in the context of serious game learning. The findings show that growth mindset players performed better than fixed mindset players, their mistakes did not affect their attention to the game, and they read more learning feedback than fixed mindset players. In addition, growth mindset players were more likely to actively seek difficult challenges, which is often essential to self-directed learning. General mindset measurements and domain-specific measurements were also compared. These findings suggest that players' psychological attributes should be considered when designing and applying serious games.

  16. How to Be Both Rich and Happy: Combining Quantitative and Qualitative Strategic Reasoning about Multi-Player Games (Extended Abstract

    Directory of Open Access Journals (Sweden)

    Nils Bulling

    2013-03-01

    Full Text Available We propose a logical framework combining a game-theoretic study of abilities of agents to achieve quantitative objectives in multi-player games by optimizing payoffs or preferences on outcomes with a logical analysis of the abilities of players for achieving qualitative objectives of players, i.e., reaching or maintaining game states with desired properties. We enrich concurrent game models with payoffs for the normal form games associated with the states of the model and propose a quantitative extension of the logic ATL* enabling the combination of quantitative and qualitative reasoning.

  17. Spatial Game Analytics and Visualization

    DEFF Research Database (Denmark)

    Drachen, Anders; Schubert, Matthias

    2013-01-01

    , techniques for spatial analysis had their share in these developments. However, the methods for analyzing and visualizing spatial and spatio-temporal patterns in player behavior being used by the game industry are not as diverse as the range of techniques utilized in game research, leaving room...... for a continuing development. This paper presents a review of current work on spatial and spatio-temporal game analytics across industry and research, describing and defining the key terminology, outlining current techniques and their application. We summarize the current problems and challenges in the field......The recently emerged field of game analytics and the development and adaptation of business intelligence techniques to support game design and development has given data-driven techniques a direct role in game development. Given that all digital games contain some sort of spatial operation...

  18. Intelligent Management of Intelligence Agencies: Beyond Accountability Ping-Pong

    Science.gov (United States)

    Tetlock, Philip E.; Mellers, Barbara A.

    2011-01-01

    The intelligence community (IC) is asked to predict outcomes that may often be inherently unpredictable--and is blamed for the inevitable forecasting failures, be they false positives or false negatives. To move beyond blame games of accountability ping-pong that incentivize bureaucratic symbolism over substantive reform, it is necessary to reach…

  19. Combining NDE and fracture mechanics by artifical intelligence expert systems techniques

    International Nuclear Information System (INIS)

    Mucciardi, A.N.; Riccardella, P.C.

    1986-01-01

    This paper reports on the development of a PC-based expert system for non-destructive evaluation. Software tools from the expert systems subfield of artificial intelligence are being used to combine both NDE and fracture mechanics algorithms into one, unified package. The system incorporates elements of computer-enhanced ultrasonic signal processing, featuring artificial intelligence learning capability, state-of-the-art fracture mechanics analytical tools, and all relevant metallurgical and design data necessary to emulate the decisions of the panel(s) of experts typically involved in generating and dispositioning NDE data

  20. Game Theoretic Risk Analysis of Security Threats

    CERN Document Server

    Bier, Vicki M

    2008-01-01

    Introduces reliability and risk analysis in the face of threats by intelligent agents. This book covers applications to networks, including problems in both telecommunications and transportation. It provides a set of tools for applying game theory TO reliability problems in the presence of intentional, intelligent threats

  1. A Hybrid Computational Intelligence Approach Combining Genetic Programming And Heuristic Classification for Pap-Smear Diagnosis

    DEFF Research Database (Denmark)

    Tsakonas, Athanasios; Dounias, Georgios; Jantzen, Jan

    2001-01-01

    The paper suggests the combined use of different computational intelligence (CI) techniques in a hybrid scheme, as an effective approach to medical diagnosis. Getting to know the advantages and disadvantages of each computational intelligence technique in the recent years, the time has come...

  2. Improving game bot behaviours through timed emotional intelligence

    NARCIS (Netherlands)

    Acampora, G.; Loia, V.; Vitiello, A.

    2012-01-01

    The video game industry is a very active economic sector focusing on the design and development of entertainment applications. In this sector, different enterprises compete to design innovative video games that exploit physical and emotional capabilities of video gamers in order to achieve high

  3. Intelligence and Prosocial Behavior

    DEFF Research Database (Denmark)

    Han, Ru; Shi, Jiannong; Yong, W.

    2012-01-01

    Results of prev ious studies of the relationship between prosocial behav ior and intelligence hav e been inconsistent. This study attempts to distinguish the dif f erences between sev eral prosocial tasks, and explores the way s in which cognitiv e ability inf luences prosocial behav ior. In Study...... One and Two, we reexamined the relationship between prosocial behav ior and intelligence by employ ing a costly signaling theory with f our games. The results rev ealed that the prosocial lev el of smarter children is higher than that of other children in more complicated tasks but not so in simple...... tasks. In Study Three, we tested the moderation ef f ect of the av erage intelligence across classes, and the results did not show any group intelligence ef f ect on the relationship between intelligence and prosocial behav ior....

  4. Emotional competence and online game use in adolescents.

    Science.gov (United States)

    Seo, Mia; Kang, Hee Sun; Chae, Sun-Mi

    2012-12-01

    The purpose of this study was to explore the relations between emotional competence and online game use in adolescents. This study is a cross-sectional descriptive survey using a convenience sample. The participants were 2199 adolescents in South Korea. Online game use and emotional competence including positive emotion, emotional expression, and emotional intelligence were measured. The study results indicated that emotional competence was negatively correlated with excessive online game use. All variables of emotional competence were significantly lower in high-risk users compared with general users. In addition, female adolescents were rated significantly higher in emotional competence among general users, but there were no significant gender differences among high-risk users. The results of our study imply that high-risk game users have lower levels of emotional intelligence than general users do. The results of this study suggest that emotion is an important factor to which practitioners in psychomedical fields and nursing should pay attention. Therefore, nurses in schools and communities should regularly screen the emotions of adolescents who habitually play online games and develop a program to enhance emotional competence associated with online games.

  5. Men's harassment behavior in online video games: Personality traits and game factors.

    Science.gov (United States)

    Tang, Wai Yen; Fox, Jesse

    2016-11-01

    Online video games afford co-play and social interaction, often anonymous, among players from around the world. As predicted by the social identity model of deindividuation effects, undesirable behavior is not uncommon in online gaming environments, and online harassment has become a pervasive issue in the gaming community. In this study, we sought to determine what personality traits and game-related variables predicted two types of online aggression in video games: general harassment (e.g., skill-based taunting, insulting others' intelligence) and sexual harassment (e.g., sexist comments, rape threats). Men who play online video games (N = 425) participated in an anonymous online survey. Social dominance orientation and hostile sexism predicted higher levels of both sexual harassment and general harassment in online games. Game involvement and hours of weekly gameplay were additional predictors of general harassment. We discuss implications of online social aggression and online sexual harassment for online gaming. We also apply our findings to the broader understanding of online harassment, cyberaggression, cyberbullying, and other forms of online hostility in computer-mediated communication contexts. Aggr. Behav. 42:513-521, 2016. © 2016 Wiley Periodicals, Inc. © 2016 Wiley Periodicals, Inc.

  6. Recent Advances in General Game Playing

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing. PMID:26380375

  7. Recent Advances in General Game Playing.

    Science.gov (United States)

    Świechowski, Maciej; Park, HyunSoo; Mańdziuk, Jacek; Kim, Kyung-Joong

    2015-01-01

    The goal of General Game Playing (GGP) has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014) in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI) related to universal game playing.

  8. Recent Advances in General Game Playing

    Directory of Open Access Journals (Sweden)

    Maciej Świechowski

    2015-01-01

    Full Text Available The goal of General Game Playing (GGP has been to develop computer programs that can perform well across various game types. It is natural for human game players to transfer knowledge from games they already know how to play to other similar games. GGP research attempts to design systems that work well across different game types, including unknown new games. In this review, we present a survey of recent advances (2011 to 2014 in GGP for both traditional games and video games. It is notable that research on GGP has been expanding into modern video games. Monte-Carlo Tree Search and its enhancements have been the most influential techniques in GGP for both research domains. Additionally, international competitions have become important events that promote and increase GGP research. Recently, a video GGP competition was launched. In this survey, we review recent progress in the most challenging research areas of Artificial Intelligence (AI related to universal game playing.

  9. Audio Interaction in Computer Mediated Games

    Directory of Open Access Journals (Sweden)

    J. R. Parker

    2008-01-01

    Full Text Available The use of sound in an interactive media environment has not been advanced, as a technology, as far as graphics or artificial intelligence. This discussion will explore the use of sound as a way to influence the player of a computer game, will show ways that a game can use sound as input, and will describe ways that the player can influence sound in a game. The role of sound in computer games will be explored some practical design ideas that can be used to improve the current state of the art will be given.

  10. Rancang Bangun Aplikasi Game Tajen Berbasis Android Menggunakan Artificial Intelligence

    Directory of Open Access Journals (Sweden)

    Made Gandhi Arsawiguna

    2015-11-01

    Full Text Available Tabuh Rah is a culture and a rituals in Bali to present the blood of animals through a cockfight or Tajen. However there are certain people who abuse Tajen for gambling, and that give a misunderstanding of the Tajen function for people. The rapid development of technology has also led to a lack of public attention to their own culture. Overcome these problems, the use of technology through an Android-based gaming is the right solution. Tajen Game is an fighting Android based game by choosing a cock as character to play the game, spurs and installation methods, and a good day to try the cockfight based on the calculation of Saptawara and Pancawara. This  game  was  made  to  introduce the  main  function of  Tajen.  Corona  SDK (Software Development Kit is the software that use to create his game and using the Lua Programming Language. The quality of Tajen Game based on the respondents' assessment is good, with the percentage of the graphic aspect of the game by 58%, entertainment aspects by 70%, and the content aspects by 57%.

  11. A Semantic Navigation Model for Video Games

    Science.gov (United States)

    van Driel, Leonard; Bidarra, Rafael

    Navigational performance of artificial intelligence (AI) characters in computer games is gaining an increasingly important role in the perception of their behavior. While recent games successfully solve some complex navigation problems, there is little known or documented on the underlying approaches, often resembling a primitive conglomerate of ad-hoc algorithms for specific situations.

  12. socio-ec(h)o: Ambient Intelligence and Gameplay

    OpenAIRE

    Wakkary, Ron

    2005-01-01

    The socio-ec(h)o project aims to research a generalized ambient intelligent software platform and design models for responsive environments based on the concept of ambient intelligent "ecologies" and group gameplay. The benefits of the research include a software-architecture, ambient intelligence inference engine, and interaction design models for gameplay and responsive environments. The paper will discuss the results of our prototypes for games in responsive environments. These prototypes ...

  13. AI 3D Cybug Gaming

    OpenAIRE

    Ahmed, Zeeshan

    2010-01-01

    In this short paper I briefly discuss 3D war Game based on artificial intelligence concepts called AI WAR. Going in to the details, I present the importance of CAICL language and how this language is used in AI WAR. Moreover I also present a designed and implemented 3D War Cybug for AI WAR using CAICL and discus the implemented strategy to defeat its enemies during the game life.

  14. Real-lime logical game with artificial intelligence using planning techniques

    OpenAIRE

    Pilař, Pavel

    2013-01-01

    The goal of this work was to design and implement a logical game with artificial inteligence. In the game the player is trying to hold an opponent driven by artificial inteligence inside a given level for a given time by using various instruments. The artificial inteligence is implemented using planning. The work describes game principles, game design and subsequent implementation, including analysis of the chosen and alternative implementation options.

  15. Review of A* (A Star Navigation Mesh Pathfinding as the Alternative of Artificial Intelligent for Ghosts Agent on the Pacman Game

    Directory of Open Access Journals (Sweden)

    Moh. Zikky

    2016-08-01

    Full Text Available Shortest pathfinding problem has become a populer issue in Game’s Artificial Intelligent (AI. This paper discussed the effective way to optimize the shortest pathfinding problem, namely Navigation Mesh (NavMesh. This method is very interesting because it has a large area of implementation, especially in games world. In this paper, NavMesh was implemented by using A* (A star algorithm and examined in Unity 3D game engine. A* was an effective algorithm in shortest pathfinding problem because its optimization was made with effective tracing using segmentation line. Pac-Man game was chosen as the example of the shortest pathfinding by using NavMesh in Unity 3D. A* algorithm was implemented on the enemies of Pac-Man (three ghosts,  which path was designed by using NavMesh concept. Thus, the movement of ghosts in catching Pac-Man was the result of this review of the effectiveness of this concept. In further research, this method could be implemented on several optimization programmes, such as Geographic Information System (GIS, robotics, and statistics.

  16. The highly intelligent virtual agents for modeling financial markets

    Science.gov (United States)

    Yang, G.; Chen, Y.; Huang, J. P.

    2016-02-01

    Researchers have borrowed many theories from statistical physics, like ensemble, Ising model, etc., to study complex adaptive systems through agent-based modeling. However, one fundamental difference between entities (such as spins) in physics and micro-units in complex adaptive systems is that the latter are usually with high intelligence, such as investors in financial markets. Although highly intelligent virtual agents are essential for agent-based modeling to play a full role in the study of complex adaptive systems, how to create such agents is still an open question. Hence, we propose three principles for designing high artificial intelligence in financial markets and then build a specific class of agents called iAgents based on these three principles. Finally, we evaluate the intelligence of iAgents through virtual index trading in two different stock markets. For comparison, we also include three other types of agents in this contest, namely, random traders, agents from the wealth game (modified on the famous minority game), and agents from an upgraded wealth game. As a result, iAgents perform the best, which gives a well support for the three principles. This work offers a general framework for the further development of agent-based modeling for various kinds of complex adaptive systems.

  17. Improved Intelligent Underlay-Overlay Combined with Frequency Hopping in GSM

    DEFF Research Database (Denmark)

    Wigard, Jeroen; Nielsen, Thomas Toftegaard; Mogensen, Preben Elgaard

    1997-01-01

    IUO (intelligent underlay-overlay) in a combination with random frequency hopping in GSM is analysed. Several improvements to the original IUO concept analysed in Nielsen et al. (1997) are introduced. With the improved IUO concept it is possible to load a network configuration consisting of 4...

  18. Application of Artificial Intelligence and Data Mining Techniques to Financial Markets

    OpenAIRE

    Katarína Hilovska; Peter Koncz

    2012-01-01

    The aim of artificial intelligence is to discover mechanisms of adaptation in a changing environment with utilisation of intelligence, for instance in the ability to exclude unlikely solutions. Artificial intelligence methods have extensive application in different fields such as medicine, games, transportation, or heavy industry. This paper deals with interdisciplinary issues – interconnection of artificial intelligence and finance. The paper briefly describes techniques of data mining, expe...

  19. Pengaruh Kecanduan Game Online Siswa SMA Kelas X Terhadap Kecerdasan Sosial Sekolah Kristen Swasta Di Makassar

    Directory of Open Access Journals (Sweden)

    maurice andrew suplig

    2017-09-01

    Full Text Available Perkembangan teknologi pada masa ini sangat berkembang pesat. Salah satu bagian dari hal ini adalah perkembangan game online yang berbasis pada internet. Perkembangan game online ini sudah menguasai banyak orang dan terutama kepada anak-anak remaja. Banyak anak-anak remaja mengalami kecanduan game online. Anak-anak ini menghabiskan banyak waktu untuk bermain game online. Karena menghabiskan waktu yang sangat banyak membuat anak-anak ini kurang bergaul dengan teman-teman di dalam dunia nyata. Oleh karena itu, tujuan dari penelitian ini adalah: Pertama, untuk mengetahui bagaimana game online mengakibatkan seorang pemain game online menjadi kecanduan. Kedua, untuk mengetahui apakah kecanduan game online memengaruhi kecerdasan sosial bagi pengguna game online. Ketiga, supaya siswa kelas X dan remaja pada umumnya memahami bahaya dari kecanduan game online. Keempat, menolong para pemuda remaja untuk terhindar dari masalah kecanduan game online yang berdampak negatif pada kecerdasan sosial.Technology development is very rapidly growing at the present time. One part of this is the development of online games based on the internet. The development of these online games has already gained control over many people, especially teenagers. Teenagers spend a lot of time playing online games. Social intelligence is low making these kids less sociable with friends in the real world. The purpose of this paper is: First, to find out how online games result in online game players becoming addicted. Secondly, to find out if online game addiction affects social intelligence for online gaming users. Third, so that students of class X and teenagers generally understand the dangers of online game addiction. Fourth, to help teenagers to avoid online game addiction problems that negatively impact social intelligence.

  20. The expected-outcome model of two-player games

    CERN Document Server

    Abramson, Bruce

    1990-01-01

    The Expected-Outcome Model of Two-Player Games deals with the expected-outcome model of two-player games, in which the relative merit of game-tree nodes, rather than board positions, is considered. The ambiguity of static evaluation and the problems it generates in the search system are examined and the development of a domain-independent static evaluator is described. Comprised of eight chapters, this book begins with an overview of the rationale for the mathematical study of games, followed by a discussion on some previous artificial intelligence (AI) research efforts on game-trees. The nex

  1. Artificial intelligence in drug combination therapy.

    Science.gov (United States)

    Tsigelny, Igor F

    2018-02-09

    Currently, the development of medicines for complex diseases requires the development of combination drug therapies. It is necessary because in many cases, one drug cannot target all necessary points of intervention. For example, in cancer therapy, a physician often meets a patient having a genomic profile including more than five molecular aberrations. Drug combination therapy has been an area of interest for a while, for example the classical work of Loewe devoted to the synergism of drugs was published in 1928-and it is still used in calculations for optimal drug combinations. More recently, over the past several years, there has been an explosion in the available information related to the properties of drugs and the biomedical parameters of patients. For the drugs, hundreds of 2D and 3D molecular descriptors for medicines are now available, while for patients, large data sets related to genetic/proteomic and metabolomics profiles of the patients are now available, as well as the more traditional data relating to the histology, history of treatments, pretreatment state of the organism, etc. Moreover, during disease progression, the genetic profile can change. Thus, the ability to optimize drug combinations for each patient is rapidly moving beyond the comprehension and capabilities of an individual physician. This is the reason, that biomedical informatics methods have been developed and one of the more promising directions in this field is the application of artificial intelligence (AI). In this review, we discuss several AI methods that have been successfully implemented in several instances of combination drug therapy from HIV, hypertension, infectious diseases to cancer. The data clearly show that the combination of rule-based expert systems with machine learning algorithms may be promising direction in this field. © The Author(s) 2018. Published by Oxford University Press. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

  2. Towards gaze-controlled platform games

    DEFF Research Database (Denmark)

    Muñoz, Jorge; Yannakakis, Georgios N.; Mulvey, Fiona

    2011-01-01

    This paper introduces the concept of using gaze as a sole modality for fully controlling player characters of fast-paced action computer games. A user experiment is devised to collect gaze and gameplay data from subjects playing a version of the popular Super Mario Bros platform game. The initial...... analysis shows that there is a rather limited grid around Mario where the efficient player focuses her attention the most while playing the game. The useful grid as we name it, projects the amount of meaningful visual information a designer should use towards creating successful player character...... controllers with the use of artificial intelligence for a platform game like Super Mario. Information about the eyes' position on the screen and the state of the game are utilized as inputs of an artificial neural network, which is trained to approximate which keyboard action is to be performed at each game...

  3. Local Positioning Systems in (Game) Sports

    Science.gov (United States)

    Leser, Roland; Baca, Arnold; Ogris, Georg

    2011-01-01

    Position data of players and athletes are widely used in sports performance analysis for measuring the amounts of physical activities as well as for tactical assessments in game sports. However, positioning sensing systems are applied in sports as tools to gain objective information of sports behavior rather than as components of intelligent spaces (IS). The paper outlines the idea of IS for the sports context with special focus to game sports and how intelligent sports feedback systems can benefit from IS. Henceforth, the most common location sensing techniques used in sports and their practical application are reviewed, as location is among the most important enabling techniques for IS. Furthermore, the article exemplifies the idea of IS in sports on two applications. PMID:22163725

  4. Game theory in epigenetic reprogramming. Comment on: ;Epigenetic game theory: How to compute the epigenetic control of maternal-to-zygotic transition; by Qian Wang et al.

    Science.gov (United States)

    Hsu, Fei-Man; Chen, Pao-Yang

    2017-03-01

    Von Neumann and Morgenstern published the Theory of Games and Economic Behavior in 1944, describing game theory as a model in which intelligent rational decision-makers manage to find their best strategies in conflict, cooperative or other mutualistic relationships to acquire the greatest benefit [1]. This model was subsequently incorporated in ecology to simulate the ;fitness; of a species during natural selection, designated evolutionary game theory (EGT) [2]. Wang et al. proposed ;epiGame;, taking paternal and maternal genomes as ;intelligent; players that compete, cooperate or both during embryogenesis to maximize the fitness of the embryo [3]. They further extended game theory to an individual or single cell environment. During early zygote development, DNA methylation is reprogrammed such that the paternal genome is demethylated before the maternal genome. After the reset, the blastocyst is re-methylated during embryogenesis. At that time, the paternal and maternal genomes have a conflict of interest related to the expression of their own genes. The proposed epiGame models such interactive regulation between the parental genomes to reach a balance for embryo development (equation (2)).

  5. Teaching intelligent design or sparking interest in science? What players do with Will Wright's Spore

    Science.gov (United States)

    Owens, Trevor

    2012-12-01

    The 2008 commercial video game Spore allowed more than a million players to design their own life forms. Starting from single-celled organisms players played through a caricature of natural history. Press coverage of the game's release offer two frames for thinking about the implications of the game. Some scientists and educators saw the game as a troubling teacher of intelligent design, while others suggested it might excite public interest in science. This paper explores the extent to which these two ways of thinking about the game are consistent with what players have done with the game in its online community. This analysis suggests that, at least for the players participating in this community, the game has not seduced them into believing in intelligent design. Instead the activities of these players suggest that the game has played a catalytic role in engaging the public with science. These findings indicate that designers of educational games may wish to consider more deeply tensions between prioritizing accuracy of content in educational games over player engagement.

  6. PENGARUH MODEL COOPERATIVE LEARNING TIPE TEAMS GAMES TOURNAMENT (TGT TERHADAP KECERDASAN INTERPERSONAL PADA MATA PELAJARAN IPS

    Directory of Open Access Journals (Sweden)

    Mari anti

    2017-12-01

    Full Text Available Interpersonal intelligence is one of the goals in elementary school education. Interpersonal intelligence is a key element in the adaptation of children in their social relationships. SDN Kebon Jeruk 11 Pagi West Jakarta found a number of 19 students of 30 children (63% have barriers Interpersonal intelligence. Quantitative Research with One Shot Case Study Experiment using sample saturated with size 30 in research influence influence model cooperative learning type Teams Games Tournament (TGT to interpersonal intelligence. The results of this study prove that: The more effective the steps of cooperative learning model type TGT done then the better the interpersonal intelligence. So in this research result that model Cooperative Learning type Teams Games Tournament (TGT have positive effect to interpersonal intelligence.

  7. Pengembangan Aplikasi Game dengan Html5 dan Javascript untuk Mengukur Kecerdasan Anak

    Directory of Open Access Journals (Sweden)

    Muhammad Ismail

    2014-12-01

    Full Text Available Educational games are the ideal medium to see the extent to which a student's performance will be assessed. However, to integrate educational games has the technical and practical challenges of their own. This study will be directed to the development of a game that can be used to measure the kind of intelligence and capabilities of a child based on the reference of Psychology Howard Gardner's theory kuisinoerThe purpose of writing is the development of gaming applications with HTML5 and JavaScript enabled to measure intelligence. The data taken from the distribution of questionnaires to 30 respondents were randomly. The data were analyzed by finding the average difference between the results of tests using questionnaires to play the game. From these results it can be concluded that there is a gap/difference between the average differences among the results of the two tests.

  8. A SVM bases AI design for interactive gaming

    OpenAIRE

    Jiang, Yang; Jiang, Jianmin; Palmer, Ian

    2008-01-01

    Interactive gaming requires automatic processing on large volume of random data produced by players on spot, such as shooting, football kicking, boxing etc. In this paper, we describe an artificial intelligence approach in processing such random data for interactive gaming by using a one-class support vector machine (OC-SVM). In comparison with existing techniques, our OC-SVM based interactive gaming design has the features of: (i): high speed processing, providing instant response to the pla...

  9. Beyond AI: Multi-Intelligence (MI) Combining Natural and Artificial Intelligences in Hybrid Beings and Systems

    OpenAIRE

    Stephen Fox

    2017-01-01

    Framing strongly influences actions among technology proponents and end-users. Underlying much debate about artificial intelligence (AI) are several fundamental shortcomings in its framing. First, discussion of AI is atheoretical, and therefore has limited potential for addressing the complexity of causation. Second, intelligence is considered from an anthropocentric perspective that sees human intelligence, and intelligence developed by humans, as superior to all other intelligences. Thus, t...

  10. Complexity, Competitive Intelligence and the "First Mover" Advantage

    Science.gov (United States)

    Fellman, Philip Vos; Post, Jonathan Vos

    In the following paper we explore some of the ways in which competitive intelligence and game theory can be employed to assist firms in deciding whether or not to undertake international market diversification and whether or not there is an advantage to being a market leader or a market follower overseas. In attempting to answer these questions, we take a somewhat unconventional approach. We first examine how some of the most recent advances in the physical and biological sciences can contribute to the ways in which we understand how firms behave. Subsequently, we propose a formal methodology for competitive intelligence. While space considerations here do not allow for a complete game-theoretic treatment of competitive intelligence and its use with respect to understanding first and second mover advantage in firm internationalization, that treatment can be found in its entirety in the on-line proceedings of the 6th International Conference on Complex Systems at http://knowledgetoday.org/wiki/indec.php/ICCS06/89

  11. Dynamical Intention: Integrated Intelligence Modeling for Goal-directed Embodied Agents

    Directory of Open Access Journals (Sweden)

    Eric Aaron

    2016-11-01

    Full Text Available Intelligent embodied robots are integrated systems: As they move continuously through their environments, executing behaviors and carrying out tasks, components for low-level and high-level intelligence are integrated in the robot's cognitive system, and cognitive and physical processes combine to create their behavior. For a modeling framework to enable the design and analysis of such integrated intelligence, the underlying representations in the design of the robot should be dynamically sensitive, capable of reflecting both continuous motion and micro-cognitive influences, while also directly representing the necessary beliefs and intentions for goal-directed behavior. In this paper, a dynamical intention-based modeling framework is presented that satisfies these criteria, along with a hybrid dynamical cognitive agent (HDCA framework for employing dynamical intentions in embodied agents. This dynamical intention-HDCA (DI-HDCA modeling framework is a fusion of concepts from spreading activation networks, hybrid dynamical system models, and the BDI (belief-desire-intention theory of goal-directed reasoning, adapted and employed unconventionally to meet entailments of environment and embodiment. The paper presents two kinds of autonomous agent learning results that demonstrate dynamical intentions and the multi-faceted integration they enable in embodied robots: with a simulated service robot in a grid-world office environment, reactive-level learning minimizes reliance on deliberative-level intelligence, enabling task sequencing and action selection to be distributed over both deliberative and reactive levels; and with a simulated game of Tag, the cognitive-physical integration of an autonomous agent enables the straightforward learning of a user-specified strategy during gameplay, without interruption to the game. In addition, the paper argues that dynamical intentions are consistent with cognitive theory underlying goal-directed behavior, and

  12. Multiagent pursuit-evasion games: Algorithms and experiments

    Science.gov (United States)

    Kim, Hyounjin

    Deployment of intelligent agents has been made possible through advances in control software, microprocessors, sensor/actuator technology, communication technology, and artificial intelligence. Intelligent agents now play important roles in many applications where human operation is too dangerous or inefficient. There is little doubt that the world of the future will be filled with intelligent robotic agents employed to autonomously perform tasks, or embedded in systems all around us, extending our capabilities to perceive, reason and act, and replacing human efforts. There are numerous real-world applications in which a single autonomous agent is not suitable and multiple agents are required. However, after years of active research in multi-agent systems, current technology is still far from achieving many of these real-world applications. Here, we consider the problem of deploying a team of unmanned ground vehicles (UGV) and unmanned aerial vehicles (UAV) to pursue a second team of UGV evaders while concurrently building a map in an unknown environment. This pursuit-evasion game encompasses many of the challenging issues that arise in operations using intelligent multi-agent systems. We cast the problem in a probabilistic game theoretic framework and consider two computationally feasible pursuit policies: greedy and global-max. We also formulate this probabilistic pursuit-evasion game as a partially observable Markov decision process and employ a policy search algorithm to obtain a good pursuit policy from a restricted class of policies. The estimated value of this policy is guaranteed to be uniformly close to the optimal value in the given policy class under mild conditions. To implement this scenario on real UAVs and UGVs, we propose a distributed hierarchical hybrid system architecture which emphasizes the autonomy of each agent yet allows for coordinated team efforts. We then describe our implementation on a fleet of UGVs and UAVs, detailing components such

  13. How Players Lose Interest in Playing a Game

    DEFF Research Database (Denmark)

    Bauckhage, Christian; Kersting, Kristian; Sifa, Rafet

    2012-01-01

    introduce methods from random process theory into game data mining in order to draw inferences about player engagement. Given large samples (over 250,000 players) of behavioral telemetry data from five different action-adventure and shooter games, we extract information as to how long individual players......Analyzing telemetry data of player behavior in computer games is a topic of increasing interest for industry and research, alike. When applied to game telemetry data, pattern recognition and statistical analysis provide valuable business intelligence tools for game development. An important problem...... in this area is to characterize how player engagement in a game evolves over time. Reliable models are of pivotal interest since they allow for assessing the long-term success of game products and can provide estimates of how long players may be expected to keep actively playing a game. In this paper, we...

  14. Beyond AI: Multi-Intelligence (MI Combining Natural and Artificial Intelligences in Hybrid Beings and Systems

    Directory of Open Access Journals (Sweden)

    Stephen Fox

    2017-06-01

    Full Text Available Framing strongly influences actions among technology proponents and end-users. Underlying much debate about artificial intelligence (AI are several fundamental shortcomings in its framing. First, discussion of AI is atheoretical, and therefore has limited potential for addressing the complexity of causation. Second, intelligence is considered from an anthropocentric perspective that sees human intelligence, and intelligence developed by humans, as superior to all other intelligences. Thus, the extensive post-anthropocentric research into intelligence is not given sufficient consideration. Third, AI is discussed often in reductionist mechanistic terms. Rather than in organicist emergentist terms as a contributor to multi-intelligence (MI hybrid beings and/or systems. Thus, current framing of AI can be a self-validating reduction within which AI development is focused upon AI becoming the single-variable mechanism causing future effects. In this paper, AI is reframed as a contributor to MI.

  15. Personality traits and life satisfaction among online game players.

    Science.gov (United States)

    Chen, Lily Shui-Lien; Tu, Hill Hung-Jen; Wang, Edward Shih-Tse

    2008-04-01

    The DFC Intelligence predicts worldwide online game revenues will reach $9.8 billion by 2009, making online gaming a mainstream recreational activity. Understanding online game player personality traits is therefore important. This study researches the relationship between personality traits and life satisfaction in online game players. Taipei, Taiwan, is the study location, with questionnaire surveys conducted in cyber cafe shops. Multiple regression analysis studies the causal relationship between personality traits and life satisfaction in online game players. The result shows that neuroticism has significant negative influence on life satisfaction. Both openness and conscientiousness have significant positive influence on life satisfaction. Finally, implications for leisure practice and further research are discussed.

  16. A Serious Game for Second Language Acquisition in a Virtual Environment

    Directory of Open Access Journals (Sweden)

    Laura Perez-Beltrachini

    2012-02-01

    Full Text Available In this paper, we present I-FLEG, a 3D language game designed for interactively learning French as a second language. I-FLEG differs from previous computer-aided language learning (CALL approaches in that it combines a situated, language learning environment with advanced artificial intelligence and natural language generation techniques which support user adaptivity and the automatic, context-aware generation of learning material. In addition, because it is integrated in a 3D virtual reality environment, IFLEG naturally supports e-learning and facilitates the collection of test data.

  17. Mind Games: Game Engines as an Architecture for Intuitive Physics.

    Science.gov (United States)

    Ullman, Tomer D; Spelke, Elizabeth; Battaglia, Peter; Tenenbaum, Joshua B

    2017-09-01

    We explore the hypothesis that many intuitive physical inferences are based on a mental physics engine that is analogous in many ways to the machine physics engines used in building interactive video games. We describe the key features of game physics engines and their parallels in human mental representation, focusing especially on the intuitive physics of young infants where the hypothesis helps to unify many classic and otherwise puzzling phenomena, and may provide the basis for a computational account of how the physical knowledge of infants develops. This hypothesis also explains several 'physics illusions', and helps to inform the development of artificial intelligence (AI) systems with more human-like common sense. Copyright © 2017 Elsevier Ltd. All rights reserved.

  18. Forecasting Mobile Games' Retention using Weka

    Directory of Open Access Journals (Sweden)

    Roxana Ioana STIRCU

    2016-08-01

    Full Text Available In the actual market, when thousands of mobile, PC or console games are released every year, developing and publishing a successful and profitable game is a very challenging process. The gaming industry is very competitive, and all the distribution channels are full of projects competing for players. More and more companies are investing a lot of time and resources in developing an effective way to save and store all the data used and generated by their game's users. In order to develop effective and successful projects, companies adopted a lot of tools and techniques from other domains, like Statistics, Business Intelligence, or Project Management. The method most currently used is Analytics, defined as the process of discovering and communicating patterns in data, to better understand players' behavior, analyze their in-game interaction, and predicting their next in-game actions. This represents a huge step forward for the gaming industry, towards successful projects and user-tailored gaming experience. In this article the problem of users' retention is discussed, and a regression model is proposed in order to forecast players' retention, and prevent players from leaving the game.

  19. Timing Game-Based Practice in a Reading Comprehension Strategy Tutor

    Science.gov (United States)

    Jacovina, Matthew E.; Jackson, G. Tanner; Snow, Erica L.; McNamara, Danielle S.

    2016-01-01

    Game-based practice within Intelligent Tutoring Systems (ITSs) can be optimized by examining how properties of practice activities influence learning outcomes and motivation. In the current study, we manipulated when game-based practice was available to students. All students (n = 149) first completed lesson videos in iSTART-2, an ITS focusing on…

  20. Explaining How to Play Real-Time Strategy Games

    Science.gov (United States)

    Metoyer, Ronald; Stumpf, Simone; Neumann, Christoph; Dodge, Jonathan; Cao, Jill; Schnabel, Aaron

    Real-time strategy games share many aspects with real situations in domains such as battle planning, air traffic control, and emergency response team management which makes them appealing test-beds for Artificial Intelligence (AI) and machine learning. End user annotations could help to provide supplemental information for learning algorithms, especially when training data is sparse. This paper presents a formative study to uncover how experienced users explain game play in real-time strategy games. We report the results of our analysis of explanations and discuss their characteristics that could support the design of systems for use by experienced real-time strategy game users in specifying or annotating strategy-oriented behavior.

  1. Connected Gaming: An Inclusive Perspective for Serious Gaming

    Directory of Open Access Journals (Sweden)

    Yasmin Kafai

    2017-09-01

    Full Text Available Serious games should focus on connected gaming, which is combining the instructionist approach on having students play educational games for learning with the constructionist approach on having students make their own games for learning. Constructionist activities have always been part of the larger gaming ecology but have traditionally received far less attention than their instructionist counterparts. Future developments in serious gaming ought to promote this more inclusive perspective to better realize the full potential of gaming as a means for learning and for connecting children to technology and to each other. This potential for more meaningful connectivity can also address the persistent access and diversity issues long facing gaming cultures. 

  2. Ontology-driven education: Teaching anatomy with intelligent 3D games on the web

    Science.gov (United States)

    Nilsen, Trond

    Human anatomy is a challenging and intimidating subject whose understanding is essential to good medical practice, taught primarily using a combination of lectures and the dissection of human cadavers. Lectures are cheap and scalable, but do a poor job of teaching spatial understanding, whereas dissection lets students experience the body's interior first-hand, but is expensive, cannot be repeated, and is often imperfect. Educational games and online learning activities have the potential to supplement these teaching methods in a cheap and relatively effective way, but they are difficult for educators to customize for particular curricula and lack the tutoring support that human instructors provide. I present an approach to the creation of learning activities for anatomy called ontology-driven education, in which the Foundational Model of Anatomy, an ontological representation of knowledge about anatomy, is leveraged to generate educational content, model student knowledge, and support learning activities and games in a configurable web-based educational framework for anatomy.

  3. A Narrative Theory of Games

    DEFF Research Database (Denmark)

    Aarseth, Espen

    2012-01-01

    In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?......In this article I present a narrative theory of games, building on standard narra-tology, as a solution to the conundrum that has haunted computer game studies from the start: How to approach software that combines games and stories?...

  4. Fuzzy logic and A* algorithm implementation on goat foraging games

    Science.gov (United States)

    Harsani, P.; Mulyana, I.; Zakaria, D.

    2018-03-01

    Goat foraging is one of the games that apply the search techniques within the scope of artificial intelligence. This game involves several actors including players and enemies. The method used in this research is fuzzy logic and Algorithm A*. Fuzzy logic is used to determine enemy behaviour. The A* algorithm is used to search for the shortest path. There are two input variables: the distance between the player and the enemy and the anger level of the goat. The output variable that has been defined is the enemy behaviour. The A* algorithm is used to determine the closest path between the player and the enemy and define the enemy's escape path to avoid the player. There are 4 types of enemies namely farmers, planters, farmers and sellers of plants. Players are goats that aims to find a meal that is a plant. In this game goats aim to spend grass in the garden in the form of a maze while avoiding the enemy. The game provides an application of artificial intelligence and is made in four difficulty levels.

  5. Artificial Intelligence in a German Adventure Game: Spion in PROLOG.

    Science.gov (United States)

    Molla, Steven R.; And Others

    1988-01-01

    Spion, an adventure game for intermediate and advanced college German students, requires players to communicate with a fictitious agent in complete, correct German sentences. The spy game was written in PROLOG, runs on an IBM-PC, and is available at no cost for noncommercial purposes. (Author/CB)

  6. Atlanta Centennial Olympic Games and Paralympic Games event study, 1996. Final report, July 1996--August 1996

    Energy Technology Data Exchange (ETDEWEB)

    Amodei, R.; Bard, E.; Brong, B.; Cahoon, F.; Jasper, K.

    1998-11-01

    The Atlanta metropolitan region was the location of one of the most ambitious Intelligent Transportation Systems (ITS) deployments in the United States. This deployment included several individual projects--a Central Transportation Management Center (TMC), six Traffic Control Centers (TCCs), one Transit Information Center (TIC), The Travel Information Showcase (TIS), and the extension of the Metropolitan Atlanta Rapid Transit Authority (MARTA) Rail network and the new high-occupancy vehicle (HOV) lanes on I-85 and I-75. The 1996 Atlanta Centennial Olympic Games and Paralympic Games created a focus for these projects. All of these systems were to be brought on-line in time for the Olympic Games. This report presents the findings of the 1996 Olympic and Paralympic Games Events Study--a compilation of findings of system performance, the benefits realized, and the lessons learned during their operations over the event period. The study assessed the performance of the various Travel Demand Management (TDM) plans employed for Olympic Games traffic management.

  7. Eighth International Conference on Intelligent Systems and Knowledge Engineering

    CERN Document Server

    Li, Tianrui; ISKE 2013; Foundations of Intelligent Systems; Knowledge Engineering and Management; Practical Applications of Intelligent Systems

    2014-01-01

    "Foundations of Intelligent Systems" presents selected papers from the 2013 International Conference on Intelligent Systems and Knowledge Engineering (ISKE2013). The aim of this conference is to bring together experts from different expertise areas to discuss the state-of-the-art in Intelligent Systems and Knowledge Engineering, and to present new research results and perspectives on future development. The topics in this volume include, but not limited to: Artificial Intelligence Theories, Pattern Recognition, Intelligent System Models, Speech Recognition, Computer Vision, Multi-Agent Systems, Machine Learning, Soft Computing and Fuzzy Systems, Biological Inspired Computation, Game Theory, Cognitive Systems and Information Processing, Computational Intelligence, etc. The proceedings are benefit for both researchers and practitioners who want to utilize intelligent methods in their specific research fields. Dr. Zhenkun Wen is a Professor at the College of Computer and Software Engineering, Shenzhen University...

  8. The foundations of plant intelligence.

    Science.gov (United States)

    Trewavas, Anthony

    2017-06-06

    Intelligence is defined for wild plants and its role in fitness identified. Intelligent behaviour exhibited by single cells and systems similarity between the interactome and connectome indicates neural systems are not necessary for intelligent capabilities. Plants sense and respond to many environmental signals that are assessed to competitively optimize acquisition of patchily distributed resources. Situations of choice engender motivational states in goal-directed plant behaviour; consequent intelligent decisions enable efficient gain of energy over expenditure. Comparison of swarm intelligence and plant behaviour indicates the origins of plant intelligence lie in complex communication and is exemplified by cambial control of branch function. Error correction in behaviours indicates both awareness and intention as does the ability to count to five. Volatile organic compounds are used as signals in numerous plant interactions. Being complex in composition and often species and individual specific, they may represent the plant language and account for self and alien recognition between individual plants. Game theory has been used to understand competitive and cooperative interactions between plants and microbes. Some unexpected cooperative behaviour between individuals and potential aliens has emerged. Behaviour profiting from experience, another simple definition of intelligence, requires both learning and memory and is indicated in the priming of herbivory, disease and abiotic stresses.

  9. A Game-Theory Based Incentive Framework for an Intelligent Traffic System as Part of a Smart City Initiative.

    Science.gov (United States)

    Mei, Haibo; Poslad, Stefan; Du, Shuang

    2017-12-11

    Intelligent Transportation Systems (ITSs) can be applied to inform and incentivize travellers to help them make cognizant choices concerning their trip routes and transport modality use for their daily travel whilst achieving more sustainable societal and transport authority goals. However, in practice, it is challenging for an ITS to enable incentive generation that is context-driven and personalized, whilst supporting multi-dimensional travel goals. This is because an ITS has to address the situation where different travellers have different travel preferences and constraints for route and modality, in the face of dynamically-varying traffic conditions. Furthermore, personalized incentive generation also needs to dynamically achieve different travel goals from multiple travellers, in the face of their conducts being a mix of both competitive and cooperative behaviours. To address this challenge, a Rule-based Incentive Framework (RIF) is proposed in this paper that utilizes both decision tree and evolutionary game theory to process travel information and intelligently generate personalized incentives for travellers. The travel information processed includes travellers' mobile patterns, travellers' modality preferences and route traffic volume information. A series of MATLAB simulations of RIF was undertaken to validate RIF to show that it is potentially an effective way to incentivize travellers to change travel routes and modalities as an essential smart city service.

  10. Deep Blue Cannot Play Checkers: The Need for Generalized Intelligence for Mobile Robots

    Directory of Open Access Journals (Sweden)

    Troy D. Kelley

    2010-01-01

    Full Text Available Generalized intelligence is much more difficult than originally anticipated when Artificial Intelligence (AI was first introduced in the early 1960s. Deep Blue, the chess playing supercomputer, was developed to defeat the top rated human chess player and successfully did so by defeating Gary Kasporov in 1997. However, Deep Blue only played chess; it did not play checkers, or any other games. Other examples of AI programs which learned and played games were successful at specific tasks, but generalizing the learned behavior to other domains was not attempted. So the question remains: Why is generalized intelligence so difficult? If complex tasks require a significant amount of development, time and task generalization is not easily accomplished, then a significant amount of effort is going to be required to develop an intelligent system. This approach will require a system of systems approach that uses many AI techniques: neural networks, fuzzy logic, and cognitive architectures.

  11. Artificial intelligence: Learning to play Go from scratch

    Science.gov (United States)

    Singh, Satinder; Okun, Andy; Jackson, Andrew

    2017-10-01

    An artificial-intelligence program called AlphaGo Zero has mastered the game of Go without any human data or guidance. A computer scientist and two members of the American Go Association discuss the implications. See Article p.354

  12. Application of Wireless Intelligent Control System for HPS Lamps and LEDs Combined Illumination in Road Tunnel

    Science.gov (United States)

    Lai, Jinxing; Qiu, Junling; Chen, Jianxun; Wang, Yaqiong; Fan, Haobo

    2014-01-01

    Because of the particularity of the environment in the tunnel, the rational tunnel illumination system should be developed, so as to optimize the tunnel environment. Considering the high cost of traditional tunnel illumination system with high-pressure sodium (HPS) lamps as well as the effect of a single light source on tunnel entrance, the energy-saving illumination system with HPS lamps and LEDs combined illumination in road tunnel, which could make full use of these two kinds of lamps, was proposed. The wireless intelligent control system based on HPS lamps and LEDs combined illumination and microcontrol unit (MCU) Si1000 wireless communication technology was designed. And the remote monitoring, wireless communication, and PWM dimming module of this system were designed emphatically. Intensity detector and vehicle flow detector can be configured in wireless intelligent control system, which gather the information to the master control unit, and then the information is sent to the monitoring center through the Ethernet. The control strategies are got by the monitoring center according to the calculated results, and the control unit wirelessly sends parameters to lamps, which adjust the luminance of each segment of the tunnel and realize the wireless intelligent control of combined illumination in road tunnel. PMID:25587266

  13. Combination of artificial intelligence and procedural language programs in a computer application system supporting nuclear reactor operations

    International Nuclear Information System (INIS)

    Town, G.G.; Stratton, R.C.

    1985-01-01

    A computer application system is described which provides nuclear reactor power plant operators with an improved decision support system. This system combines traditional computer applications such as graphics display with artificial intelligence methodologies such as reasoning and diagnosis so as to improve plant operability. This paper discusses the issues, and a solution, involved with the system integration of applications developed using traditional and artificial intelligence languages

  14. Combination of artificial intelligence and procedural language programs in a computer application system supporting nuclear reactor operations

    International Nuclear Information System (INIS)

    Stratton, R.C.; Town, G.G.

    1985-01-01

    A computer application system is described which provides nuclear reactor power plant operators with an improved decision support system. This system combines traditional computer applications such as graphics display with artifical intelligence methodologies such as reasoning and diagnosis so as to improve plant operability. This paper discusses the issues, and a solution, involved with the system integration of applications developed using traditional and artificial intelligence languages

  15. Educational Game Systems in Artificial Intelligence Course

    Science.gov (United States)

    Chubarkova, Elena V.; Sadchikov, Ilya A.; Suslova, Irina A.; Tsaregorodtsev, Andrey ?.; Milova, Larisa N.

    2016-01-01

    Article actuality based on fact that existing knowledge system aimed at future professional life of students: a skillful use game activity in educational process will teach students to look for alternative ways solving of real problems. The purpose of article lies in theoretical substantiation, development and testing of criteria, which must be…

  16. Digging deeper into platform game level design: session size and sequential features

    DEFF Research Database (Denmark)

    Shaker, Noor; Yannakakis, Georgios N.; Togelius, Julian

    2012-01-01

    A recent trend within computational intelligence and games research is to investigate how to affect video game players’ in-game experience by designing and/or modifying aspects of game content. Analysing the relationship between game content, player behaviour and self-reported affective states...... constitutes an important step towards understanding game experience and constructing effective game adaptation mechanisms. This papers reports on further refinement of a method to understand this relationship by analysing data collected from players, building models that predict player experience...... and analysing what features of game and player data predict player affect best. We analyse data from players playing 780 pairs of short game sessions of the platform game Super Mario Bros, investigate the impact of the session size and what part of the level that has the major affect on player experience...

  17. Diabetes City: How Urban Game Design Strategies Can Help Diabetics

    Science.gov (United States)

    Knöll, Martin

    Computer Games are about to leave their “electronic shells” and enter the city. So-called Serious Pervasive Games (SPGs) [1] allow for hybrid - simultaneously physical and virtual - experiences, applying technologies of ubiquitous computing, communication and “intelligent” interfaces. They begin to focus on non-entertaining purposes. The following article a) presents game design strategies as a missing link between pervasive computing, Ambient Intelligence and user’s everyday life. Therefore it spurs a discussion how Pervasive Healthcare focusing on the therapy and prevention of chronic diseases can benefit from urban game design strategies. b) Moreover the article presents the development and work in progress of “DiabetesCity“ - an educational game prototype for young diabetics.

  18. PlayPhysics: An Emotional Games Learning Environment for Teaching Physics

    Science.gov (United States)

    Muñoz, Karla; Kevitt, Paul Mc; Lunney, Tom; Noguez, Julieta; Neri, Luis

    To ensure learning, game-based learning environments must incorporate assessment mechanisms, e.g. Intelligent Tutoring Systems (ITSs). ITSs are focused on recognising and influencing the learner's emotional or motivational states. This research focuses on designing and implementing an affective student model for intelligent gaming, which reasons about the learner's emotional state from cognitive and motivational variables using observable behaviour. A Probabilistic Relational Models (PRMs) approach is employed to derive Dynamic Bayesian Networks (DBNs). The model uses the Control-Value theory of 'achievement emotions' as a basis. A preliminary test was conducted to recognise the students' prospective-outcome emotions with results presented and discussed. PlayPhysics is an emotional games learning environment for teaching Physics. Once the affective student model proves effective it will be incorporated into PlayPhysics' architecture. The design, evaluation and postevaluation of PlayPhysics are also discussed. Future work will focus on evaluating the affective student model with a larger population of students, and on providing affective feedback.

  19. Social collective intelligence combining the powers of humans and machines to build a smarter society

    CERN Document Server

    Miorandi, Daniele; Rovatsos, Michael

    2014-01-01

    The book focuses on Social Collective Intelligence, a term used to denote a class of socio-technical systems that combine, in a coordinated way, the strengths of humans, machines and collectives in terms of competences, knowledge and problem solving capabilities with the communication, computing and storage capabilities of advanced ICT.Social Collective Intelligence opens a number of challenges for researchers in both computer science and social sciences; at the same time it provides an innovative approach to solve challenges in diverse application domains, ranging from health to education

  20. Collaborative Game-based Learning - Automatized Adaptation Mechanics for Game-based Collaborative Learning using Game Mastering Concepts

    OpenAIRE

    Wendel, Viktor Matthias

    2015-01-01

    Learning and playing represent two core aspects of the information and communication society nowadays. Both issues are subsumed in Digital Education Games, one major field of Serious Games. Serious Games combine concepts of gaming with a broad range of application fields: among others, educational sectors and training or health and sports, but also marketing, advertisement, political education, and other societally relevant areas such as climate, energy, and safety. This work focuses on colla...

  1. Spectrum access games for cognitive radio networks

    CSIR Research Space (South Africa)

    Masonta, MT

    2010-09-01

    Full Text Available received a wide acceptance in next generation and intelligent wireless communication systems. In this paper the authors make use of game theory approach to model and analyze cognitive radio networks in order to allow dynamic spectrum access in broadband...

  2. The brain triuno and the ethical intelligence: fundamental counterfoil of the multifocal intelligence

    Directory of Open Access Journals (Sweden)

    C. Seijo

    2013-10-01

    Full Text Available This study has for aim offer an analysis as for the brain triuno and the ethical intelligence: fundamental Counterfoil of the multifocal intelligence, taking in tells one of the theories that it sustains her like they are the different types of multiple intelligences established by Beauport and Cury (2004. The theoretical sustenance, it is based on the contents of Martin (2005, Belohlavek (2007, Galicians (2002, Beauport and Cury (2004, between others, being realized under a symbolic interpretive approach, across a qualitative methodology, type descriptive and not experimental design, by means of a documentary analysis. In this regard, it is found that the ethical intelligence is a mental mechanism that constructs the structural preconceptos and the rules of game with which an individual approaches the reality, that is to say, it is the capacity of the general formation, predicting the behavior for the achievement of aims organizacionales. As for the final considerations they focused in obtaining the most wide knowledge inside the organizations, allowing to reflect before the weaknesses that they present thinking about the brain triuno applying the multifocal intelligence, fundamental counterfoil of the ethical intelligence and of what way the rationing visualizes the strengths, nevertheless of the weaknesses that they present. 

  3. INTELLIGENCE, COGNITION AND LANGUAGE OF GREEN PLANTS

    Directory of Open Access Journals (Sweden)

    Anthony eTrewavas

    2016-04-01

    Full Text Available A summary definition of some 70 descriptions of intelligence provides a definition for all other organisms including plants that stresses fitness. Barbara McClintock, a plant biologist, posed the notion of the ‘ thoughtful cell’ in her Nobel prize address. The systems structure necessary for a thoughtful cell is revealed by comparison of the interactome and connectome. The plant root cap, a group of some 200 cells that act holistically in responding to numerous signals, likely possesses a similar systems structure agreeing with Darwin’s description of acting like the brain of a lower organism. Intelligent behaviour requires assessment of different choices and taking the beneficial one. Decisions are constantly required to optimise the plant phenotype to a dynamic environment and the cambium is the assessing tissue diverting more or removing resources from different shoot and root branches through manipulation of vascular elements. Environmental awareness likely indicates consciousness. Spontaneity in plant behaviour, ability to count to five and error correction indicate intention. Volatile organic compounds are used as signals in plant interactions and being complex in composition may be the equivalent of language accounting for self and alien recognition by individual plants. Game theory describes competitive interactions. Interactive and intelligent outcomes emerge from application of various games between plants themselves and interactions with microbes. Behaviour profiting from experience, another simple definition of intelligence, requires both learning and memory and is indicated in the priming of herbivory, disease and abiotic stresses.

  4. Intelligence, Cognition, and Language of Green Plants.

    Science.gov (United States)

    Trewavas, Anthony

    2016-01-01

    A summary definition of some 70 descriptions of intelligence provides a definition for all other organisms including plants that stresses fitness. Barbara McClintock, a plant biologist, posed the notion of the 'thoughtful cell' in her Nobel prize address. The systems structure necessary for a thoughtful cell is revealed by comparison of the interactome and connectome. The plant root cap, a group of some 200 cells that act holistically in responding to numerous signals, likely possesses a similar systems structure agreeing with Darwin's description of acting like the brain of a lower organism. Intelligent behavior requires assessment of different choices and taking the beneficial one. Decisions are constantly required to optimize the plant phenotype to a dynamic environment and the cambium is the assessing tissue diverting more or removing resources from different shoot and root branches through manipulation of vascular elements. Environmental awareness likely indicates consciousness. Spontaneity in plant behavior, ability to count to five and error correction indicate intention. Volatile organic compounds are used as signals in plant interactions and being complex in composition may be the equivalent of language accounting for self and alien recognition by individual plants. Game theory describes competitive interactions. Interactive and intelligent outcomes emerge from application of various games between plants themselves and interactions with microbes. Behavior profiting from experience, another simple definition of intelligence, requires both learning and memory and is indicated in the priming of herbivory, disease and abiotic stresses.

  5. MACBETH: Development of a Training Game for the Mitigation of Cognitive Bias

    Science.gov (United States)

    Dunbar, Norah E.; Wilson, Scott N.; Adame, Bradley J.; Elizondo, Javier; Jensen, Matthew L.; Miller, Claude H.; Kauffman, Abigail Allums; Seltsam, Toby; Bessarabova, Elena; Vincent, Cindy; Straub, Sara K.; Ralston, Ryan; Dulawan, Christopher L.; Ramirez, Dennis; Squire, Kurt; Valacich, Joseph S.; Burgoon, Judee K.

    2013-01-01

    This paper describes the process of rapid iterative prototyping used by a research team developing a training video game for the Sirius program funded by the Intelligence Advanced Research Projects Activity (IARPA). Described are three stages of development, including a paper prototype, and builds for alpha and beta testing. Game development is…

  6. Explaining games the epistemic programme in game theory

    CERN Document Server

    de Bruin, Boudewijn

    2010-01-01

    The first monograph on the philosophy of game theory, this is a bold attempt to combine insights from epistemic logic and the philosophy of science to assess the applicability of game theory in such fields as economics, philosophy and strategic consultancy.

  7. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Science.gov (United States)

    Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD. PMID:29206183

  8. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns.

    Science.gov (United States)

    Paik, Soo-Hyun; Cho, Hyun; Chun, Ji-Won; Jeong, Jo-Eun; Kim, Dai-Jin

    2017-12-05

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smartphone games; (3) individuals who played computer and smartphone games evenly; (4) individuals who played smartphone games more than computer games; (5) individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers) (B = 0.457, odds ratio = 1.579). Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  9. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    Directory of Open Access Journals (Sweden)

    Soo-Hyun Paik

    2017-12-01

    Full Text Available Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD. Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1 individuals who played only computer games; (2 individuals who played computer games more than smartphone games; (3 individuals who played computer and smartphone games evenly; (4 individuals who played smartphone games more than computer games; (5 individuals who played only smartphone games. Data on demographics, gaming-related behaviors, and scales for Internet and smartphone addiction, depression, anxiety disorder, and substance use were collected. Combined users, especially those who played computer and smartphone games evenly, had higher prevalence of IGD, depression, anxiety disorder, and substance use disorder. These subjects were more prone to develop IGD than reference group (computer only gamers (B = 0.457, odds ratio = 1.579. Smartphone only gamers had the lowest prevalence of IGD, spent the least time and money on gaming, and showed lowest scores of Internet and smartphone addiction. Our findings suggest that gaming device usage patterns may be associated with the occurrence, course, and prognosis of IGD.

  10. Appropriate Combination of Artificial Intelligence and Algorithms for Increasing Predictive Accuracy Management

    Directory of Open Access Journals (Sweden)

    Shahram Gilani Nia

    2010-03-01

    Full Text Available In this paper a simple and effective expert system to predict random data fluctuation in short-term period is established. Evaluation process includes introducing Fourier series, Markov chain model prediction and comparison (Gray combined with the model prediction Gray- Fourier- Markov that the mixed results, to create an expert system predicted with artificial intelligence, made this model to predict the effectiveness of random fluctuation in most data management programs to increase. The outcome of this study introduced artificial intelligence algorithms that help detect that the computer environment to create a system that experts predict the short-term and unstable situation happens correctly and accurately predict. To test the effectiveness of the algorithm presented studies (Chen Tzay len,2008, and predicted data of tourism demand for Iran model is used. Results for the two countries show output model has high accuracy.

  11. Heart failure analysis dashboard for patient's remote monitoring combining multiple artificial intelligence technologies.

    Science.gov (United States)

    Guidi, G; Pettenati, M C; Miniati, R; Iadanza, E

    2012-01-01

    In this paper we describe an Heart Failure analysis Dashboard that, combined with a handy device for the automatic acquisition of a set of patient's clinical parameters, allows to support telemonitoring functions. The Dashboard's intelligent core is a Computer Decision Support System designed to assist the clinical decision of non-specialist caring personnel, and it is based on three functional parts: Diagnosis, Prognosis, and Follow-up management. Four Artificial Intelligence-based techniques are compared for providing diagnosis function: a Neural Network, a Support Vector Machine, a Classification Tree and a Fuzzy Expert System whose rules are produced by a Genetic Algorithm. State of the art algorithms are used to support a score-based prognosis function. The patient's Follow-up is used to refine the diagnosis.

  12. Circuit-Adaptive Challenge Balancing in Racing Games

    NARCIS (Netherlands)

    Rietveld, A.; Bakkes, S.; Roijers, D.

    2014-01-01

    In this paper, we propose a novel approach to challenge balancing in racing games: circuit-adaptive challenge balancing. We propose to automatically adapt the actual racing circuit - while it is being played - such that the performed circuit adaptations intelligently balance the challenge for all

  13. Selling points: What cognitive abilities are tapped by casual video games?

    Science.gov (United States)

    Baniqued, Pauline L.; Lee, Hyunkyu; Voss, Michelle W.; Basak, Chandramallika; Cosman, Joshua D.; DeSouza, Shanna; Severson, Joan; Salthouse, Timothy A.; Kramer, Arthur F.

    2013-01-01

    The idea that video games or computer-based applications can improve cognitive function has led to a proliferation of programs claiming to “train the brain.” However, there is often little scientific basis in the development of commercial training programs, and many research-based programs yield inconsistent or weak results. In this study, we sought to better understand the nature of cognitive abilities tapped by casual video games and thus reflect on their potential as a training tool. A moderately large sample of participants (n=209) played 20 web-based casual games and performed a battery of cognitive tasks. We used cognitive task analysis and multivariate statistical techniques to characterize the relationships between performance metrics. We validated the cognitive abilities measured in the task battery, examined a task analysis-based categorization of the casual games, and then characterized the relationship between game and task performance. We found that games categorized to tap working memory and reasoning were robustly related to performance on working memory and fluid intelligence tasks, with fluid intelligence best predicting scores on working memory and reasoning games. We discuss these results in the context of overlap in cognitive processes engaged by the cognitive tasks and casual games, and within the context of assessing near and far transfer. While this is not a training study, these findings provide a methodology to assess the validity of using certain games as training and assessment devices for specific cognitive abilities, and shed light on the mixed transfer results in the computer-based training literature. Moreover, the results can inform design of a more theoretically-driven and methodologically-sound cognitive training program. PMID:23246789

  14. Mean field games

    KAUST Repository

    Gomes, Diogo A.

    2014-01-06

    In this talk we will report on new results concerning the existence of smooth solutions for time dependent mean-field games. This new result is established through a combination of various tools including several a-priori estimates for time-dependent mean-field games combined with new techniques for the regularity of Hamilton-Jacobi equations.

  15. Mean field games

    KAUST Repository

    Gomes, Diogo A.

    2014-01-01

    In this talk we will report on new results concerning the existence of smooth solutions for time dependent mean-field games. This new result is established through a combination of various tools including several a-priori estimates for time-dependent mean-field games combined with new techniques for the regularity of Hamilton-Jacobi equations.

  16. 5th International Workshop on Combinations of Intelligent Methods and Applications

    CERN Document Server

    Palade, Vasile; Prentzas, Jim

    2017-01-01

    Complex problems usually cannot be solved by individual methods or techniques and require the synergism of more than one of them to be solved. This book presents a number of current efforts that use combinations of methods or techniques to solve complex problems in the areas of sentiment analysis, search in GIS, graph-based social networking, intelligent e-learning systems, data mining and recommendation systems. Most of them are connected with specific applications, whereas the rest are combinations based on principles. Most of the chapters are extended versions of the corresponding papers presented in CIMA-15 Workshop, which took place in conjunction with IEEE ICTAI-15, in November 2015. The rest are invited papers that responded to special call for papers for the book. The book is addressed to researchers and practitioners from academia or industry, who are interested in using combined methods in solving complex problems in the above areas.

  17. Serious Games: improving the Learning Effect with Hybrid Games

    OpenAIRE

    Barhaug, Martin

    2017-01-01

    Previous work at NTNU has sparked an interest in hybrid board games. These kinds of games combine elements in digital and board games together. This has resulted in a platform called AnyBoard, which is a platform that makes it easier for developers to create and develop hybrid board games. The platform was created at NTNU and has been worked on by students and employees at the IDI institute. This thesis aims to investigate this platform, and look at the potential it has to influence learn...

  18. Introducing Game Development into the University Curriculum

    Directory of Open Access Journals (Sweden)

    Peter Peer*

    2012-12-01

    Full Text Available Integrating computer games development into computer science curriculum is gaining acceptance. However, the question is how this should be done. In our course on computer game development we present all necessary steps that a game project has to address, from design to publication and marketing, from the theoretical to the practical point of view. The goal is that each student makes a casual game for Apple iOS platform and possibly publishes it. The games are built on our xni framework for iOS, which is a subset of Microsoft’s xna. We take an iterative incremental approach to teaching game development, where we discuss a number of selected topics from various categories, such as gameplay design, graphics and artificial intelligence, each week. Thereafter the students receive mandatory and non-mandatory assignments that force them to add functionality to their game and, thus, steadily progress towards their goal. At the end of the course more than 20 % of all projects were ready for the Apple App Store, which, together with student pools saying that the course was one of the best executed courses they attended, confirms the viability of the suggested scheme.

  19. Computational intelligence in economic games and policy design

    NARCIS (Netherlands)

    Dawid, H.; Poutré, La J.A.; Yao, X.

    2008-01-01

    Developing CI techniques for economic games and policies is a very promising and fast-growing field. Several interesting multi-disciplinary subfields exist, which require researchers of various disciplines to collaborate with each other and contribute to the advances of knowledge in this emerging

  20. Intelligent Tutoring Agent for Settlers of Catan

    NARCIS (Netherlands)

    Geuze, Jeroen; van den Broek, Egon; Schobbens, Pierre-Yves; Vanhoof, Wim; Schwanen, Gabriel

    2006-01-01

    An Intelligent Tutoring Agent (ITA) for the board game Settlers of Catan (SoC) is introduced. It uses CLIPS knowledge bases, connected by JCLIPS to a JAVA implementation of SoC. It is founded on a new theoretical framework that describes the development of negotiation skills in children. Using this

  1. Social collective intelligence: combining the powers of humans and machines to build a smarter society

    NARCIS (Netherlands)

    Miorandi, Daniele; Maltese, Vincenzo; Rovatsos, Michael; Nijholt, Antinus; Stewart, James

    2014-01-01

    The book focuses on Social Collective Intelligence, a term used to denote a class of socio-technical systems that combine, in a coordinated way, the strengths of humans, machines and collectives in terms of competences, knowledge and problem solving capabilities with the communication, computing and

  2. How Gamification will change Business Intelligence

    Energy Technology Data Exchange (ETDEWEB)

    Hiltbrand, Troy; Burke, Marsha

    2011-04-01

    advanced, allowing for better graphics, sound and game play, but also significant research has been done in the area of game mechanics. “Game mechanics are rule based systems that facilitate and encourage a user to explore and learn the properties of their possibility space through the use of feedback mechanisms.” (Koster, 2004) As these game mechanics become better understood, they are being applied to areas outside of the realm of video game development. Game mechanics have become the basis for understanding the psychological drivers of users in the digital world. Business Intelligence, part of this digital experience, can learn some great lessons in how to engage users and revolutionize the user experience through the application of these game mechanics. In the tradition of BNL’s innovative spirit and as a sister laboratory in the Department of Energy laboratory complex, Idaho National Laboratory (INL) looks to determine how we can enhance the user experience through the effective application of game mechanics to Business Intelligence to meet the needs of our business.

  3. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    Directory of Open Access Journals (Sweden)

    D.-T. Shih

    2015-08-01

    Full Text Available This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of “The Digital ARt/ARchitecture Project”. The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, “3D AR for Hukou Old ” and “Hsinchu County History Museum AR Tour” which are in form of augmented reality (AR. By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in

  4. Combining Digital Archives Content with Serious Game Approach to Create a Gamified Learning Experience

    Science.gov (United States)

    Shih, D.-T.; Lin, C. L.; Tseng, C.-Y.

    2015-08-01

    This paper presents an interdisciplinary to develop content-aware application that combines game with learning on specific categories of digital archives. The employment of content-oriented game enhances the gamification and efficacy of learning in culture education on architectures and history of Hsinchu County, Taiwan. The gamified form of the application is used as a backbone to support and provide a strong stimulation to engage users in learning art and culture, therefore this research is implementing under the goal of "The Digital ARt/ARchitecture Project". The purpose of the abovementioned project is to develop interactive serious game approaches and applications for Hsinchu County historical archives and architectures. Therefore, we present two applications, "3D AR for Hukou Old " and "Hsinchu County History Museum AR Tour" which are in form of augmented reality (AR). By using AR imaging techniques to blend real object and virtual content, the users can immerse in virtual exhibitions of Hukou Old Street and Hsinchu County History Museum, and to learn in ubiquitous computing environment. This paper proposes a content system that includes tools and materials used to create representations of digitized cultural archives including historical artifacts, documents, customs, religion, and architectures. The Digital ARt / ARchitecture Project is based on the concept of serious game and consists of three aspects: content creation, target management, and AR presentation. The project focuses on developing a proper approach to serve as an interactive game, and to offer a learning opportunity for appreciating historic architectures by playing AR cards. Furthermore, the card game aims to provide multi-faceted understanding and learning experience to help user learning through 3D objects, hyperlinked web data, and the manipulation of learning mode, and then effectively developing their learning levels on cultural and historical archives in Hsinchu County.

  5. Orthogonally Evolved AI to Improve Difficulty Adjustment in Video Games

    DEFF Research Database (Denmark)

    Hintze, Arend; Olson, Randal; Lehman, Joel Anthony

    2016-01-01

    Computer games are most engaging when their difficulty is well matched to the player's ability, thereby providing an experience in which the player is neither overwhelmed nor bored. In games where the player interacts with computer-controlled opponents, the difficulty of the game can be adjusted...... not only by changing the distribution of opponents or game resources, but also through modifying the skill of the opponents. Applying evolutionary algorithms to evolve the artificial intelligence that controls opponent agents is one established method for adjusting opponent difficulty. Less-evolved agents...... (i.e. agents subject to fewer generations of evolution) make for easier opponents, while highly-evolved agents are more challenging to overcome. In this publication we test a new approach for difficulty adjustment in games: orthogonally evolved AI, where the player receives support from collaborating...

  6. Computational Intelligence in a Human Brain Model

    Directory of Open Access Journals (Sweden)

    Viorel Gaftea

    2016-06-01

    Full Text Available This paper focuses on the current trends in brain research domain and the current stage of development of research for software and hardware solutions, communication capabilities between: human beings and machines, new technologies, nano-science and Internet of Things (IoT devices. The proposed model for Human Brain assumes main similitude between human intelligence and the chess game thinking process. Tactical & strategic reasoning and the need to follow the rules of the chess game, all are very similar with the activities of the human brain. The main objective for a living being and the chess game player are the same: securing a position, surviving and eliminating the adversaries. The brain resolves these goals, and more, the being movement, actions and speech are sustained by the vital five senses and equilibrium. The chess game strategy helps us understand the human brain better and easier replicate in the proposed ‘Software and Hardware’ SAH Model.

  7. Adding Social Elements to Game-Based Learning

    OpenAIRE

    Chien-Hung Lai; Yu-Chang Lin; Bin-Shyan Jong; Yen-Teh Hsia

    2014-01-01

    Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenario...

  8. Procedural Content Generation for Real-Time Strategy Games

    Directory of Open Access Journals (Sweden)

    Raúl Lara-Cabrera

    2015-03-01

    Full Text Available Videogames are one of the most important and profitable sectors in the industry of entertainment. Nowadays, the creation of a videogame is often a large-scale endeavor and bears many similarities with, e.g., movie production. On the central tasks in the development of a videogame is content generation, namely the definition of maps, terrains, non-player characters (NPCs and other graphical, musical and AI-related components of the game. Such generation is costly due to its complexity, the great amount of work required and the need of specialized manpower. Hence the relevance of optimizing the process and alleviating costs. In this sense, procedural content generation (PCG comes in handy as a means of reducing costs by using algorithmic techniques to automatically generate some game contents. PCG also provides advantages in terms of player experience since the contents generated are typically not fixed but can vary in different playing sessions, and can even adapt to the player herself. For this purpose, the underlying algorithmic technique used for PCG must be also flexible and adaptable. This is the case of computational intelligence in general and evolutionary algorithms in particular. In this work we shall provide an overview of the use of evolutionary intelligence for PCG, with special emphasis on its use within the context of real-time strategy games. We shall show how these techniques can address both playability and aesthetics, as well as improving the game AI.

  9. Video game playing and its relations with aggressive and prosocial behaviour.

    Science.gov (United States)

    Wiegman, O; van Schie, E G

    1998-09-01

    In this study of 278 children from the seventh and eighth grade of five elementary schools in Enschede, The Netherlands, the relationship between the amount of time children spent on playing video games and aggressive as well as prosocial behaviour was investigated. In addition, the relationship between the preference for aggressive video games and aggressive and prosocial behaviour was studied. No significant relationship was found between video game use in general and aggressive behaviour, but a significant negative relationship with prosocial behaviour was supported. However, separate analyses for boys and girls did not reveal this relationship. More consistent results were found for the preference for aggressive video games: children, especially boys, who preferred aggressive video games were more aggressive and showed less prosocial behaviour than those with a low preference for these games. Further analyses showed that children who preferred playing aggressive video games tended to be less intelligent.

  10. Energy Management of Combined Cooling, Heating and Power Micro Energy Grid Based on Leader-Follower Game Theory

    Directory of Open Access Journals (Sweden)

    Kaijun Lin

    2018-03-01

    Full Text Available In this paper, we consider a general model and solution algorithm for the energy management of combined cooling, heating, and power micro energy grid (MEG under the game theory framework. An innovative dynamic leader-follower game strategy is proposed in this paper to balance the interactions between MEG and user. We show that such game between MEG and user has a unique Nash equilibrium (NE, and in order to quantify the user’s expenditure and dissatisfaction, we model them and adopt the fuzzy bi-objective algorithm. For more details in the proposed game model, the MEG leads the game by deciding energy sales prices and optimizing the power, cooling and heating outputs according to the user’s load plan to maximize its own profit. With the prices being released by MEG, user’s adjustment of energy consumption follows and is again fed to MEG. In practice, we initialize simulations with daily loads of a typical community. As the numerical results demonstrate, MEG is proficient in consumption capacity of renewable energy and energy optimization. It also shows that the user achieves his economic optimum with experience of energy usage taken into account.

  11. The effect of traditional games and ordinary games on manipulative skills development in educable mental retarded boys

    Directory of Open Access Journals (Sweden)

    hamid reza Gheiji

    2014-03-01

    Full Text Available Background : Manipulative skills are one of the fundamental skills subtitles which is used in most of daily and sports activities. The aim of this study was to compare the effect of traditional games and ordinary games on manipulative skills development in 8-10 years old Gorgan boys with educable mental retardation. Materials and Methods: Personal information was evaluated by the researcher made questionnaire and children's intelligence by the Wechsler test. Also, manipulative skills were assessed by the Test of Gross Motor Development- edition 2 (TGMD-2 in pre-test. Then, participants were distributed into two groups traditional games (n=15 and ordinary games (n=15 randomly. Post-test of TGMD-2 were done from two groups after 8 weeks training (3 sessions per week and 45 min for each session. Data analyzes was done by independent t-test, paired t-test and variance analysis with repeated measurement in a significant rate (α= 0.05. Results: The two groups showed significant improvements in manipulation skills, but the improvement of traditional games group was significantly more than ordinary games group in all of measured manipulating skills (throwing, catching, kicking, striking, dribbling , rolling a ball (p<0.05. Conclusion: It can be said, selected traditional games could be an appropriate program for the manipulative skills development of children.

  12. The Effect of Digital Games and Game Strategies on Young Adolescents' Aggression

    Science.gov (United States)

    Eden, Sigal; Eshet-Alkalai, Yoram

    2014-01-01

    Violence is a major element in many of the present-day's digital games. Despite the extensive research on this subject, the effect of violent digital games on the aggression level among children has not been satisfactorily clarified. The study examines the combined effect of collaborative/competitive game strategy and the presence or absence of…

  13. STEM@School: an engaging Serious Game!

    Science.gov (United States)

    terracina, annalisa; mecella, massimo

    2016-04-01

    Over the last ten years, the way in which education and training is delivered has changed considerably with the advent of new technologies. Thus, technology should be a prominent part of the learning process and should be intended as a support for teachers and learners. One new technology that holds considerable promise for helping to engage learners is Games-Based Learning (GBL). The term game is quite ambiguous, that means that researchers, game designers, parents, students, teachers, etc. have a different concept of games. In this research, we intend games as inquiry based laboratories in which participants are able to imagine, engage with, and reflect upon their experiences. Gaming and schooling have developed into two distinct "knowledge traditions" that often rely on opposing validity criteria for determining what counts and what does not count as relevant knowledge. To avoid that dichotomy, GBL should integrate different aspects that are related to the knowledge itself, to pedagogical aspects, to scenario-based and every day practice. In the above scenario we matured the idea to develop a serious game that integrates the most up-to-date technologies in new teaching trends: Virtual Learning Environments (VLEs) and Intelligent Pedagogical Agents (IPAs). The main idea of our research is a VLE that in turn is a role playing game. The role playing game is a social game in which each student becomes a player with her abilities and her tasks. In order to succeed, all the players should work to achieve a common objective/goal. The storyboard is designed in a way that there is an evolution in the role playing game and a progress in the level of learning as well. The idea of helping students in the process of learning in a different way with respect to the classical approach finds support in many psychological studies and previous work, in particular we refer to Howard Gardner theory (1983): "We might think of the topic as a room with at least five doors or entry

  14. THE COMBINED USE OF BUSINESS MANAGEMENT WITH FACILITY MANAGEMENT AS AN OPTION FOR INTELLIGENT BUILDING

    Directory of Open Access Journals (Sweden)

    Andreas Dittmar Weise

    2014-01-01

    Full Text Available Words like Business Management (BM and Facility Management (FM are well known as separate management methods. FM offers transparency about their property costs and exploitation, starting from the planning phase until its demolition. The investor sees this in the property invested capital and its recoverable yield. This means they also want a profit with their real estates. Besides this, changes in the social and environmental requirements become necessary to adapt the properties. The solution is called Intelligent Building. Its primary aim is to collect and select previous knowledge and information about Facility Management and Business Management. It is an application, mainly with sight to characterize and describe the possibilities of use of intelligent buildings as a combination of Facility and Business Management. This paper is an indirect survey carried out through a documental procedure in the form of a bibliographic research and theoretician study. Intelligent Building as combination of FM and BM is new, but in our times necessary to satisfy the needs of the demand. This type of building needs to be flexible in its structure and services, open for changes in environmental requirements, e.g. saving energy, and needs a lot of technology to realize their functions. Consequently, it will be sustainable for a value enhancement. With a Computer Aided Facilities Management system this is possible and the company will be more flexible in relation to the competitors and future changes.

  15. 2015 Chinese Intelligent Systems Conference

    CERN Document Server

    Du, Junping; Li, Hongbo; Zhang, Weicun; CISC’15

    2016-01-01

    This book presents selected research papers from the 2015 Chinese Intelligent Systems Conference (CISC’15), held in Yangzhou, China. The topics covered include multi-agent systems, evolutionary computation, artificial intelligence, complex systems, computation intelligence and soft computing, intelligent control, advanced control technology, robotics and applications, intelligent information processing, iterative learning control, and machine learning. Engineers and researchers from academia, industry and the government can gain valuable insights into solutions combining ideas from multiple disciplines in the field of intelligent systems.

  16. Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey.

    Science.gov (United States)

    Abdalzaher, Mohamed S; Seddik, Karim; Elsabrouty, Maha; Muta, Osamu; Furukawa, Hiroshi; Abdel-Rahman, Adel

    2016-06-29

    We present a study of using game theory for protecting wireless sensor networks (WSNs) from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs.

  17. Game Theory Meets Wireless Sensor Networks Security Requirements and Threats Mitigation: A Survey

    Directory of Open Access Journals (Sweden)

    Mohamed S. Abdalzaher

    2016-06-01

    Full Text Available We present a study of using game theory for protecting wireless sensor networks (WSNs from selfish behavior or malicious nodes. Due to scalability, low complexity and disseminated nature of WSNs, malicious attacks can be modeled effectively using game theory. In this study, we survey the different game-theoretic defense strategies for WSNs. We present a taxonomy of the game theory approaches based on the nature of the attack, whether it is caused by an external attacker or it is the result of an internal node acting selfishly or maliciously. We also present a general trust model using game theory for decision making. We, finally, identify the significant role of evolutionary games for WSNs security against intelligent attacks; then, we list several prospect applications of game theory to enhance the data trustworthiness and node cooperation in different WSNs.

  18. Infectious diseases prioritisation for event-based surveillance at the European Union level for the 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Economopoulou, A; Kinross, P; Domanovic, D; Coulombier, D

    2014-04-17

    In 2012, London hosted the Olympic and Paralympic Games (the Games), with events occurring throughout the United Kingdom (UK) between 27 July and 9 September 2012. Public health surveillance was performed by the Health Protection Agency (HPA). Collaboration between the HPA and the European Centre for Disease Prevention and Control (ECDC) was established for the detection and assessment of significant infectious disease events (SIDEs) occurring outside the UK during the time of the Games. Additionally, ECDC undertook an internal prioritisation exercise to facilitate ECDC’s decisions on which SIDEs should have preferentially enhanced monitoring through epidemic intelligence activities for detection and reporting in daily surveillance in the European Union (EU). A team of ECDC experts evaluated potential public health risks to the Games, selecting and prioritising SIDEs for event-based surveillance with regard to their potential for importation to the Games, occurrence during the Games or export to the EU/European Economic Area from the Games. The team opted for a multilevel approach including comprehensive disease selection, development and use of a qualitative matrix scoring system and a Delphi method for disease prioritisation. The experts selected 71 infectious diseases to enter the prioritisation exercise of which 27 were considered as priority for epidemic intelligence activities by ECDC for the EU for the Games.

  19. Product placement of computer games in cyberspace.

    Science.gov (United States)

    Yang, Heng-Li; Wang, Cheng-Shu

    2008-08-01

    Computer games are considered an emerging media and are even regarded as an advertising channel. By a three-phase experiment, this study investigated the advertising effectiveness of computer games for different product placement forms, product types, and their combinations. As the statistical results revealed, computer games are appropriate for placement advertising. Additionally, different product types and placement forms produced different advertising effectiveness. Optimum combinations of product types and placement forms existed. An advertisement design model is proposed for use in game design environments. Some suggestions are given for advertisers and game companies respectively.

  20. What makes you clever the puzzle of intelligence

    CERN Document Server

    Partridge, Derek

    2014-01-01

    From Black Holes and Big Bangs to the Higgs boson and the infinitesimal building blocks of all matter, modern science has been spectacularly successful, with one glaring exception - intelligence. Intelligence still remains as one of the greatest mysteries in science. How do you chat so effortlessly? How do you remember, and why do you forget? From a basis of ten maxims What Makes You Clever explains the difficulties as well as the persuasive and persistent over-estimations of progress in Artificial Intelligence. Computers have transformed our lives, and will continue to do so for many years to come. But ever since the Turing Test proposed in 1950 up to IBM's Deep Blue computer that won the second six-game match against world champion Garry Kasparov, the science of artificial intelligence has struggled to make progress. The reader's expertise is engaged to probe human language, machine learning, neural computing, holistic systems and emergent phenomenon. What Makes You Clever reveals the difficulties that s...

  1. Use of Ecological Gestures in Soccer Games Running on Mobile Devices

    Directory of Open Access Journals (Sweden)

    Valere Plantevin

    2014-10-01

    Full Text Available The strong integration of “intelligent mobile devices” into modern societies offers a great potential for a wide spread distribution of mobile serious games. As in the case of Virtual Reality based systems, in order to be useful and efficient, these serious games need to be validated ecologically. In this context, this paper addresses the use of ecological interactions for a mobile serious game. We exploit a wearable insole in order to let users interact with a virtual soccer game via real-world soccer movements. We analyzed the concept of ecological interactions. The system used for recognition of ecological gestures is also detailed. A primary study showed that proposed system can be exploited for real time gesture recognition on a mobile device.

  2. Intention recognition, commitment and their roles in the evolution of cooperation from artificial intelligence techniques to evolutionary game theory models

    CERN Document Server

    Han, The Anh

    2013-01-01

    This original and timely monograph describes a unique self-contained excursion that reveals to the readers the roles of two basic cognitive abilities, i.e. intention recognition and arranging commitments, in the evolution of cooperative behavior. This book analyses intention recognition, an important ability that helps agents predict others’ behavior, in its artificial intelligence and evolutionary computational modeling aspects, and proposes a novel intention recognition method. Furthermore, the book presents a new framework for intention-based decision making and illustrates several ways in which an ability to recognize intentions of others can enhance a decision making process. By employing the new intention recognition method and the tools of evolutionary game theory, this book introduces computational models demonstrating that intention recognition promotes the emergence of cooperation within populations of self-regarding agents. Finally, the book describes how commitment provides a pathway to the evol...

  3. Effect of strategic intelligent games on gathering attention

    Directory of Open Access Journals (Sweden)

    Yeşiltepe Margrit

    2016-01-01

    Full Text Available Nowadays, while raising the humans of information age, to which extent we can provide guidance under the roof of the school that will ensure them to tackle the problems that they will encounter in the future? Currently, to what extent do we assume our children whom we prepare for currently unknown professions of future ages the name, function and the requirements for equipment of which are not known by us now, for their future, country and the world will have what degree of strategic thinking skills and whether they will be attentive in case of confusion regarding the target. If we assume that the individuals who will keep pace with rapidly changing world and direct it should have very good level of attention, activities to improve it should be arranged. We should consider making foundations available for them to manage daily problems or possible obstacles by using different thinking methods and by managing them with the plans a, b even c prepared by them, and finding alternative responses in the competition environment and creating added value for them, their country and the world. For this purpose, increase in attention gathering level at the beginning of mental activities would positively affect this process. What would be the effect of plays in developing attention giving and gathering features that are not felt more until coming to the school age? Our study started with this question and the voluntarily participated students were observed during the study. Study covers 3 students playing at very low, middle and high frequency who are selected among universe of 10 students, 2 of which were girls who are the members of strategic mind games activities which is a working group indicating maximum diversity. Subject who are taken under the scope of the study are selected from upper socio-cultural level. Students were expected to participate in thinking skills developing paper-and-pencil activities and strategic mind games. Strategy developing

  4. Intelligent mechatronics; Intelligent mechatronics

    Energy Technology Data Exchange (ETDEWEB)

    Hashimoto, H. [The University of Tokyo, Tokyo (Japan). Institute of Industrial Science

    1995-10-01

    Intelligent mechatronics (IM) was explained as follows: a study of IM essentially targets realization of a robot namely, but in the present stage the target is a creation of new values by intellectualization of machine, that is, a combination of the information infrastructure and the intelligent machine system. IM is also thought to be constituted of computers positively used and micromechatronics. The paper next introduces examples of IM study, mainly those the author is concerned with as shown below: sensor gloves, robot hands, robot eyes, tele operation, three-dimensional object recognition, mobile robot, magnetic bearing, construction of remote controlled unmanned dam, robot network, sensitivity communication using neuro baby, etc. 27 figs.

  5. HackAttack: Game-Theoretic Analysis of Realistic Cyber Conflicts

    Energy Technology Data Exchange (ETDEWEB)

    Ferragut, Erik M [ORNL; Brady, Andrew C [Jefferson Middle School, Oak Ridge, TN; Brady, Ethan J [Oak Ridge High School, Oak Ridge, TN; Ferragut, Jacob M [Oak Ridge High School, Oak Ridge, TN; Ferragut, Nathan M [Oak Ridge High School, Oak Ridge, TN; Wildgruber, Max C [ORNL

    2016-01-01

    Game theory is appropriate for studying cyber conflict because it allows for an intelligent and goal-driven adversary. Applications of game theory have led to a number of results regarding optimal attack and defense strategies. However, the overwhelming majority of applications explore overly simplistic games, often ones in which each participant s actions are visible to every other participant. These simplifications strip away the fundamental properties of real cyber conflicts: probabilistic alerting, hidden actions, unknown opponent capabilities. In this paper, we demonstrate that it is possible to analyze a more realistic game, one in which different resources have different weaknesses, players have different exploits, and moves occur in secrecy, but they can be detected. Certainly, more advanced and complex games are possible, but the game presented here is more realistic than any other game we know of in the scientific literature. While optimal strategies can be found for simpler games using calculus, case-by-case analysis, or, for stochastic games, Q-learning, our more complex game is more naturally analyzed using the same methods used to study other complex games, such as checkers and chess. We define a simple evaluation function and employ multi-step searches to create strategies. We show that such scenarios can be analyzed, and find that in cases of extreme uncertainty, it is often better to ignore one s opponent s possible moves. Furthermore, we show that a simple evaluation function in a complex game can lead to interesting and nuanced strategies.

  6. Combining collaboration and competition with prevocational game-based math education

    NARCIS (Netherlands)

    ter Vrugte, Judith; de Jong, Ton; Vandercruysse, Sylke; Wouters, Pieter; van Oostendorp, Herre; Elen, Jan

    2015-01-01

    The present study addressed the effectiveness of an educational math game for improving proportional reasoning in prevocational education, and examined the added value of face-to-face collaboration and competition. The study compared four conditions: the game with collaboration, with collaboration

  7. Pro Android games

    CERN Document Server

    Nardone, Massimo

    2016-01-01

    Combining actionable, real-world source code with graphics, Pro Android Games, Third Edition shows you how to build more sophisticated and addictive Android game apps with minimum effort. Harness the power of the latest Android 5.0 SDK to bring countless legendary, action-packed PC games to the Android platform. With actionable real-world source code, this one of a kind book shows you how to build more sophisticated and addictive Android game apps, by leveraging the power of the recent advancements found in the new Android 5.0 software development kit as well as those you've counted on in e

  8. Cooperative Games arising from Information Sharing Situations

    NARCIS (Netherlands)

    Brânzei, R.; Tijs, S.H.; Timmer, J.B.

    2000-01-01

    Relations are established between information sharing (IS) situations and IS-games on one hand and information collecting (IC) situations and IC-games on the other hand. It is shown that IC-games can be obtained as convex combinations of so-called local games. Properties are described which IC-games

  9. Storytelling in serious games

    DEFF Research Database (Denmark)

    Kampa, Antonia; Haake, Susanne; Burelli, Paolo

    2015-01-01

    This chapter about storytelling and interactivity in storytelling first explains on various serious games examples foundations of storytelling. Then storytelling in Interactive Media with regard to serious games is described. Further the current state of the art on Interactive Digital Storytelling...... is presented including example experiences, authoring tools and challenges in the field combined with examples of serious games. This chapter closes concluding with open storytelling challenges and opportunities in serious games development and recommending further literature on the subject....

  10. Benefits of collective intelligence: Swarm intelligent foraging, an ethnographic research

    Directory of Open Access Journals (Sweden)

    Sivave Mashingaidze

    2014-12-01

    Full Text Available Wisdom of crowds; bees, colonies of ants, schools of fish, flocks of birds, and fireflies flashing synchronously are all examples of highly coordinated behaviors that emerge from collective, decentralized intelligence. This article is an ethnographic study of swarm intelligence foraging of swarms and the benefits derived from collective decision making. The author used using secondary data analysis to look at the benefits of swarm intelligence in decision making to achieve intended goals. Concepts like combined decision making and consensus were discussed and four principles of swarm intelligence were also discussed viz; coordination, cooperation, deliberation and collaboration. The research found out that collective decision making in swarms is the touchstone of achieving their goals. The research further recommended corporate to adopt collective intelligence for business sustainability.

  11. Social intelligence, human intelligence and niche construction.

    Science.gov (United States)

    Sterelny, Kim

    2007-04-29

    This paper is about the evolution of hominin intelligence. I agree with defenders of the social intelligence hypothesis in thinking that externalist models of hominin intelligence are not plausible: such models cannot explain the unique cognition and cooperation explosion in our lineage, for changes in the external environment (e.g. increasing environmental unpredictability) affect many lineages. Both the social intelligence hypothesis and the social intelligence-ecological complexity hybrid I outline here are niche construction models. Hominin evolution is hominin response to selective environments that earlier hominins have made. In contrast to social intelligence models, I argue that hominins have both created and responded to a unique foraging mode; a mode that is both social in itself and which has further effects on hominin social environments. In contrast to some social intelligence models, on this view, hominin encounters with their ecological environments continue to have profound selective effects. However, though the ecological environment selects, it does not select on its own. Accidents and their consequences, differential success and failure, result from the combination of the ecological environment an agent faces and the social features that enhance some opportunities and suppress others and that exacerbate some dangers and lessen others. Individuals do not face the ecological filters on their environment alone, but with others, and with the technology, information and misinformation that their social world provides.

  12. Affective Decision Making in Artificial Intelligence : Making Virtual Characters With High Believability

    OpenAIRE

    Johansson, Anja

    2012-01-01

    Artificial intelligence is often used when creating believable virtual characters in games or in other types of virtual environments. The intelligent behavior these characters show to the player is often flawed, leading to a worse gameplay experience. In particular, there is often little or no emotional impact on the decision making of the characters. This thesis focuses on extending decision-making and pathfinding mechanisms for virtual characters, with a particular focus on the use of emoti...

  13. Does Wittgenstein Actually Undermine the Foundation of Artificial Intelligence?

    Institute of Scientific and Technical Information of China (English)

    XU Yingjin

    2016-01-01

    Wittgenstein is widely viewed as a potential critic of a key philosophical assumption of the Strong Artificial Intelligence (AI) thesis,namely,that it is in principle possible to build a programmed machine which can achieve real intelligence.Stuart Shanker has provided the most systematic reconstruction of the Wittgensteinian argument against AI,building on Wittgenstein's own statements,the "rule-following" feature of language-games,and the putative alliance between AI and psychologism.This article will attempt to refute this reconstruction and its constituent arguments,thereby paving the way for a new and amicable rather than agonistic conception of the Wittgensteinian position on AI.

  14. The Idea Storming Cube: Evaluating the Effects of Using Game and Computer Agent to Support Divergent Thinking

    Science.gov (United States)

    Huang, Chun-Chieh; Yeh, Ting-Kuang; Li, Tsai-Yen; Chang, Chun-Yen

    2010-01-01

    The objective of this article is to evaluate the effectiveness of a collaborative and online brainstorming game, Idea Storming Cube (ISC), which provides users with a competitive game-based environment and a peer-like intelligent agent. The program seeks to promote students' divergent thinking to aid in the process of problem solving. The…

  15. Doing Justice to the Imitation Game

    Science.gov (United States)

    Lassègue, Jean

    My claim in this article is that the 1950 paper in which Turing describes the world-famous set-up of the Imitation Game is much richer and intriguing than the formalist ersatz coined in the early 1970s under the name "Turing Test". Therefore, doing justice to the Imitation Game implies showing first, that the formalist interpretation misses some crucial points in Turing's line of thought and second, that the 1950 paper should not be understood as the Magna Chartaof strong Artificial Intelligence (AI) but as a work in progressfocused on the notion of Form. This has unexpected consequences about the status of Mind, and from a more general point of view, about the way we interpret the notions of Science and Language.

  16. System Dynamics and Serious Games

    OpenAIRE

    Van Daalen, C.; Schaffernicht, M.; Mayer, I.

    2014-01-01

    This paper deals with the relationship between serious games and system dynamics. Games have been used in SD since the beginning. However, the field of serious gaming also has its own development. The purpose of this contribution is to provide a broad overview of the combination of serious gaming and SD and discuss the state of the art and promise. We first define serious game, simulation and case study and then point out how SD overlaps with them. Then we move on to define the basic componen...

  17. Towards Player’s Affective and Behavioral Visual Cues as drives to Game Adaptation

    DEFF Research Database (Denmark)

    Asteriadis, Stylianos; Shaker, Noor; Karpouzis, Kostas

    2012-01-01

    Recent advances in emotion and affect recognition can play a crucial role in game technology. Moving from the typical game controls to controls generated from free gestures is already in the market. Higher level controls, however, can also be motivated by player’s affective and cognitive behavior...... itself, during gameplay. In this paper, we explore player’s behavior, as captured by computer vision techniques, and player’s details regarding his own experience and profile. The objective of the current research is game adaptation aiming at maximizing player enjoyment. To this aim, the ability to infer...... player engagement and frustration, along with the degree of challenge imposed by the game is explored. The estimated levels of the induced metrics can feed an engine’s artificial intelligence, allowing for game adaptation....

  18. Combinatorial structures to modeling simple games and applications

    Science.gov (United States)

    Molinero, Xavier

    2017-09-01

    We connect three different topics: combinatorial structures, game theory and chemistry. In particular, we establish the bases to represent some simple games, defined as influence games, and molecules, defined from atoms, by using combinatorial structures. First, we characterize simple games as influence games using influence graphs. It let us to modeling simple games as combinatorial structures (from the viewpoint of structures or graphs). Second, we formally define molecules as combinations of atoms. It let us to modeling molecules as combinatorial structures (from the viewpoint of combinations). It is open to generate such combinatorial structures using some specific techniques as genetic algorithms, (meta-)heuristics algorithms and parallel programming, among others.

  19. Combining AI Methods for Learning Bots in a Real-Time Strategy Game

    OpenAIRE

    Robin Baumgarten; Simon Colton; Mark Morris

    2009-01-01

    We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generat...

  20. Adventures in Learning: Creating Role Playing Video Games to Teach and Learn Economics

    OpenAIRE

    Catherine L. Lawson; Larry L. Lawson

    2010-01-01

    This article examines pedagogical lessons derived from the learning theory embodied in commercially successfully video games and their link to reported increases in 'fluid intelligence' of student populations. The scholarly literature in this area is reviewed in order to elicit practical principles by which to guide the development of instructional video game modules for the teaching of economics. The authors' experiences in developing and pilot testing such a module, and in subsequently guid...

  1. The Relationship between a Linear Combination of Intelligence, Musical Background, Rhythm Ability and Tapping Ability to Typewriting Speed and Accuracy.

    Science.gov (United States)

    Fante, Cheryl H.

    This study was conducted in an attempt to identify any predictor or combination of predictors of a beginning typewriting student's success. Variables of intelligence, rhythmic ability, musical background, and tapping ability were combined to study their relationship to typewriting speed and accuracy. A sample of 109 high school students was…

  2. Authoring of Adaptive Single-Player Educational Games

    OpenAIRE

    Mehm, Florian

    2013-01-01

    Digital Educational Games, as one of the most important application areas of Serious Games, combine positive properties of digital games, such as strong motivation for players and inherent learning processes, with educational methods and technologies. Adaptive algorithms allow such games to be aligned automatically to the needs of different players, thereby increasing the learning efficacy. However, educational games are among the most complex game production endeavors, since they are often f...

  3. Improving Simulated Annealing by Replacing Its Variables with Game-Theoretic Utility Maximizers

    Science.gov (United States)

    Wolpert, David H.; Bandari, Esfandiar; Tumer, Kagan

    2001-01-01

    The game-theory field of Collective INtelligence (COIN) concerns the design of computer-based players engaged in a non-cooperative game so that as those players pursue their self-interests, a pre-specified global goal for the collective computational system is achieved as a side-effect. Previous implementations of COIN algorithms have outperformed conventional techniques by up to several orders of magnitude, on domains ranging from telecommunications control to optimization in congestion problems. Recent mathematical developments have revealed that these previously developed algorithms were based on only two of the three factors determining performance. Consideration of only the third factor would instead lead to conventional optimization techniques like simulated annealing that have little to do with non-cooperative games. In this paper we present an algorithm based on all three terms at once. This algorithm can be viewed as a way to modify simulated annealing by recasting it as a non-cooperative game, with each variable replaced by a player. This recasting allows us to leverage the intelligent behavior of the individual players to substantially improve the exploration step of the simulated annealing. Experiments are presented demonstrating that this recasting significantly improves simulated annealing for a model of an economic process run over an underlying small-worlds topology. Furthermore, these experiments reveal novel small-worlds phenomena, and highlight the shortcomings of conventional mechanism design in bounded rationality domains.

  4. A Platform Independent Game Technology Model for Model Driven Serious Games Development

    Science.gov (United States)

    Tang, Stephen; Hanneghan, Martin; Carter, Christopher

    2013-01-01

    Game-based learning (GBL) combines pedagogy and interactive entertainment to create a virtual learning environment in an effort to motivate and regain the interest of a new generation of "digital native" learners. However, this approach is impeded by the limited availability of suitable "serious" games and high-level design…

  5. Online Location-based Mobile Gaming: CityZombie - A basic approach to introducing location in mobile games

    OpenAIRE

    Rolland, Øyvind

    2008-01-01

    Mobile phone gaming has seen an enormous growth over the last decade and many countries now have more cell phone subscriptions than they have people. Combined with the ever increasing interest in games, the mobile gaming market still hasn't reached it's full potential. Newer and more powerful phones with interesting features hit the market every day. Many of those features are directed at locating position, and that opens up for the prospect of location-based gaming. This branch of gaming is ...

  6. Hybrid Modeling and Optimization of Manufacturing Combining Artificial Intelligence and Finite Element Method

    CERN Document Server

    Quiza, Ramón; Davim, J Paulo

    2012-01-01

    Artificial intelligence (AI) techniques and the finite element method (FEM) are both powerful computing tools, which are extensively used for modeling and optimizing manufacturing processes. The combination of these tools has resulted in a new flexible and robust approach as several recent studies have shown. This book aims to review the work already done in this field as well as to expose the new possibilities and foreseen trends. The book is expected to be useful for postgraduate students and researchers, working in the area of modeling and optimization of manufacturing processes.

  7. Evolutionary games combining two or three pair coordinations on a square lattice

    Science.gov (United States)

    Király, Balázs; Szabó, György

    2017-10-01

    We study multiagent logit-rule-driven evolutionary games on a square lattice whose pair interactions are composed of a maximal number of nonoverlapping elementary coordination games describing Ising-type interactions between just two of the available strategies. Using Monte Carlo simulations we investigate the macroscopic noise-level-dependent behavior of the two- and three-pair games and the critical properties of the continuous phase transtitions these systems exhibit. The four-strategy game is shown to be equivalent to a system that consists of two independent and identical Ising models.

  8. Collective Learning in Games through Social Networks

    NARCIS (Netherlands)

    Kosterman, S.; Gierasimczuk, N.; Armentano, M.G.; Monteserin, A.; Tang, J.; Yannibelli, V.

    2015-01-01

    This paper argues that combining social networks communication and games can positively influence the learning behavior of players. We propose a computational model that combines features of social network learning (communication) and game-based learning (strategy reinforcement). The focus is on

  9. Live-action Virtual Reality Games

    OpenAIRE

    Valente, Luis; Clua, Esteban; Silva, Alexandre Ribeiro; Feijó, Bruno

    2016-01-01

    This paper proposes the concept of "live-action virtual reality games" as a new genre of digital games based on an innovative combination of live-action, mixed-reality, context-awareness, and interaction paradigms that comprise tangible objects, context-aware input devices, and embedded/embodied interactions. Live-action virtual reality games are "live-action games" because a player physically acts out (using his/her real body and senses) his/her "avatar" (his/her virtual representation) in t...

  10. Penerapan Algoritma A Star (A* pada Game Petualangan Labirin Berbasis Android

    Directory of Open Access Journals (Sweden)

    Wahyu Widodo

    2018-01-01

    Full Text Available Game memiliki arti dasar permainan, permainan dalam hal ini merujuk pada pengertian kelincahan intelektual. Di dalam penerapannya, sebuah Game tentu memerlukan sebuah AI (Artificial Intelligence, dan AI yang digunakan dalam pembangunan Game petualangan labirin ini adalah algoritma A* (A Star dengan euclidean distance. Algoritma ini merupakan algoritma pencarian untuk menemukan rute terpendek dengan cost paling minimum, algoritma A* mencari rute terpendek dengan menjumlahkan jarak sebenarnya dengan jarak perkiraan sehingga membuatnya optimum dan complete. Petualangan labirin merupakan Game yang menceritakan mengenai petualangan kelinci melewati sebuah labirin untuk mencari makanannya. Genre dari Game ini adalah adventure dan puzzle, dibangun dengan bahasa pemrograman java dengan tools Android Studio, AI yang digunakan adalah algoritma A* dengan euclidean distance yang digunakan pada bantuan untuk melakukan pencarian jalur guna menemukan makanan kelinci. Hasil uji dari Game Petualangan labirin ini adalah jika pemain dalam kesusahan menemukan jalur menuju makanan kelinci, maka pemain dapat menggunakan tombol bantuan yang akan dicarikan jalur terpendek oleh algoritma A* (A Star dengan euclidean distance untuk menuju lokasi tempat makanan kelinci berada.

  11. Transitivity vs. intransitivity in decision making process - an example in quantum game theory

    Energy Technology Data Exchange (ETDEWEB)

    Makowski, Marcin [Institute of Mathematics, University of Bialystok, Akademicka 2, PL-15424, Bialystok (Poland)], E-mail: makowski.m@gmail.com

    2009-06-01

    We compare two different ways of quantum modification in a simple sequential game called Cat's Dilemma in the context of the debate on intransitive and transitive preferences. This kind of analysis can have essential meaning for research on artificial intelligence (some possibilities are discussed). Nature has both transitive and intransitive properties and perhaps quantum models will be more able to capture this dualism than the classical models. We also present an electoral interpretation of the game.

  12. Transitivity vs. intransitivity in decision making process - an example in quantum game theory

    International Nuclear Information System (INIS)

    Makowski, Marcin

    2009-01-01

    We compare two different ways of quantum modification in a simple sequential game called Cat's Dilemma in the context of the debate on intransitive and transitive preferences. This kind of analysis can have essential meaning for research on artificial intelligence (some possibilities are discussed). Nature has both transitive and intransitive properties and perhaps quantum models will be more able to capture this dualism than the classical models. We also present an electoral interpretation of the game.

  13. An empirical study on collective intelligence algorithms for video games problem-solving

    OpenAIRE

    González-Pardo, Antonio; Palero, Fernando; Camacho, David

    2015-01-01

    Computational intelligence (CI), such as evolutionary computation or swarm intelligence methods, is a set of bio-inspired algorithms that have been widely used to solve problems in areas like planning, scheduling or constraint satisfaction problems. Constrained satisfaction problems (CSP) have taken an important attention from the research community due to their applicability to real problems. Any CSP problem is usually modelled as a constrained graph where the edges represent a set of restri...

  14. Risk and Disaster Management: From Planning and Expertise to Smart, Intelligent, and Adaptive Systems.

    Science.gov (United States)

    Benis, Arriel; Notea, Amos; Barkan, Refael

    2018-01-01

    "Disaster" means some surprising and misfortunate event. Its definition is broad and relates to complex environments. Medical Informatics approaches, methodologies and systems are used as a part of Disaster and Emergency Management systems. At the Holon Institute of Technology - HIT, Israel, in 2016 a National R&D Center: AFRAN was established to study the disaster's reduction aspects. The Center's designation is to investigate and produce new approaches, methodologies and to offer recommendations in the fields of disaster mitigation, preparedness, response and recovery and to disseminate disaster's knowledge. Adjoint to the Center a "Smart, Intelligent, and Adaptive Systems" laboratory (SIAS) was established with the goal to study the applications of Information and Communication Technologies (ICT) and Artificial Intelligence (AI) to Risk and Disaster Management (RDM). In this paper, we are redefining the concept of Disaster, pointing-out how ICT, AI, in the Big Data era, are central players in the RDM game. In addition we show the merit of the Center and lab combination to the benefit of the performed research projects.

  15. Does Chess Need Intelligence?--A Study with Young Chess Players

    Science.gov (United States)

    Bilalic, Merim; McLeod, Peter; Gobet, Fernand

    2007-01-01

    Although it is widely acknowledged that chess is the best example of an intellectual activity among games, evidence showing the association between any kind of intellectual ability and chess skill has been remarkably sparse. One of the reasons is that most of the studies investigated only one factor (e.g., intelligence), neglecting other factors…

  16. Evolution of cooperation: combining kin selection and reciprocal altruism into matrix games with social dilemmas.

    Directory of Open Access Journals (Sweden)

    Som B Ale

    Full Text Available Darwinian selection should preclude cooperation from evolving; yet cooperation is widespread among organisms. We show how kin selection and reciprocal altruism can promote cooperation in diverse 2×2 matrix games (prisoner's dilemma, snowdrift, and hawk-dove. We visualize kin selection as non-random interactions with like-strategies interacting more than by chance. Reciprocal altruism emerges from iterated games where players have some likelihood of knowing the identity of other players. This perspective allows us to combine kin selection and reciprocal altruism into a general matrix game model. Both mechanisms operating together should influence the evolution of cooperation. In the absence of kin selection, reciprocal altruism may be an evolutionarily stable strategy but is unable to invade a population of non-co-operators. Similarly, it may take a high degree of relatedness to permit cooperation to supplant non-cooperation. Together, a little bit of reciprocal altruism can, however, greatly reduce the threshold at which kin selection promotes cooperation, and vice-versa. To properly frame applications and tests of cooperation, empiricists should consider kin selection and reciprocal altruism together rather than as alternatives, and they should be applied to a broader class of social dilemmas than just the prisoner's dilemma.

  17. Designing Science Learning with Game-Based Approaches

    Science.gov (United States)

    Liu, Min; Rosenblum, Jason A.; Horton, Lucas; Kang, Jina

    2014-01-01

    Given the growing popularity of digital games as a form of entertainment, educators are interested in exploring using digital games as a tool to facilitate learning. In this study, we examine game-based learning by describing a learning environment that combines game elements, play, and authenticity in the real world for the purpose of engaging…

  18. Adding Social Elements to Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Chien-Hung Lai

    2014-05-01

    Full Text Available Game-based learning is to present the instruction by games in learning, with the main purpose of triggering learners’ motives instead of instructing the courses. Thus, increasing learning motive by game-based learning becomes a common instructional strategy to enhance learning achievement. However, it is not easy to design interesting games combined with courses. In 2011, Echeverria proposed a design to combine characteristics of games with elements of courses by matching the virtual scenarios in games with proper courses. However, in the past game-based learning, students were gathered in regular places for several times of game-based learning. Students’ learning was limited by time and space. Therefore, for students’ game-based learning at any time and in any places, based on theories of design elements of online community game Aki Järvinen, this study treats Facebook as the platform of games. The development by online community game is easier, faster and cheaper than traditional video games. In 2006, Facebook allowed API program of the third party. Therefore, by Facebook, this study provides the platform for students to learn in social lives to explore students’ activities in online community games. Questionnaire survey is conducted to find out if the design of non-single user game is attractive for students to participate in game-based learning. In order to make sure that the questionnaires can be the criteria to investigate students’ intention to play games, by statistical program of social science; this study validates reliability and validity of items of questionnaire to effectively control the effect of online community games on students’ learning intention.

  19. Designing Effective Serious Games: Opportunities and Challenges for Research

    Directory of Open Access Journals (Sweden)

    Francesco Bellotti

    2010-11-01

    Full Text Available Serious Games represent an acknowledged potential for instruction, because they are able to strongly motivate learners. They can also provide immersive environments where advanced users can practice knowledge and skills, also exploiting multimodal interaction. They can combine the effectiveness of computer processing and data storage, with high levels of attractiveness. Our work has investigated the state of the art research on SGs, starting from the cognitive aspects, that are necessary in order to root technological development and applications in sound theoretical foundations. The paper discusses some key aspects about SG design and exploitation: choice of components-off-the-shelf or from-scratch design, tools and methodologies for development or adaptation, intelligent tutoring, virtual coaches and affective learning, living worlds, game mechanics, Human-Computer Interaction. While several SGs have been developed, still the literature stresses a lack of significant, extensive user tests. Further research is necessary to investigate in greater detail the real effectiveness of the various types of SGs. The paper proposes several research questions - that range from requirements elicitation to design and from deployment to use and evaluation - to be answered in order to avoid technology pushing and drive technological research according to the requirements of the end-users and stakeholders. We believe that deepening the analysis about these issues is key to strengthen the foundations of SG research, for which we identify four major directions: definition of metrics and learning progress evaluation tools; methodologies and tools for designing games from various topics and for various users; computing and communication architectures; technologies that can enhance the overall system performance.

  20. Interactive analysis of geodata based intelligence

    Science.gov (United States)

    Wagner, Boris; Eck, Ralf; Unmüessig, Gabriel; Peinsipp-Byma, Elisabeth

    2016-05-01

    When a spatiotemporal events happens, multi-source intelligence data is gathered to understand the problem, and strategies for solving the problem are investigated. The difficulties arising from handling spatial and temporal intelligence data represent the main problem. The map might be the bridge to visualize the data and to get the most understand model for all stakeholders. For the analysis of geodata based intelligence data, a software was developed as a working environment that combines geodata with optimized ergonomics. The interaction with the common operational picture (COP) is so essentially facilitated. The composition of the COP is based on geodata services, which are normalized by international standards of the Open Geospatial Consortium (OGC). The basic geodata are combined with intelligence data from images (IMINT) and humans (HUMINT), stored in a NATO Coalition Shared Data Server (CSD). These intelligence data can be combined with further information sources, i.e., live sensors. As a result a COP is generated and an interaction suitable for the specific workspace is added. This allows the users to work interactively with the COP, i.e., searching with an on board CSD client for suitable intelligence data and integrate them into the COP. Furthermore, users can enrich the scenario with findings out of the data of interactive live sensors and add data from other sources. This allows intelligence services to contribute effectively to the process by what military and disaster management are organized.

  1. Learning analytics in serious gaming: uncovering the hidden treasury of game log files

    NARCIS (Netherlands)

    Westera, Wim; Nadolski, Rob; Hummel, Hans

    2018-01-01

    This paper presents an exploratory analysis of existing log files of the VIBOA environmental policy games at Utrecht University. For reasons of statistical power we’ve combined student cohorts 2008, 2009, 2010, and 2011, which led to a sample size of 118 students. The VIBOA games are inquiry-based

  2. Combining video games and constructionist design to support deep learning in play

    OpenAIRE

    Holbert, Nathan; Weintrop, David; Wilensky, Uri; Sengupta, Pratim; Killingsworth, Stephen; Krinks, Kyra; Clark, Doug; Brady, Corey; Shapiro, R. Benjamin; Russ, Rosemary S.; Klopfer, Eric

    2014-01-01

    This effort has produced many interesting games though it is unclear if “educational video games” have achieved their promise. Similarly, for many years constructionists have engaged children in learning across a variety of contexts, including game design. While these programs have been successful, their exploratory nature leads to concerns about content coverage. In this symposium we discuss the potential of blending these two design traditions. Constructionist video games infuse tradi...

  3. 10th International Symposium on Intelligent Distributed Computing

    CERN Document Server

    Seghrouchni, Amal; Beynier, Aurélie; Camacho, David; Herpson, Cédric; Hindriks, Koen; Novais, Paulo

    2017-01-01

    This book presents the combined peer-reviewed proceedings of the tenth International Symposium on Intelligent Distributed Computing (IDC’2016), which was held in Paris, France from October 10th to 12th, 2016. The 23 contributions address a range of topics related to theory and application of intelligent distributed computing, including: Intelligent Distributed Agent-Based Systems, Ambient Intelligence and Social Networks, Computational Sustainability, Intelligent Distributed Knowledge Representation and Processing, Smart Networks, Networked Intelligence and Intelligent Distributed Applications, amongst others.

  4. Intelligent Augmented Reality Training for Motherboard Assembly

    Science.gov (United States)

    Westerfield, Giles; Mitrovic, Antonija; Billinghurst, Mark

    2015-01-01

    We investigate the combination of Augmented Reality (AR) with Intelligent Tutoring Systems (ITS) to assist with training for manual assembly tasks. Our approach combines AR graphics with adaptive guidance from the ITS to provide a more effective learning experience. We have developed a modular software framework for intelligent AR training…

  5. Aplicação do modelo de algoritmo genético baseado em tipos abstratos de dados (GAADT) na adaptação de cenários bidimensionais de MMORPGs

    OpenAIRE

    Carvalho, Leonardo Filipe Batista Silva de

    2011-01-01

    The importance of using Artificial Intelligence in video games is growing in response to the need that videogames have of showing behaviors and other game elements in a closer regard to what is witnessed at the real world. This need combined with a high level of user interaction and a large variety of games offering different situations and behaviors in complex controlled environments, places the videogames as an invaluable exploring niche for the application of different artificial intellige...

  6. Serious Games Development and Applications: Proceedings of the Second International Conference on Serious Games Development and Applications (SGDA 2011)

    OpenAIRE

    2011-01-01

    The recent re-emergence of serious games as a branch of video games has introduced the concept of games designed for a serious purpose other than pure entertainment. To date the major applications of serious games include education and training, engineering, medicine and healthcare, military applications, city planning, production, crisis response, just to name a few. If utilised alongside, or combined with conventional approaches serious games could provide a more powerful means of knowledge...

  7. Game Design to Introduce Pets

    Directory of Open Access Journals (Sweden)

    Wahyu Febriyanto

    2017-02-01

    Full Text Available Introduction of animals from an early age can make children to love animals, especially pets. Children are the easiest group to receive stimulation, such as for example the stimulation of introducing children to the pet. Various media are used by parents to introduce pet. For examplle, by the media of books, multimedia, etc. One of the interesting media to introduce pet is with game. Of these problems then need to know how to make concept and design game to introduced pets for children age 3-6 years. In this paper, author formulate how to make pet game design include game genre, user interface design, image model selection, game characters, and game engine. The expected design of this game can be formulation of learning through proper game as a learning tool children. Game design derived from this writing by using model 2-dimensional images are funny and interesting coloring. And combines several game genres into one, or use the mini games that children do not get bored quickly. Design of GUI (Graphical User Interface is made as simple as possible so that children easily understand in playing this game, but also must use an interesting image

  8. On the analysis of a complex differential game using artificial intelligence techniques [military systems

    NARCIS (Netherlands)

    Shinar, J.; Siegel, A.W.

    1988-01-01

    The investigation is motivated by the dynamic conflict in an air-to-air combat between two aggressive aircraft, both equipped with medium-range guided missiles. It is a two-target differential game with two independent pursuit-evasion games. A description is given of the analysis of the conflict by

  9. Guest editorial: Introduction to the special issue on modern control for computer games.

    Science.gov (United States)

    Argyriou, Vasileios; Kotsia, Irene; Zafeiriou, Stefanos; Petrou, Maria

    2013-12-01

    A typical gaming scenario, as developed in the past 20 years, involves a player interacting with a game using a specialized input device, such as a joystic, a mouse, a keyboard, etc. Recent technological advances and new sensors (for example, low cost commodity depth cameras) have enabled the introduction of more elaborated approaches in which the player is now able to interact with the game using his body pose, facial expressions, actions, and even his physiological signals. A new era of games has already started, employing computer vision techniques, brain-computer interfaces systems, haptic and wearable devices. The future lies in games that will be intelligent enough not only to extract the player's commands provided by his speech and gestures but also his behavioral cues, as well as his/her emotional states, and adjust their game plot accordingly in order to ensure more realistic and satisfactory gameplay experience. This special issue on modern control for computer games discusses several interdisciplinary factors that influence a user's input to a game, something directly linked to the gaming experience. These include, but are not limited to, the following: behavioral affective gaming, user satisfaction and perception, motion capture and scene modeling, and complete software frameworks that address several challenges risen in such scenarios.

  10. Skill Transfer and Virtual Training for IND Response Decision-Making: Models for Government-Industry Collaboration for the Development of Game-Based Training Tools

    Science.gov (United States)

    2016-05-05

    for the player or student. For example, students at the Berkeley School of Music are world-class musicians who are often available to help with game...or smaller gatherings such as the annual Boston Festival of Independent Games (BFIG), are inexpensive, effective means of getting the word out...NUSTL RFP RTS SME artificial intelligence broad agency announcement Boston Festival of Indie Games Chemical Biological Radiological Nuclear

  11. The role of measurement in quantum games

    International Nuclear Information System (INIS)

    Nawaz, Ahmad; Toor, A H

    2006-01-01

    The game of prisoner dilemma is analysed to study the role of measurement basis in quantum games. Four different types of payoffs for quantum games are identified on the basis of different combinations of initial state and measurement basis. A relation among these different payoffs is established

  12. Mastering the game of Go without human knowledge

    Science.gov (United States)

    Silver, David; Schrittwieser, Julian; Simonyan, Karen; Antonoglou, Ioannis; Huang, Aja; Guez, Arthur; Hubert, Thomas; Baker, Lucas; Lai, Matthew; Bolton, Adrian; Chen, Yutian; Lillicrap, Timothy; Hui, Fan; Sifre, Laurent; van den Driessche, George; Graepel, Thore; Hassabis, Demis

    2017-10-01

    A long-standing goal of artificial intelligence is an algorithm that learns, tabula rasa, superhuman proficiency in challenging domains. Recently, AlphaGo became the first program to defeat a world champion in the game of Go. The tree search in AlphaGo evaluated positions and selected moves using deep neural networks. These neural networks were trained by supervised learning from human expert moves, and by reinforcement learning from self-play. Here we introduce an algorithm based solely on reinforcement learning, without human data, guidance or domain knowledge beyond game rules. AlphaGo becomes its own teacher: a neural network is trained to predict AlphaGo’s own move selections and also the winner of AlphaGo’s games. This neural network improves the strength of the tree search, resulting in higher quality move selection and stronger self-play in the next iteration. Starting tabula rasa, our new program AlphaGo Zero achieved superhuman performance, winning 100-0 against the previously published, champion-defeating AlphaGo.

  13. Review of game theory applications for situation awareness

    Science.gov (United States)

    Blasch, Erik; Shen, Dan; Pham, Khanh D.; Chen, Genshe

    2015-05-01

    Game theoretical methods have been used for spectral awareness, space situational awareness (SSA), cyber situational awareness (CSA), and Intelligence, Surveillance, and Reconnaissance situation awareness (ISA). Each of these cases, awareness is supported by sensor estimation for assessment and the situation is determined from the actions of multiple players. Game theory assumes rational actors in a defined scenario; however, variations in social, cultural and behavioral factors include the dynamic nature of the context. In a dynamic data-driven application system (DDDAS), modeling must include both the measurements but also how models are used by different actors with different priorities. In this paper, we highlight the applications of game theory by reviewing the literature to determine the current state of the art and future needs. Future developments would include building towards knowledge awareness with information technology (e.g., data aggregation, access, indexing); multiscale analysis (e.g., space, time, and frequency), and software methods (e.g., architectures, cloud computing, protocols).

  14. Markov decision processes in artificial intelligence

    CERN Document Server

    Sigaud, Olivier

    2013-01-01

    Markov Decision Processes (MDPs) are a mathematical framework for modeling sequential decision problems under uncertainty as well as Reinforcement Learning problems. Written by experts in the field, this book provides a global view of current research using MDPs in Artificial Intelligence. It starts with an introductory presentation of the fundamental aspects of MDPs (planning in MDPs, Reinforcement Learning, Partially Observable MDPs, Markov games and the use of non-classical criteria). Then it presents more advanced research trends in the domain and gives some concrete examples using illustr

  15. Game Production and Role of Game Producer : Case study: Research on demographic of gamers in Hanoi, Vietnam

    OpenAIRE

    Nguyen, Tuan

    2014-01-01

    This thesis was intended to serve as a guideline on how to manage a video game development process as a producer. The study includes basic knowledge of game production process, focusing more on managing the project as a whole, rather than reaching specific technical aspects. The production methodology described here is a combination of several methods used by most studios in the game industry. Additionally, understanding of game producer’s roles and characteristics was also studied to g...

  16. Learning Gains for Core Concepts in a Serious Game on Scientific Reasoning

    Science.gov (United States)

    Forsyth, Carol; Pavlik, Philip, Jr.; Graesser, Arthur C.; Cai, Zhiqiang; Germany, Mae-lynn; Millis, Keith; Dolan, Robert P.; Butler, Heather; Halpern, Diane

    2012-01-01

    "OperationARIES!" is an Intelligent Tutoring System that teaches scientific inquiry skills in a game-like atmosphere. Students complete three different training modules, each with natural language conversations, in order to acquire deep-level knowledge of 21 core concepts of research methodology (e.g., correlation does not mean…

  17. Research and development of artificial intelligence in China

    Institute of Scientific and Technical Information of China (English)

    Jane Qiu

    2016-01-01

    This year saw several milestones in the development of artificial intelligence.In March,Alpha Go,a computer algorithm developed by Google’s London-based company,Deep Mind,beat the world champion Lee Sedol at Go,an ancient Chinese board game.In October,the same company unveiled in the journal Nature its latest technique that allows a machine to solve tasks that require logic and reasoning,such as finding its way around the London

  18. Game-like tasks for comparative research: leveling the playing field

    Science.gov (United States)

    Washburn, D. A.; Gulledge, J. P.; Rumbaugh, D. M. (Principal Investigator)

    1995-01-01

    Game-like computer tasks offer many benefits for psychological research. In this paper, the usefulness of such tasks to bridge population differences (e.g., age, intelligence, species) is discussed and illustrated. A task called ALVIN was used to assess humans' and monkeys' working memory for sequences of colors with or without tones. Humans repeated longer lists than did the monkeys, and only humans benefited when the visual stimuli were accompanied by auditory cues. However, the monkeys did recall sequences at levels comparable to those reported elsewhere for children. Comparison of similarities and differences between the species is possible because the two groups were tested with exactly the same game-like paradigm.

  19. Audiomotor Perceptual Training Enhances Speech Intelligibility in Background Noise.

    Science.gov (United States)

    Whitton, Jonathon P; Hancock, Kenneth E; Shannon, Jeffrey M; Polley, Daniel B

    2017-11-06

    Sensory and motor skills can be improved with training, but learning is often restricted to practice stimuli. As an exception, training on closed-loop (CL) sensorimotor interfaces, such as action video games and musical instruments, can impart a broad spectrum of perceptual benefits. Here we ask whether computerized CL auditory training can enhance speech understanding in levels of background noise that approximate a crowded restaurant. Elderly hearing-impaired subjects trained for 8 weeks on a CL game that, like a musical instrument, challenged them to monitor subtle deviations between predicted and actual auditory feedback as they moved their fingertip through a virtual soundscape. We performed our study as a randomized, double-blind, placebo-controlled trial by training other subjects in an auditory working-memory (WM) task. Subjects in both groups improved at their respective auditory tasks and reported comparable expectations for improved speech processing, thereby controlling for placebo effects. Whereas speech intelligibility was unchanged after WM training, subjects in the CL training group could correctly identify 25% more words in spoken sentences or digit sequences presented in high levels of background noise. Numerically, CL audiomotor training provided more than three times the benefit of our subjects' hearing aids for speech processing in noisy listening conditions. Gains in speech intelligibility could be predicted from gameplay accuracy and baseline inhibitory control. However, benefits did not persist in the absence of continuing practice. These studies employ stringent clinical standards to demonstrate that perceptual learning on a computerized audio game can transfer to "real-world" communication challenges. Copyright © 2017 Elsevier Ltd. All rights reserved.

  20. A Game Theoretic Approach to Swarm Robotics

    Directory of Open Access Journals (Sweden)

    S. N. Givigi

    2006-01-01

    Full Text Available In this article, we discuss some techniques for achieving swarm intelligent robots through the use of traits of personality. Traits of personality are characteristics of each robot that, altogether, define the robot's behaviours. We discuss the use of evolutionary psychology to select a set of traits of personality that will evolve due to a learning process based on reinforcement learning. The use of Game Theory is introduced, and some simulations showing its potential are reported.

  1. From General Game Descriptions to a Market Specification Language for General Trading Agents

    Science.gov (United States)

    Thielscher, Michael; Zhang, Dongmo

    The idea behind General Game Playing is to build systems that, instead of being programmed for one specific task, are intelligent and flexible enough to negotiate an unknown environment solely on the basis of the rules which govern it. In this paper, we argue that this principle has the great potential to bring to a new level artificially intelligent systems in other application areas as well. Our specific interest lies in General Trading Agents, which are able to understand the rules of unknown markets and then to actively participate in them without human intervention. To this end, we extend the general Game Description Language into a language that allows to formally describe arbitrary markets in such a way that these specifications can be automatically processed by a computer. We present both syntax and a transition-based semantics for this Market Specification Language and illustrate its expressive power by presenting axiomatizations of several well-known auction types.

  2. Fair Play? Violence, Gender and Race in Video Games.

    Science.gov (United States)

    Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen

    Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…

  3. Towards Intelligent Supply Chains

    DEFF Research Database (Denmark)

    Siurdyban, Artur; Møller, Charles

    2012-01-01

    applied to the context of organizational processes can increase the success rate of business operations. The framework is created using a set of theoretical based constructs grounded in a discussion across several streams of research including psychology, pedagogy, artificial intelligence, learning...... of deploying inapt operations leading to deterioration of profits. To address this problem, we propose a unified business process design framework based on the paradigm of intelligence. Intelligence allows humans and human-designed systems cope with environmental volatility, and we argue that its principles......, business process management and supply chain management. It outlines a number of system tasks combined in four integrated management perspectives: build, execute, grow and innovate, put forward as business process design propositions for Intelligent Supply Chains....

  4. What Does Olympic Games Bring to Economy

    Institute of Scientific and Technical Information of China (English)

    2004-01-01

    @@ In 1984, Ubeross, a wizard in the U.S.business circle, creatively combined the Olympic Games with commerce,thus made the Los Angeles Olympic Games of that year become "the Olympic Games which makes money for the first time". Since then, the original Olympic Games which "sustain losses in the sports propaganda" has possessed an ultra ability that "makes the golden-rimmed paper turn into money" Thus, the concept "Olympic economy" appeared.

  5. Artefact: the division of artificial intelligence, robotics and expert systems

    Energy Technology Data Exchange (ETDEWEB)

    Ferber, J

    1983-06-01

    The history of artificial intelligence is traced from its beginnings in 1956 to its current coverage of the areas of problem-solving, expert systems and games, natural-language processing, robotics, picture and speech recognition, automatic programming, and computer-aided design and instruction. Each area is reviewed in turn, programming languages and techniques are discussed, and both apocalyptic forecasts and underestimates of future developments are criticised.

  6. Serious game design principles: The impact of game design on learning outcomes

    Science.gov (United States)

    Martin, Michael W.

    This dissertation examines the research question "How do video game design principles affect learning outcomes in serious games?" This research first develops a theoretical foundation concerning the meaning of the terms "game" and "serious game". This conceptual clarification is broken down into analytic propositions, which state that games have participants, rules, goals and challenges, and synthetic propositions, which state that the games should be intrinsically compelling, provide meaningful choices, and be self encapsulated. Based on these synthetic propositions, three hypotheses were developed. The hypotheses are that games with an enhanced aesthetic presentation, more meaningful choices, or provide player competition will elicit higher learning outcomes than identical games without these factors. These hypotheses were tested via a quantitative experiment involving 172 undergraduate students in the Old Dominion University Chemistry Department. The students were asked to play a chemistry-oriented serious game entitled Element Solitaire©, which was created by the research author. The students were randomly given different treatments of the Element Solitaire© game to play, and the difference between their learning outcomes were compared. The experimental results demonstrated that the aesthetic presentation of a game can have a significant impact upon the learning outcome. The experiment was not able to discern significant effects from the choice or competition conditions, but further examination of the experimental data did reveal some insight into these aspects of serious game design. Choices need to provide the player with options that have a sufficient value that they will be considered and the application of competition within games needs to be judiciously implemented to promote a positive affect for all players. The results of the theoretical foundations and empirical evidence were then combined with additional theoretical research to develop a set of

  7. BUSINESS INTELLIGENCE INSTRUMENTS FOR HR MONITORING

    Directory of Open Access Journals (Sweden)

    Radulescu Magdalena

    2009-05-01

    Full Text Available Business Intelligence is the combination of the information from several sources, and presenting results in a form that can be used in taking business decisions. Processed and presented in an intelligent way, this information gives the company the advanta

  8. Evaluating Quality of Chatbots and Intelligent Conversational Agents

    OpenAIRE

    Radziwill, Nicole M.; Benton, Morgan C.

    2017-01-01

    Chatbots are one class of intelligent, conversational software agents activated by natural language input (which can be in the form of text, voice, or both). They provide conversational output in response, and if commanded, can sometimes also execute tasks. Although chatbot technologies have existed since the 1960s and have influenced user interface development in games since the early 1980s, chatbots are now easier to train and implement. This is due to plentiful open source code, widely ava...

  9. Serious Video Games for Health How Behavioral Science Guided the Development of a Serious Video Game.

    Science.gov (United States)

    Thompson, Debbe; Baranowski, Tom; Buday, Richard; Baranowski, Janice; Thompson, Victoria; Jago, Russell; Griffith, Melissa Juliano

    2010-08-01

    Serious video games for health are designed to entertain players while attempting to modify some aspect of their health behavior. Behavior is a complex process influenced by multiple factors, often making it difficult to change. Behavioral science provides insight into factors that influence specific actions that can be used to guide key game design decisions. This article reports how behavioral science guided the design of a serious video game to prevent Type 2 diabetes and obesity among youth, two health problems increasing in prevalence. It demonstrates how video game designers and behavioral scientists can combine their unique talents to create a highly focused serious video game that entertains while promoting behavior change.

  10. Mobile game-based learning in secondary education: engagement, motivation and learning in a mobile city game

    NARCIS (Netherlands)

    Huizenga, J.; Admiraal, W.; Akkerman, S.; ten Dam, G.

    2009-01-01

    Using mobile games in education combines situated and active learning with fun in a potentially excellent manner. The effects of a mobile city game called Frequency 1550, which was developed by The Waag Society to help pupils in their first year of secondary education playfully acquire historical

  11. Intelligent Systems For Aerospace Engineering: An Overview

    Science.gov (United States)

    KrishnaKumar, K.

    2003-01-01

    Intelligent systems are nature-inspired, mathematically sound, computationally intensive problem solving tools and methodologies that have become extremely important for advancing the current trends in information technology. Artificially intelligent systems currently utilize computers to emulate various faculties of human intelligence and biological metaphors. They use a combination of symbolic and sub-symbolic systems capable of evolving human cognitive skills and intelligence, not just systems capable of doing things humans do not do well. Intelligent systems are ideally suited for tasks such as search and optimization, pattern recognition and matching, planning, uncertainty management, control, and adaptation. In this paper, the intelligent system technologies and their application potential are highlighted via several examples.

  12. Soft computing in artificial intelligence

    CERN Document Server

    Matson, Eric

    2014-01-01

    This book explores the concept of artificial intelligence based on knowledge-based algorithms. Given the current hardware and software technologies and artificial intelligence theories, we can think of how efficient to provide a solution, how best to implement a model and how successful to achieve it. This edition provides readers with the most recent progress and novel solutions in artificial intelligence. This book aims at presenting the research results and solutions of applications in relevance with artificial intelligence technologies. We propose to researchers and practitioners some methods to advance the intelligent systems and apply artificial intelligence to specific or general purpose. This book consists of 13 contributions that feature fuzzy (r, s)-minimal pre- and β-open sets, handling big coocurrence matrices, Xie-Beni-type fuzzy cluster validation, fuzzy c-regression models, combination of genetic algorithm and ant colony optimization, building expert system, fuzzy logic and neural network, ind...

  13. Online Evolution for Multi-Action Adversarial Games

    OpenAIRE

    Justesen, Niels; Mahlmann, Tobias; Togelius, Julian

    2016-01-01

    We present Online Evolution, a novel method for playing turn-based multi-action adversarial games. Such games, which include most strategy games, have extremely high branching factors due to each turn having multiple actions. In Online Evolution, an evolutionary algorithm is used to evolve the combination of atomic actions that make up a single move, with a state evaluation function used for fitness. We implement Online Evolution for the turn-based multi-action game Hero Academy and compare i...

  14. Quantifying the Effectiveness of Crowd-Sourced Serious Games

    Science.gov (United States)

    2014-09-01

    of All Metrics Used in the Thesis . . . . . . . . . . . . . . 37 Table 5.1 Average DAU and MAU for Selected Mobile , Social, and Online Games...of Sample VeriGames . . . . . . . . . . . . . . . . . . . . 41 Table 5.4 ER of Some Mobile , Social and Online Games and Developers . . 41 Table 5.5 ER...a code segment. A backend verification engine then combines the assertions produced from all related game instances and tries to obtain conditions

  15. Augmenting a Virtual World Game in a Physical Environment

    NARCIS (Netherlands)

    Offermans, S.A.M.; Hu, J.

    2013-01-01

    Computer games and virtual worlds offer unique possibilities for learning and personal development. Physical world play on the other hand offers its own unique opportunities. To combine these opportunities, we have developed the Augmented Home, a game which combines the qualities of both worlds and

  16. Intelligences Developed by the Student Chess Player

    Directory of Open Access Journals (Sweden)

    Yuraima Margelis Matos De Rojas

    2018-05-01

    Full Text Available To strengthen cognitive development in students requires the use of innovative, creative and formative strategies that allow it to achieve, being one of the didactic strategies chess. For what was proposed as research purpose: Identify the intelligences developed by the student athlete of the Sports Talent Education Unit that play chess, to suggest some recommendations that can be put into practice in educational institutions. Methodologically it was approached from the qualitative paradigm through a phenomenological method that reveals the reality from the experiences and experiences of the social actors. Six key students of the institution were chess players, to whom an open interview was applied to obtain the necessary information, which was systematized to extract the categories, codifications and triangulate the information. As results, it was obtained that the students develop the intelligences: logical-mathematical, linguistic, spatial and visual, as the intrapersonal during the game of chess and in the learning processes. Configured in categories, analyzed and interpreted from the voices of social actors, theorists and researchers. Suggesting some recommendations that can be put into practice to strengthen the intelligences in the student.

  17. Intelligent Distributed Computing VI : Proceedings of the 6th International Symposium on Intelligent Distributed Computing

    CERN Document Server

    Badica, Costin; Malgeri, Michele; Unland, Rainer

    2013-01-01

    This book represents the combined peer-reviewed proceedings of the Sixth International Symposium on Intelligent Distributed Computing -- IDC~2012, of the International Workshop on Agents for Cloud -- A4C~2012 and of the Fourth International Workshop on Multi-Agent Systems Technology and Semantics -- MASTS~2012. All the events were held in Calabria, Italy during September 24-26, 2012. The 37 contributions published in this book address many topics related to theory and applications of intelligent distributed computing and multi-agent systems, including: adaptive and autonomous distributed systems, agent programming, ambient assisted living systems, business process modeling and verification, cloud computing, coalition formation, decision support systems, distributed optimization and constraint satisfaction, gesture recognition, intelligent energy management in WSNs, intelligent logistics, machine learning, mobile agents, parallel and distributed computational intelligence, parallel evolutionary computing, trus...

  18. Architecture for high performance stereoscopic game rendering on Android

    Science.gov (United States)

    Flack, Julien; Sanderson, Hugh; Shetty, Sampath

    2014-03-01

    Stereoscopic gaming is a popular source of content for consumer 3D display systems. There has been a significant shift in the gaming industry towards casual games for mobile devices running on the Android™ Operating System and driven by ARM™ and other low power processors. Such systems are now being integrated directly into the next generation of 3D TVs potentially removing the requirement for an external games console. Although native stereo support has been integrated into some high profile titles on established platforms like Windows PC and PS3 there is a lack of GPU independent 3D support for the emerging Android platform. We describe a framework for enabling stereoscopic 3D gaming on Android for applications on mobile devices, set top boxes and TVs. A core component of the architecture is a 3D game driver, which is integrated into the Android OpenGL™ ES graphics stack to convert existing 2D graphics applications into stereoscopic 3D in real-time. The architecture includes a method of analyzing 2D games and using rule based Artificial Intelligence (AI) to position separate objects in 3D space. We describe an innovative stereo 3D rendering technique to separate the views in the depth domain and render directly into the display buffer. The advantages of the stereo renderer are demonstrated by characterizing the performance in comparison to more traditional render techniques, including depth based image rendering, both in terms of frame rates and impact on battery consumption.

  19. Evaluation of the Health Protection Event-Based Surveillance for the London 2012 Olympic and Paralympic Games.

    Science.gov (United States)

    Severi, E; Kitching, A; Crook, P

    2014-06-19

    The Health Protection Agency (HPA) (currently Public Health England) implemented the Health Protection Event-Based Surveillance (EBS) to provide additional national epidemic intelligence for the 2012 London Olympic and Paralympic Games (the Games). We describe EBS and evaluate the system attributes. EBS aimed at identifying, assessing and reporting to the HPA Olympic Coordination Centre (OCC) possible national infectious disease threats that may significantly impact the Games. EBS reported events in England from 2 July to 12 September 2012. EBS sourced events from reports from local health protection units and from screening an electronic application 'HPZone Dashboard' (DB). During this period, 147 new events were reported to EBS, mostly food-borne and vaccine-preventable diseases: 79 from regional units, 144 from DB (76 from both). EBS reported 61 events to the OCC: 21 of these were reported onwards. EBS sensitivity was 95.2%; positive predictive value was 32.8%; reports were timely (median one day; 10th percentile: 0 days - same day; 90th percentile: 3.6 days); completeness was 99.7%; stability was 100%; EBS simplicity was assessed as good; the daily time per regional or national unit dedicated to EBS was approximately 4 hours (weekdays) and 3 hours (weekends). OCC directors judged EBS as efficient, fast and responsive. EBS provided reliable, reassuring, timely, simple and stable national epidemic intelligence for the Games.

  20. Freedom and privacy in ambient intelligence

    NARCIS (Netherlands)

    Brey, Philip A.E.

    2006-01-01

    This paper analyzes ethical aspects of the new paradigm of Ambient Intelligence, which is a combination of Ubiquitous Computing and Intelligent User Interfaces (IUI’s). After an introduction to the approach, two key ethical dimensions will be analyzed: freedom and privacy. It is argued that Ambient

  1. Collaborative learning model inquiring based on digital game

    Science.gov (United States)

    Yuan, Jiugen; Xing, Ruonan

    2012-04-01

    With the development of computer education software, digital educational game has become an important part in our life, entertainment and education. Therefore how to make full use of digital game's teaching functions and educate through entertainment has become the focus of current research. The thesis make a connection between educational game and collaborative learning, the current popular teaching model, and concludes digital game-based collaborative learning model combined with teaching practice.

  2. Relationship between Emotional Intelligence and Aggression on Boxers

    Directory of Open Access Journals (Sweden)

    Hande Baba Kaya

    2017-09-01

    Full Text Available Emotional Quotient is defined as the ability to perceive, use, manage and understand the emotions, which is associated with the better psychological adjustment. Analyzing studies in the literature, an inverse relationship was observed between emotional quotient and aggressive behavior. Therefore, the purpose of this study is examining the relationship between emotional quotient and aggression on boxers. This study is important for the boxers. That is why emotion management has a great role for the success in the ring. Boxing sport is based on the technical implementation. During the game boxer must control the emotions, which push him to the aggression. If emotions are not able to control during the game, anger and aggression will prevent the success. The findings of this study will demonstrate the relationship between the sports environment and emotional intelligence, in particular inferences to be made about the boxer. The sample of their search consists of 200 boxers who do sports in the districts of Eskişehir, Zonguldak, Bolu, Bursa, Ankara, Sakarya, Gaziantep and Antalya in Turkey. In this study, variation of demographic characteristics are determined Personal Information form, Bar-on Emotional Quotient Scale to determine the emotional quotient [Bar-On 1997; Acar, 2001], and Aggression Inventory were used which was developed by Kocatürk [Kocatürk, 1982]. The relationship between emotional quotient and aggression were analyzed Pearson product moment correlation coefficients. The function of emotional intelligence explanation for aggression was tested by stepwise multiple regression analysis. According to findings of the research have meaningful negative relationship between aggression and all dimensions of the emotional quotient. In addition, coping with stress and interpersonal relationships significant size aggression scores (R2 = .26, F (2,197 = 34,252, p <.001 were found to explain. As a result, boxer aggression in terms of emotional

  3. The Construction of Intelligent English Teaching Model Based on Artificial Intelligence

    Directory of Open Access Journals (Sweden)

    Xiaoguang Li

    2017-12-01

    Full Text Available In order to build a modernized tool platform that can help students improve their English learning efficiency according to their mastery of knowledge and personality, this paper develops an online intelligent English learning system that uses Java and artificial intelligence language Prolog as the software system. This system is a creative reflection of the thoughts of expert system in artificial intelligence. Established on the Struts Spring Hibernate lightweight JavaEE framework, the system modules are coupled with each other in a much lower degree, which is convenient to future function extension. Combined with the idea of expert system in artificial intelligence, the system developed appropriate learning strategies to help students double the learning effect with half the effort; Finally, the system takes into account the forgetting curve of memory, on which basis the knowledge that has been learned will be tested periodically, intending to spare students’ efforts to do a sea of exercises and obtain better learning results.

  4. Intelligent Virtual Reality and its Impact on Spatial Skills and Academic Achievements

    Directory of Open Access Journals (Sweden)

    Esther Zaretsky

    2005-08-01

    Full Text Available It is known that the training of intelligent virtual reality, through the use of computer games, can improve spatial skills especially visualization and enhances academic achievements. Through an experiment of using Tetris software, two objectives were achieved: developing spatial as well as intelligence skills and enhancing academic achievements, focusing on mathematics. This study followed studies dealing with the impact on putting the learner into action in 3d space software. During teaching a transition from 2d to 3d spatial perception and operation occurred. A positive transfer from 3d virtual reality rotation training to structural induction skills, by means of mental imaging, was also achieved. At the same time the motivation for learning was enhanced, without using extrinsic reinforcements. The duration of concentration while using the intelligent software increased gradually up to 60 minutes.

  5. An optical model for implementing Parrondo’s game and designing stochastic game with long-term memory

    International Nuclear Information System (INIS)

    Si Tieyan

    2012-01-01

    Highlights: ► Using a photon propagating through a designed array of beam splitters to simulate Parrondo’s game paradox. ► Design the optical flowchart for implementing Parrondo history-dependent game paradox. ► Design new game with long-term memory on a designed tree lattice and loop lattice. - Abstract: An optical model for a photon propagating through a designed array of beam splitters is developed to give a physical implementation of Parrondo’s game and Parrondo’s history-dependent game. The winner in this optical model is a photon passed the beam splitter. The loser is a photon being reflected by the beam splitter. The optical beam splitter is the coin-tosser. We designed new games with long-term memory by using this optical diagram method. The optical output of the combined game of two losing games could be a win, or a loss, or an oscillation between win and loss. The modern technology to implement this optical model is well developed. A circularly polarized photon is a possible candidate for this physical implementation in laboratory.

  6. Neuroscience: Intelligence in the Honeybee Mushroom Body

    OpenAIRE

    Caron, Sophie; Abbott, Larry F.

    2017-01-01

    Intelligence, in most people’s conception, involves combining pieces of evidence to reach non-obvious conclusions. A recent theoretical study shows that intelligence-like brain functions can emerge from simple neural circuits, in this case the honeybee mushroom body.

  7. Are violent video games harmful?

    Science.gov (United States)

    Porter, Guy; Starcevic, Vladan

    2007-10-01

    The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.

  8. Video Game Adapts To Brain Waves

    Science.gov (United States)

    Pope, Alan T.; Bogart, Edward H.

    1994-01-01

    Electronic training system based on video game developed to help children afflicted with attention-deficit disorder (ADD) learn to prolong their attention spans. Uses combination of electroencephalography (EEG) and adaptive control to encourage attentiveness. Monitors trainee's brain-wave activity: if EEG signal indicates attention is waning, system increases difficulty of game, forcing trainee to devote more attention to it. Game designed to make trainees want to win and, in so doing, learn to pay attention for longer times.

  9. Video Games, Identity, and the Constellation of Information

    Science.gov (United States)

    Martin, Crystle

    2012-01-01

    This article explores the identity of youth in relation to the information sources they choose in the constellation of information of video games, using the massively multiplayer online game "World of Warcraft" as an example. From this study, several identities are recognized that are combinations of the participants skill and level in the game,…

  10. Improving Energy Saving Techniques by Ambient Intelligence Scheduling

    DEFF Research Database (Denmark)

    Cristani, Matteo; Karafili, Erisa; Tomazzoli, Claudio

    2015-01-01

    Energy saving is one of the most challenging aspects of modern ambient intelligence technologies, for both domestic and business usages. In this paper we show how to combine Ambient Intelligence and Artificial Intelligence techniques to solve the problem of scheduling a set of devices under a given...... for Ambient Intelligence to a specific framework and exhibit a sample usage for a real life system, Elettra, that is in use in an industrial context....

  11. Seventh International Conference on Intelligent Systems and Knowledge Engineering - Foundations and Applications of Intelligent Systems

    CERN Document Server

    Li, Tianrui; Li, Hongbo

    2014-01-01

    These proceedings present technical papers selected from the 2012 International Conference on Intelligent Systems and Knowledge Engineering (ISKE 2012), held on December 15-17 in Beijing. The aim of this conference is to bring together experts from different fields of expertise to discuss the state-of-the-art in Intelligent Systems and Knowledge Engineering, and to present new findings and perspectives on future developments. The proceedings introduce current scientific and technical advances in the fields of artificial intelligence, machine learning, pattern recognition, data mining, knowledge engineering, information retrieval, information theory, knowledge-based systems, knowledge representation and reasoning, multi-agent systems, and natural-language processing, etc. Furthermore they include papers on new intelligent computing paradigms, which combine new computing methodologies, e.g., cloud computing, service computing and pervasive computing with traditional intelligent methods. By presenting new method...

  12. ‘Things Greater than Thou’: Post-Apocalyptic Religion in Games

    Directory of Open Access Journals (Sweden)

    Lars de Wildt

    2018-05-01

    Full Text Available In the literature on religion in games, two broad types of religion have been depicted: on the one hand, historical religions—Christian, Muslim and Buddhist narratives, tropes and symbols—and, on the other hand, fiction-based religion, referring to fantasy, myth and popular culture. In this article we aim to describe, analyze and explain the emergence of a new, unacknowledged repertoire. Building on two case studies—Fallout 3 and Horizon: Zero Dawn—we argue that modern technology (computers, AI, VR, androids itself is becoming a sacred object of veneration in fiction, specifically in post-apocalyptic games that imagine man-made annihilation. Although the themes and topics differ, this emergent form of techno-religion in game narratives is generally located in a post-apocalyptic setting. Although they are fictitious, we conclude that such narratives reflect developments in real life, in which technology such as artificial intelligence is feared as an increasingly powerful, opaque force.

  13. Emergence of trend trading and its effects in minority game

    Science.gov (United States)

    Liu, Xing-Hua; Liang, Xiao-Bei; Wang, Nai-Jing

    2006-09-01

    In this paper, we extended Minority Game (MG) by equipping agents with both value and trend strategies. In the new model, agents (we call them strong-adaptation agents) can autonomically select to act as trend trader or value trader when they game and learn in system. So the new model not only can reproduce stylized factors but also has the potential to investigate into the process of some problems of securities market. We investigated the dynamics of trend trading and its impacts on securities market based on the new model. Our research found that trend trading is inevitable when strong-adaptation agents make decisions by inductive reasoning. Trend trading (of strong-adaptation agents) is not irrational behavior but shows agent's strong-adaptation intelligence, because strong-adaptation agents can take advantage of the pure value agents when they game together in hybrid system. We also found that strong-adaptation agents do better in real environment. The results of our research are different with those of behavior finance researches.

  14. Speech Intelligibility

    Science.gov (United States)

    Brand, Thomas

    Speech intelligibility (SI) is important for different fields of research, engineering and diagnostics in order to quantify very different phenomena like the quality of recordings, communication and playback devices, the reverberation of auditoria, characteristics of hearing impairment, benefit using hearing aids or combinations of these things.

  15. 9th International Symposium on Intelligent Distributed Computing

    CERN Document Server

    Camacho, David; Analide, Cesar; Seghrouchni, Amal; Badica, Costin

    2016-01-01

    This book represents the combined peer-reviewed proceedings of the ninth International Symposium on Intelligent Distributed Computing – IDC’2015, of the Workshop on Cyber Security and Resilience of Large-Scale Systems – WSRL’2015, and of the International Workshop on Future Internet and Smart Networks – FI&SN’2015. All the events were held in Guimarães, Portugal during October 7th-9th, 2015. The 46 contributions published in this book address many topics related to theory and applications of intelligent distributed computing, including: Intelligent Distributed Agent-Based Systems, Ambient Intelligence and Social Networks, Computational Sustainability, Intelligent Distributed Knowledge Representation and Processing, Smart Networks, Networked Intelligence and Intelligent Distributed Applications, amongst others.

  16. Focus on Games & Simulations: Trends+Technologies+Case Studies

    Science.gov (United States)

    Weinstein, Margery

    2011-01-01

    A changing mindset combined with changing technology is driving the use of games and simulations. People are becoming more open to using games and simulations for learning, and, at the same time, the technologies are making the development of games and simulations easier and faster than a mere five years ago. Together, the changing mindset and the…

  17. 电子游戏对儿童心理发展影响的实证研究%An Empirical Study on the Effects of Video Games on Children's Psychological Development

    Institute of Scientific and Technical Information of China (English)

    刘彪; 陈卫东

    2012-01-01

    As a representative product of the development in new technology and new culture,video games have become an important recreational way for children.Meanwhile,the influence of video games upon children,especially the sound development of children's psychology,has also drawn the concern from all the fields in society.Empirical research indicates that video games,if well taken advantage of,can develop children's multiple intelligences and thus be used as a very good educational resource.Different types of electronic games have their own advantages in different ways.As a result,the designers and developers of video games ought to make full use of the intelligence advantages of video games,develop electronic games fit for the development of children's multiple intelligences,and reduce their negative influences on the development of children's intelligences.%电子游戏作为新技术和新文化发展的代表产物,已成为儿童的重要娱乐方式。与此同时,电子游戏对儿童尤其是儿童心理发展的影响已引起了社会各界的关注。实证研究表明,电子游戏如果合理利用,可以培养儿童的多元智能,成为一种很好的教育资源。不同类型电子游戏对开发和培养儿童单项智能具有不同的优势。游戏设计开发人员和教育工作者应设计开发适合儿童多元智能发展的电子游戏作品,发挥电子游戏所具有的智能开发的优势,减少电子游戏对儿童智能发展的不利影响。

  18. Negotiation and Design for the Self-Organizing City. Gaming as a method for Urban Design

    Directory of Open Access Journals (Sweden)

    Ekim Tan

    2014-08-01

    Full Text Available An understanding of cities as open systems whose agents act on them simultaneously from below and above, influencing urban processes by their interaction with them and with each other, is replacing the simplistic debate on urban participation which asks whether cities should be organized bottom-up or top-down. This conceptualization of cities as complex systems calls for new collaborative city-making methods: a combination of collaborative planning (which already embraces various agencies and derives decision-making from negotiations between them and collaborative design (existing methods rely on rule-based iterative processes which control spatial outcomes. While current collaborative planning methods are open and interactive, they fail to simulate realistic power negotiations in the evolution of the physical environments they plan; collaborative design methods fall short in modelling the decision-making mechanisms of the physical environments they control. This research is dedicated to building an open negotiation and design method for cities as self-organizing systems that bridges this gap. Gaming as a tool for knowledge creation and negotiation serves as an interface between the more abstract decision-making and material city-making. Rarely involved in the creation of our environment, it has the unexplored potential of combining the socio-spatial dimensions of self-organizing urban processes. Diverse agents, the collaborations and conflicts within and between interest groups, and the parameters provided by topological data can all be combined in an operational form in gaming: potentially a great unifier of multiple stakeholder negotiations and individual design aspirations through which to generate popularly informed policies or design. The simple language and rules of games will allow jargon-free communication between stakeholders, experts and non-experts alike. The interactive and iterative nature of city gaming encourages the development

  19. Supermodular Games and Potential Games

    NARCIS (Netherlands)

    Brânzei, R.; Mallozzi, L.; Tijs, S.H.

    2001-01-01

    Potential games and supermodular games are attractive games, especially because under certain conditions they possess pure Nash equilibria. Subclasses of games with a potential are considered which are also strategically equivalent to supermodular games. The focus is on two-person zero-sum games and

  20. Mathematical games, abstract games

    CERN Document Server

    Neto, Joao Pedro

    2013-01-01

    User-friendly, visually appealing collection offers both new and classic strategic board games. Includes abstract games for two and three players and mathematical games such as Nim and games on graphs.

  1. The choking game and YouTube: a dangerous combination.

    Science.gov (United States)

    Linkletter, Martha; Gordon, Kevin; Dooley, Joe

    2010-03-01

    To study postings of partial asphyxiation by adolescents on YouTube and to increase awareness of this dangerous activity as well as the value of YouTube as a research tool. Videos were searched on YouTube using many terms for recreational partial asphyxiation. Data were gathered on the participants and on the occurrence of hypoxic seizure. Sixty-five videos of the asphyxiation game were identified. Most (90%) participants were male. A variety of techniques were used. Hypoxic seizures were witnessed in 55% of videos, but occurred in 88% of videos that employed the "sleeper hold" technique. The videos were collectively viewed 173550 times on YouTube. YouTube has enabled millions of young people to watch videos of the "choking game" and other dangerous activities. Seeing videos may normalize the behavior among adolescents. Increased awareness of this activity may prevent some youths from participating and potentially harming themselves or others.

  2. 2013 Chinese Intelligent Automation Conference

    CERN Document Server

    Deng, Zhidong

    2013-01-01

    Proceedings of the 2013 Chinese Intelligent Automation Conference presents selected research papers from the CIAC’13, held in Yangzhou, China. The topics include e.g. adaptive control, fuzzy control, neural network based control, knowledge based control, hybrid intelligent control, learning control, evolutionary mechanism based control, multi-sensor integration, failure diagnosis, and reconfigurable control. Engineers and researchers from academia, industry, and government can gain an inside view of new solutions combining ideas from multiple disciplines in the field of intelligent automation.   Zengqi Sun and Zhidong Deng are professors at the Department of Computer Science, Tsinghua University, China.

  3. 2013 Chinese Intelligent Automation Conference

    CERN Document Server

    Deng, Zhidong

    2013-01-01

    Proceedings of the 2013 Chinese Intelligent Automation Conference presents selected research papers from the CIAC’13, held in Yangzhou, China. The topics include e.g. adaptive control, fuzzy control, neural network based control, knowledge based control, hybrid intelligent control, learning control, evolutionary mechanism based control, multi-sensor integration, failure diagnosis, and reconfigurable control. Engineers and researchers from academia, industry, and government can gain an inside view of new solutions combining ideas from multiple disciplines in the field of intelligent automation. Zengqi Sun and Zhidong Deng are professors at the Department of Computer Science, Tsinghua University, China.

  4. Efficient drilling problem detection. Early fault detection by the combination of physical models and artificial intelligence

    Energy Technology Data Exchange (ETDEWEB)

    Nyboe, Roar

    2009-09-15

    The drilling of an oil or gas well is an expensive undertaking. Hence, it is not surprising that mistakes and accidents during drilling incur a high cost. Accidents could result in the loss of expensive equipment and subsequent delays setting back the operation for days or weeks and thus running up large bills on rig-time and personnel hours. Some types of accidents also pose a risk to the personnel or the environment. In this dissertation we study alarm systems which could give the driller an early warning of upcoming problems, and thus provide time to avoid these accidents. We explore alarm systems which combine advanced physical models of the well and drilling process with artificial intelligence and time series analysis. Finally, we determine the advantages as well as the challenges of this approach. It is our hope that this dissertation is accessible to both practitioners in machine learning and control engineering, as well as to petroleum engineers with a passing familiarity with machine learning. Hence this dissertation starts with a quick introduction to drilling problems and some terms from time series analysis and machine learning. We then briefly describe the theory of observer-based fault detection and isolation. Theories of supervisory control systems are also introduced, as these concern both the choice of algorithms and how AI-based alarm systems integrate with the rest of the operation. From chapter 6 and onward, the challenges to fault detection in drilling are discussed. We focus on clarifying what restrictions the available training data put on our choice of machine learning methods. In chapter 8 and 9, we propose ways to combine machine learning and observer-based fault detection. Experimental results are presented in chapter 10, before we end with concluding remarks in chapter 11. Our main conclusion, reflected in our experimental results, is that physical models and artificial intelligence can be combined to produce hybrid alarm systems that

  5. Combining AI Methods for Learning Bots in a Real-Time Strategy Game

    Directory of Open Access Journals (Sweden)

    Robin Baumgarten

    2009-01-01

    Full Text Available We describe an approach for simulating human game-play in strategy games using a variety of AI techniques, including simulated annealing, decision tree learning, and case-based reasoning. We have implemented an AI-bot that uses these techniques to form a novel approach for planning fleet movements and attacks in DEFCON, a nuclear war simulation strategy game released in 2006 by Introversion Software Ltd. The AI-bot retrieves plans from a case-base of recorded games, then uses these to generate a new plan using a method based on decision tree learning. In addition, we have implemented more sophisticated control over low-level actions that enable the AI-bot to synchronize bombing runs, and used a simulated annealing approach for assigning bombing targets to planes and opponent cities to missiles. We describe how our AI-bot operates, and the experimentation we have performed in order to determine an optimal configuration for it. With this configuration, our AI-bot beats Introversion's finite state machine automated player in 76.7% of 150 matches played. We briefly introduce the notion of ability versus enjoyability and discuss initial results of a survey we conducted with human players.

  6. Exploration and thinking of dynamic scientific and technical intelligence research

    International Nuclear Information System (INIS)

    Zhang Xupu; Xia Yun

    2014-01-01

    This article discusses the concept and types of dynamic scientific and technical intelligence, describes the characteristics and role of dynamic scientific and technical intelligence, and analyzes methods and procedures of dynamic scientific and technical intelligence research. Combined with the status quo of dynamic scientific and technical intelligence research in library of China Institute of Atomic Energy, this article makes some suggestions for strengthening dynamic scientific and technical intelligence research. (authors)

  7. Proceedings of the Seventh International Symposium on Methodologies for Intelligent Systems (Poster Session)

    Energy Technology Data Exchange (ETDEWEB)

    Harber, K.S. [ed.

    1993-05-01

    This report contains the following papers: Implications in vivid logic; a self-learning Bayesian Expert System; a natural language generation system for a heterogeneous distributed database system; ``competence-switching`` managed by intelligent systems; strategy acquisition by an artificial neural network: Experiments in learning to play a stochastic game; viewpoints and selective inheritance in object-oriented modeling; multivariate discretization of continuous attributes for machine learning; utilization of the case-based reasoning method to resolve dynamic problems; formalization of an ontology of ceramic science in CLASSIC; linguistic tools for intelligent systems; an application of rough sets in knowledge synthesis; and a relational model for imprecise queries. These papers have been indexed separately.

  8. Zero-sum games with incomplete definition

    International Nuclear Information System (INIS)

    Sprzeuzkouski, Alain

    1976-01-01

    In this research thesis, the author proposes three methods of resolution of incompletely defined games. According to the first one, combined strategies are introduced in an incompletely defined matrix game. According to the second and new one, a new strategy type (C-strategies) is defined for which the payoff function is always defined but not necessarily unequivocal. This leads to assume the existence of a referee who will decide the payoff assigned to players when they use these C-strategies which generate several possibilities. According to the last one, players are informed of the referee's choice. The three methods are compared, and the author shows that they are equivalent to the conventional method of resolution of matrix games in the case of a completely defined game. In another part, the author applied results obtained for incompletely defined matrix games to the case of multi-stage games with target

  9. Game-Based Learning: Increasing the Logical-Mathematical, Naturalistic, and Linguistic Learning Levels of Primary School Students

    Directory of Open Access Journals (Sweden)

    María Esther Del Moral Pérez

    2018-01-01

    Full Text Available Game-based learning is an innovative methodology that takes advantage of the educational potential offered by videogames in general and serious games in particular to boost training processes, thus making it easier for users to achieve motivated learning. The present paper focuses on the description of the Game to Learn Project, which has as its aim not only to promote the use of serious games and digital mini-games for the development of Multiple Intelligences, but also to analyse whether this methodology results in increased learning. Teachers assessed the level achieved by primary education students (N=119 in each learning category, before and after participating in the project, by means of a qualitative instrument. Finally, after corresponding analysis through descriptive statistical techniques, bivariate correlations, and ANOVA, the results showed significant differences between children’s learning levels in logical-mathematical, naturalistic and linguistic abilities before and after their participation in this innovative project, thus revealing a widespread increase in every indicator.

  10. Envisioning engineering education and practice in the coming intelligence convergence era — a complex adaptive systems approach

    Science.gov (United States)

    Noor, Ahmed K.

    2013-12-01

    Some of the recent attempts for improving and transforming engineering education are reviewed. The attempts aim at providing the entry level engineers with the skills needed to address the challenges of future large-scale complex systems and projects. Some of the frontier sectors and future challenges for engineers are outlined. The major characteristics of the coming intelligence convergence era (the post-information age) are identified. These include the prevalence of smart devices and environments, the widespread applications of anticipatory computing and predictive / prescriptive analytics, as well as a symbiotic relationship between humans and machines. Devices and machines will be able to learn from, and with, humans in a natural collaborative way. The recent game changers in learnscapes (learning paradigms, technologies, platforms, spaces, and environments) that can significantly impact engineering education in the coming era are identified. Among these are open educational resources, knowledge-rich classrooms, immersive interactive 3D learning, augmented reality, reverse instruction / flipped classroom, gamification, robots in the classroom, and adaptive personalized learning. Significant transformative changes in, and mass customization of, learning are envisioned to emerge from the synergistic combination of the game changers and other technologies. The realization of the aforementioned vision requires the development of a new multidisciplinary framework of emergent engineering for relating innovation, complexity and cybernetics, within the future learning environments. The framework can be used to treat engineering education as a complex adaptive system, with dynamically interacting and communicating components (instructors, individual, small, and large groups of learners). The emergent behavior resulting from the interactions can produce progressively better, and continuously improving, learning environment. As a first step towards the realization of

  11. Game-Based Learning: How to Delight and Instruct in The 21st Century

    Science.gov (United States)

    Foreman, Joel

    2004-01-01

    Not long after he completed his Ph.D. at the University of Michigan, Mike Van Lent used his interest in videogames and artificial intelligence to land a research professorship at the University of Southern California (USC). There he edits the Journal of Game Development and conducts studies for the Institute for Creative Technologies, a $45…

  12. A cookbook method for Persuasive Game Design

    Directory of Open Access Journals (Sweden)

    Panote Siriaraya

    2018-03-01

    Full Text Available Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD is presented as a non-directive approach for designing persuasive games including a practical hand-out. To better fit with the practical constraints encountered in game design, this method adopts a “cookbook” approach. A set of essential PGD components and tools are provided from which game designers can choose from, given their specific context and resources. Designers first consider the game design steps(“dishes” to use in creating their game and in each step, select which components(“ingredients” to take into account and tools(“utensils” to use. The proposed method, based on our experience as persuasive game researchers and design practitioners, is further refined using feedback from professional game designers. The paper concludes with a case study illustrating how to put the meal into practice. Overall, the method provides a useful contribution to the existing research domain by combining knowledge from game theory, game design and design methodology to create a structured yet flexible approach which covers the complete persuasive game design process for researchers, students and practitioners. 

  13. Game Mechanics and Bodily Interactions: Designing Interactive Technologies for Sports Training

    DEFF Research Database (Denmark)

    Jensen, Mads Møller

    and enjoyment. Thus, despite being two coexisting research areas, they do not extend or contribute to one another per se. However, bridging this gap by combining skill acquisition knowledge from sports training technologies with motivational game mechanics from bodily games holds great potential for designing...... and developing relevant and engaging training experiences. I term this combination interactive sports training games. This dissertation bridges this gap by exploring how to design and develop bodily interactions that leverage the quality and engagement of sports training by using game mechanics, but also how...... to identify and avoid the pitfalls and challenges that emerge in the process. It further explores how competition can be facilitated in bodily games and how it affects players. These explorations are done by designing, developing and evaluating innovative interactive sports training games. The results...

  14. Communication aspects of a three-player Prisoner's Dilemma quantum game

    International Nuclear Information System (INIS)

    Ramzan, M; Khan, M K

    2009-01-01

    We present a quantization scheme for a three-player Prisoner's Dilemma game. It is shown that entanglement plays a dominant role in the three-player quantum game. Four different types of payoffs are identified on the basis of different combinations of initial state and measurement basis entanglement parameters. A relation among these different payoffs is also established. We also study the communication aspects of the three-player game. By exploiting different combinations of initial state and measurement basis entanglement parameters, we establish a relationship for the information shared among the parties. It is seen that the strategies of the players act as carriers of information in quantum games

  15. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

    Recently self-referentiality have occurred as a trend among game designers and have also enjoyed sporadic attention in academia. However, in academia, discussions of self-referential games often rest on proceduralist arguments and a too exclusive focus on the game object. This paper draws...... on the typology of meta-pictures developed by art historian J.W.T. Mitchell. Based on this typology, this paper discusses the notion of meta-games and suggest a broad conception of such games that includes not only the game object, but also the player and the discourse in which it is interpreted....

  16. Persuasive Game Design : A model and its definitions

    NARCIS (Netherlands)

    Visch, V.T.; Vegt, N.J.H.; Anderiesen, H.; Van der Kooij, K.

    2013-01-01

    The following position paper proposes a general theoretical model for persuasive game design. This model combines existing theories on persuasive technology, serious gaming, and gamification. The model is based on user experience, gamification design, and transfer effects.

  17. A Lightweight Intelligent Virtual Cinematography System for Machinima Production

    Science.gov (United States)

    2007-01-01

    portmanteau of machine and cinema , machinima refers to the innovation of leveraging video game technology to greatly ease the creation of computer...selecting camera angles to capture the action of an a priori unknown script as aesthetically appropriate cinema . There are a number of challenges therein...Proc. of the 4th International Conf. on Autonomous Agents. Young, R.M. and Riedl, M.O. 2003. Towards an Architecture for Intelligent Control of Narrative in Interactive Virtual Worlds. In Proc. of IUI 2003.

  18. War-gaming application for future space systems acquisition: MATLAB implementation of war-gaming acquisition models and simulation results

    Science.gov (United States)

    Vienhage, Paul; Barcomb, Heather; Marshall, Karel; Black, William A.; Coons, Amanda; Tran, Hien T.; Nguyen, Tien M.; Guillen, Andy T.; Yoh, James; Kizer, Justin; Rogers, Blake A.

    2017-05-01

    The paper describes the MATLAB (MathWorks) programs that were developed during the REU workshop1 to implement The Aerospace Corporation developed Unified Game-based Acquisition Framework and Advanced Game - based Mathematical Framework (UGAF-AGMF) and its associated War-Gaming Engine (WGE) models. Each game can be played from the perspectives of the Department of Defense Acquisition Authority (DAA) or of an individual contractor (KTR). The programs also implement Aerospace's optimum "Program and Technical Baseline (PTB) and associated acquisition" strategy that combines low Total Ownership Cost (TOC) with innovative designs while still meeting warfighter needs. The paper also describes the Bayesian Acquisition War-Gaming approach using Monte Carlo simulations, a numerical analysis technique to account for uncertainty in decision making, which simulate the PTB development and acquisition processes and will detail the procedure of the implementation and the interactions between the games.

  19. Energy Demand Forecasting: Combining Cointegration Analysis and Artificial Intelligence Algorithm

    Directory of Open Access Journals (Sweden)

    Junbing Huang

    2018-01-01

    Full Text Available Energy is vital for the sustainable development of China. Accurate forecasts of annual energy demand are essential to schedule energy supply and provide valuable suggestions for developing related industries. In the existing literature on energy use prediction, the artificial intelligence-based (AI-based model has received considerable attention. However, few econometric and statistical evidences exist that can prove the reliability of the current AI-based model, an area that still needs to be addressed. In this study, a new energy demand forecasting framework is presented at first. On the basis of historical annual data of electricity usage over the period of 1985–2015, the coefficients of linear and quadratic forms of the AI-based model are optimized by combining an adaptive genetic algorithm and a cointegration analysis shown as an example. Prediction results of the proposed model indicate that the annual growth rate of electricity demand in China will slow down. However, China will continue to demand about 13 trillion kilowatt hours in 2030 because of population growth, economic growth, and urbanization. In addition, the model has greater accuracy and reliability compared with other single optimization methods.

  20. Neural Network to Solve Concave Games

    OpenAIRE

    Liu, Zixin; Wang, Nengfa

    2014-01-01

    The issue on neural network method to solve concave games is concerned. Combined with variational inequality, Ky Fan inequality, and projection equation, concave games are transformed into a neural network model. On the basis of the Lyapunov stable theory, some stability results are also given. Finally, two classic games’ simulation results are given to illustrate the theoretical results.

  1. Intelligence, democracy, and international environmental commitment.

    Science.gov (United States)

    Obydenkova, Anastassia; Salahodjaev, Raufhon

    2016-05-01

    This paper investigates the determinants of nations' commitment to environmental protection at the international level by focusing on the role of national intelligence and the level of democracy. The national intelligence is measured by nation's IQ scores. The findings based on a sample of 152 nations provide strong evidence that intelligence has statistically significant impact on ratification of international environmental agreements, and the countries with IQ 10-points above global average are 23% more likely to sign multilateral environmental agreements than others. The findings also demonstrate that it is the combination of high-level of intelligence of nations and democracy, that likely result in international environmental commitments. Copyright © 2016 Elsevier Inc. All rights reserved.

  2. My drama : story-based game for understanding emotions in context

    NARCIS (Netherlands)

    Shen, X.; Barakova, E.I.; Poppe, R.; Meyer, J.J.; Veltkamp, R.; Dastani, M.

    2017-01-01

    This paper presents My Drama, a story-based game application that helps to understand emotions in context. The game was developed for young people with autism, who usually have trouble understanding the non-verbal expression of emotions. We combined elements of drama therapy and mobile game design

  3. Convex games versus clan games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2008-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games. We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games. Furthermore, each monotonic

  4. Convex Games versus Clan Games

    NARCIS (Netherlands)

    Brânzei, R.; Dimitrov, D.A.; Tijs, S.H.

    2006-01-01

    In this paper we provide characterizations of convex games and total clan games by using properties of their corresponding marginal games.We show that a "dualize and restrict" procedure transforms total clan games with zero worth for the clan into monotonic convex games.Furthermore, each monotonic

  5. Game on! : Evaluation malaria games

    NARCIS (Netherlands)

    Rob Willems

    2014-01-01

    The goal of GameOn! is to develop a serious video game. The object: to develop a serious game that aims to change behavior through awareness. The setup A multidisciplinary group which unites expertise from didactic and game production backgrounds produces an educational game for an international

  6. Intelligence-Augmented Rat Cyborgs in Maze Solving.

    Directory of Open Access Journals (Sweden)

    Yipeng Yu

    Full Text Available Cyborg intelligence is an emerging kind of intelligence paradigm. It aims to deeply integrate machine intelligence with biological intelligence by connecting machines and living beings via neural interfaces, enhancing strength by combining the biological cognition capability with the machine computational capability. Cyborg intelligence is considered to be a new way to augment living beings with machine intelligence. In this paper, we build rat cyborgs to demonstrate how they can expedite the maze escape task with integration of machine intelligence. We compare the performance of maze solving by computer, by individual rats, and by computer-aided rats (i.e. rat cyborgs. They were asked to find their way from a constant entrance to a constant exit in fourteen diverse mazes. Performance of maze solving was measured by steps, coverage rates, and time spent. The experimental results with six rats and their intelligence-augmented rat cyborgs show that rat cyborgs have the best performance in escaping from mazes. These results provide a proof-of-principle demonstration for cyborg intelligence. In addition, our novel cyborg intelligent system (rat cyborg has great potential in various applications, such as search and rescue in complex terrains.

  7. Intelligence-Augmented Rat Cyborgs in Maze Solving.

    Science.gov (United States)

    Yu, Yipeng; Pan, Gang; Gong, Yongyue; Xu, Kedi; Zheng, Nenggan; Hua, Weidong; Zheng, Xiaoxiang; Wu, Zhaohui

    2016-01-01

    Cyborg intelligence is an emerging kind of intelligence paradigm. It aims to deeply integrate machine intelligence with biological intelligence by connecting machines and living beings via neural interfaces, enhancing strength by combining the biological cognition capability with the machine computational capability. Cyborg intelligence is considered to be a new way to augment living beings with machine intelligence. In this paper, we build rat cyborgs to demonstrate how they can expedite the maze escape task with integration of machine intelligence. We compare the performance of maze solving by computer, by individual rats, and by computer-aided rats (i.e. rat cyborgs). They were asked to find their way from a constant entrance to a constant exit in fourteen diverse mazes. Performance of maze solving was measured by steps, coverage rates, and time spent. The experimental results with six rats and their intelligence-augmented rat cyborgs show that rat cyborgs have the best performance in escaping from mazes. These results provide a proof-of-principle demonstration for cyborg intelligence. In addition, our novel cyborg intelligent system (rat cyborg) has great potential in various applications, such as search and rescue in complex terrains.

  8. Successful intelligence and giftedness: an empirical study

    Directory of Open Access Journals (Sweden)

    Mercedes Ferrando

    Full Text Available The aim of our research is to look into the diversity within gifted and talented students. This is important to better understand their complexity and thus offer a more appropriate educational programs. There are rather few empirical works which attempt to identify high abilities profiles (giftedness and talent that actually exist beyond the theoretical level. The present work intends to single out the different patterns or profiles resulting from the combination of the successful intelligence abilities (analytical, synthetic and practical, as defined by Stenberg. A total of 431 students from the Region of Murcia participated in this study. These students performed the Aurora Battery tasks (Chart, Grigorenko, & Sternberg, 2008, designed to measure the analytical, practical and creative intelligence. Analytically gifted students (n=27, practically gifted (n=33 and creatively gifted (n= 34 were identified, taking as criteria scores equal to or higher than 120 IQ on each intelligence. Different Q-factor analyses were carried out for the three groups of students, in such a way that students were grouped according to their similarities. A total of 10 profiles showing how successful intelligence abilities are combined were obtained, something that has made possible to support the theory put forward by Sternberg (2000: the analytical, practical and creative talent profiles, as well as the resulting combinations, the analytical-practical, analytical-creative, practical-creative profiles, along with the consummate balance talent (high performance in the three types of intelligence.

  9. Intelligence in Artificial Intelligence

    OpenAIRE

    Datta, Shoumen Palit Austin

    2016-01-01

    The elusive quest for intelligence in artificial intelligence prompts us to consider that instituting human-level intelligence in systems may be (still) in the realm of utopia. In about a quarter century, we have witnessed the winter of AI (1990) being transformed and transported to the zenith of tabloid fodder about AI (2015). The discussion at hand is about the elements that constitute the canonical idea of intelligence. The delivery of intelligence as a pay-per-use-service, popping out of ...

  10. Intelligent computing systems emerging application areas

    CERN Document Server

    Virvou, Maria; Jain, Lakhmi

    2016-01-01

    This book at hand explores emerging scientific and technological areas in which Intelligent Computing Systems provide efficient solutions and, thus, may play a role in the years to come. It demonstrates how Intelligent Computing Systems make use of computational methodologies that mimic nature-inspired processes to address real world problems of high complexity for which exact mathematical solutions, based on physical and statistical modelling, are intractable. Common intelligent computational methodologies are presented including artificial neural networks, evolutionary computation, genetic algorithms, artificial immune systems, fuzzy logic, swarm intelligence, artificial life, virtual worlds and hybrid methodologies based on combinations of the previous. The book will be useful to researchers, practitioners and graduate students dealing with mathematically-intractable problems. It is intended for both the expert/researcher in the field of Intelligent Computing Systems, as well as for the general reader in t...

  11. GIS and Game Theory for Water Resource Management

    Science.gov (United States)

    Ganjali, N.; Guney, C.

    2017-11-01

    In this study, aspects of Game theory and its application on water resources management combined with GIS techniques are detailed. First, each term is explained and the advantages and limitations of its aspect is discussed. Then, the nature of combinations between each pair and literature on the previous studies are given. Several cases were investigated and results were magnified in order to conclude with the applicability and combination of GIS- Game Theory- Water Resources Management. It is concluded that the game theory is used relatively in limited studies of water management fields such as cost/benefit allocation among users, water allocation among trans-boundary users in water resources, water quality management, groundwater management, analysis of water policies, fair allocation of water resources development cost and some other narrow fields. Also, Decision-making in environmental projects requires consideration of trade-offs between socio-political, environmental, and economic impacts and is often complicated by various stakeholder views. Most of the literature on water allocation and conflict problems uses traditional optimization models to identify the most efficient scheme while the Game Theory, as an optimization method, combined GIS are beneficial platforms for agent based models to be used in solving Water Resources Management problems in the further studies.

  12. Game Theory for Wireless Sensor Networks: A Survey

    Science.gov (United States)

    Shi, Hai-Yan; Wang, Wan-Liang; Kwok, Ngai-Ming; Chen, Sheng-Yong

    2012-01-01

    Game theory (GT) is a mathematical method that describes the phenomenon of conflict and cooperation between intelligent rational decision-makers. In particular, the theory has been proven very useful in the design of wireless sensor networks (WSNs). This article surveys the recent developments and findings of GT, its applications in WSNs, and provides the community a general view of this vibrant research area. We first introduce the typical formulation of GT in the WSN application domain. The roles of GT are described that include routing protocol design, topology control, power control and energy saving, packet forwarding, data collection, spectrum allocation, bandwidth allocation, quality of service control, coverage optimization, WSN security, and other sensor management tasks. Then, three variations of game theory are described, namely, the cooperative, non-cooperative, and repeated schemes. Finally, existing problems and future trends are identified for researchers and engineers in the field. PMID:23012533

  13. Game Theory for Wireless Sensor Networks: A Survey

    Directory of Open Access Journals (Sweden)

    Ngai-Ming Kwok

    2012-07-01

    Full Text Available Game theory (GT is a mathematical method that describes the phenomenon of conflict and cooperation between intelligent rational decision-makers. In particular, the theory has been proven very useful in the design of wireless sensor networks (WSNs. This article surveys the recent developments and findings of GT, its applications in WSNs, and provides the community a general view of this vibrant research area. We first introduce the typical formulation of GT in the WSN application domain. The roles of GT are described that include routing protocol design, topology control, power control and energy saving, packet forwarding, data collection, spectrum allocation, bandwidth allocation, quality of service control, coverage optimization, WSN security, and other sensor management tasks. Then, three variations of game theory are described, namely, the cooperative, non-cooperative, and repeated schemes. Finally, existing problems and future trends are identified for researchers and engineers in the field.

  14. A Study of Interaction Patterns and Awareness Design Elements in a Massively Multiplayer Online Game

    Directory of Open Access Journals (Sweden)

    Tiffany Y. Tang

    2008-01-01

    Full Text Available Massively multiplayer online games (MMOGs have been known to create rich and versatile social worlds for thousands of millions of players to participate. As such, various game elements and advance technologies such as artificial intelligence have been applied to encourage and facilitate social interactions in these online communities, the key to the success of MMOGs. However, there is a lack of studies addressing the usability of these elements in games. In this paper, we look into interaction patterns and awareness design elements that support the awareness in LastWorld and FairyLand. Experimental results obtained through both in-game experiences and player interviews reveal that not all awareness tools (e.g., an in-game map have been fully exploited by players. In addition, those players who are aware of these tools are not satisfied with them. Our findings suggest that awareness-oriented tools/channels should be easy to interpret and rich in conveying “knowledge” so as to reduce players-cognitive overload. These findings of this research recommend considerations of early stage MMOG design.

  15. Theoretical analysis and numerical simulation of Parrondo's paradox game in space

    International Nuclear Information System (INIS)

    Xie Nenggang; Chen Yun; Ye Ye; Xu Gang; Wang Lingang; Wang Chao

    2011-01-01

    Highlights: → A multi-agent spatial Parrondo game model is designed. → Double actions between individual and its neighbors are discussed. → The weak and strong paradox conditions are established by theoretical analysis. → Research results demonstrate some new biological points. → Competition is an adaptive behavior on the population level too. - Abstract: A multi-agent spatial Parrondo game model is designed according to the cooperative Parrondo's paradox proposed by Toral. The model is composed of game A and game B. Game A is a zero-sum game between individuals, reflecting competitive interaction between an individual and its neighbors. The winning or losing probability of one individual in game B depends on its neighbors' winning or losing states, reflecting the dependence that individuals has on microhabitat and the overall constraints that the microhabitat has on individuals. By using the analytical approach based on discrete-time Markov chain, we analyze game A, game B and the random combination of game A+B, and obtain corresponding stationary distribution probability and mathematical expectations. We have established conditions of the weak and strong forms of the Parrondo effect, and compared the computer simulation results with the analytical results so as to verify their validity. The analytical results reflect that competition results in the ratchet effect of game B, which generates Parrondo's Paradox that the combination of the losing games can produce a winning result.

  16. Game mechanics : advanced game design

    NARCIS (Netherlands)

    Adams, Ernest; Dormans, Joris

    2012-01-01

    Game Mechanics is aimed at game design students and industry professionals who want to improve their understanding of how to design, build, and test the mechanics of a game. Game Mechanics will show you how to design, test, and tune the core mechanics of a game—any game, from a huge role-playing

  17. Investigating MCTS Modifications in General Video Game Playing

    DEFF Research Database (Denmark)

    Frydenberg, Frederik; Andersen, Kasper; Risi, Sebastian

    2015-01-01

    -style video games. This paper investigates of how well these modifications perform in general video game playing using the general video game AI (GVG-AI) framework and introduces a new MCTS modification called UCT reverse penalty that penalizes the MCTS controller for exploring recently visited children......While Monte Carlo tree search (MCTS) methods have shown promise in a variety of different board games, more complex video games still present significant challenges. Recently, several modifications to the core MCTS algorithm have been proposed with the hope to increase its effectiveness on arcade....... The results of our experiments show that a combination of two MCTS modifications can improve the performance of the vanilla MCTS controller, but the effectiveness of the modifications highly depends on the particular game being played....

  18. The Success of Free to Play Games and Possibilities of Audio Monetization

    OpenAIRE

    Hahl, Kalle

    2014-01-01

    Video games are a huge business – nearly four times greater than film and music business combined. Free to play is the fastest growing category in video gaming. Game audio is part of the development of every game having a direct correlation between the growth of gaming industry and the growth of gaming audio industry. Games have inherently different goals for the players and the developers. Players are consumers seeking for entertainment. Developers are content producers trying to moneti...

  19. Multimodal PTSD Characterization via the StartleMart Game

    DEFF Research Database (Denmark)

    Holmgård, Christoffer; Yannakakis, Georgios; Martinez, Hector Perez

    2014-01-01

    Computer games have recently shown promise as a diagnostic and treatment tool for psychiatric rehabilitation. This paper examines the potential of combining multiple modalities for detecting affective responses of patients interacting with a simulation built on game technology, aimed at the treat...

  20. Creating Effective Educational Computer Games for Undergraduate Classroom Learning: A Conceptual Model

    Science.gov (United States)

    Rapeepisarn, Kowit; Wong, Kok Wai; Fung, Chun Che; Khine, Myint Swe

    2008-01-01

    When designing Educational Computer Games, designers usually consider target age, interactivity, interface and other related issues. They rarely explore the genres which should employ into one type of educational game. Recently, some digital game-based researchers made attempt to combine game genre with learning theory. Different researchers use…

  1. Exploring the Relation between the Theory of Multiple Intelligences and Games for the Purpose of Player-Centred Game Design

    Science.gov (United States)

    Sajjadi, Pejman; Vlieghe, Joachim; De Troyer, Olga

    2017-01-01

    A large body of research work demonstrates the importance and effectiveness of adapting a learning game to its players. This process is driven by understanding the differences between individuals in terms of abilities and preferences. One of the rather interesting but least explored approaches for understanding individual differences among…

  2. Combination of real options and game-theoretic approach in investment analysis

    Science.gov (United States)

    Arasteh, Abdollah

    2016-09-01

    Investments in technology create a large amount of capital investments by major companies. Assessing such investment projects is identified as critical to the efficient assignment of resources. Viewing investment projects as real options, this paper expands a method for assessing technology investment decisions in the linkage existence of uncertainty and competition. It combines the game-theoretic models of strategic market interactions with a real options approach. Several key characteristics underlie the model. First, our study shows how investment strategies rely on competitive interactions. Under the force of competition, firms hurry to exercise their options early. The resulting "hurry equilibrium" destroys the option value of waiting and involves violent investment behavior. Second, we get best investment policies and critical investment entrances. This suggests that integrating will be unavoidable in some information product markets. The model creates some new intuitions into the forces that shape market behavior as noticed in the information technology industry. It can be used to specify best investment policies for technology innovations and adoptions, multistage R&D, and investment projects in information technology.

  3. Proceedings of the Seventh International Symposium on Methodologies for Intelligent Systems (Poster Session)

    Energy Technology Data Exchange (ETDEWEB)

    Harber, K.S. (ed.)

    1993-05-01

    This report contains the following papers: Implications in vivid logic; a self-learning bayesian expert system; a natural language generation system for a heterogeneous distributed database system; competence-switching'' managed by intelligent systems; strategy acquisition by an artificial neural network: Experiments in learning to play a stochastic game; viewpoints and selective inheritance in object-oriented modeling; multivariate discretization of continuous attributes for machine learning; utilization of the case-based reasoning method to resolve dynamic problems; formalization of an ontology of ceramic science in CLASSIC; linguistic tools for intelligent systems; an application of rough sets in knowledge synthesis; and a relational model for imprecise queries. These papers have been indexed separately.

  4. Dynamic behaviours of mix-game model and its application

    Institute of Scientific and Technical Information of China (English)

    Gou Cheng-Ling

    2006-01-01

    In this paper a minority game (MG) is modified by adding into it some agents who play a majority game. Such a game is referred to as a mix-game. The highlight of this model is that the two groups of agents in the mix-game have different bounded abilities to deal with historical information and to count their own performance. Through simulations,it is found that the local volatilities change a lot by adding some agents who play the majority game into the MG,and the change of local volatilities greatly depends on different combinations of historical memories of the two groups.Furthermore, the analyses of the underlying mechanisms for this finding are made. The applications of mix-game mode are also given as an example.

  5. [Development of intelligence in old age].

    Science.gov (United States)

    Rott, C

    1990-01-01

    This article attempts to find the structure of a selected spectrum of intelligence. A combination of longitudinal and cross-sectional methods is applied. Two dimensions were found, which can be named as "crystallized" and "fluid" abilities (in the sense of Horn & Cattell). Whereas, the crystallized abilities do not show any systematic variation from age 61 to 83, fluid abilities decline with age. Schaie's three-component-model is not able to describe differences and variations of crystallized intelligence. Within fluid intelligence, age changes are more important than cohort differences. There are hints that structural changes take place.

  6. Evolutionary games under incompetence.

    Science.gov (United States)

    Kleshnina, Maria; Filar, Jerzy A; Ejov, Vladimir; McKerral, Jody C

    2018-02-26

    The adaptation process of a species to a new environment is a significant area of study in biology. As part of natural selection, adaptation is a mutation process which improves survival skills and reproductive functions of species. Here, we investigate this process by combining the idea of incompetence with evolutionary game theory. In the sense of evolution, incompetence and training can be interpreted as a special learning process. With focus on the social side of the problem, we analyze the influence of incompetence on behavior of species. We introduce an incompetence parameter into a learning function in a single-population game and analyze its effect on the outcome of the replicator dynamics. Incompetence can change the outcome of the game and its dynamics, indicating its significance within what are inherently imperfect natural systems.

  7. Artificial Intelligence and Moral intelligence

    OpenAIRE

    Laura Pana

    2008-01-01

    We discuss the thesis that the implementation of a moral code in the behaviour of artificial intelligent systems needs a specific form of human and artificial intelligence, not just an abstract intelligence. We present intelligence as a system with an internal structure and the structural levels of the moral system, as well as certain characteristics of artificial intelligent agents which can/must be treated as 1- individual entities (with a complex, specialized, autonomous or selfdetermined,...

  8. The Differences in Motivations of Online Game Players and Offline Game Players: A Combined Analysis of Three Studies at Higher Education Level

    Science.gov (United States)

    Hainey, Tom; Connolly, Thomas; Stansfield, Mark; Boyle, Elizabeth

    2011-01-01

    Computer games have become a highly popular form of entertainment and have had a large impact on how University students spend their leisure time. Due to their highly motivating properties computer games have come to the attention of educationalists who wish to exploit these highly desirable properties for educational purposes. Several studies…

  9. Quantum games with correlated noise

    International Nuclear Information System (INIS)

    Nawaz, Ahmad; Toor, A H

    2006-01-01

    We analyse quantum games with correlated noise through a generalized quantization scheme. Four different combinations on the basis of entanglement of initial quantum state and the measurement basis are analysed. It is shown that the quantum player only enjoys an advantage over the classical player when both the initial quantum state and the measurement basis are in entangled form. Furthermore, it is shown that for maximum correlation the effects of decoherence diminish and it behaves as a noiseless game

  10. Neuronal factors determining high intelligence.

    Science.gov (United States)

    Dicke, Ursula; Roth, Gerhard

    2016-01-05

    Many attempts have been made to correlate degrees of both animal and human intelligence with brain properties. With respect to mammals, a much-discussed trait concerns absolute and relative brain size, either uncorrected or corrected for body size. However, the correlation of both with degrees of intelligence yields large inconsistencies, because although they are regarded as the most intelligent mammals, monkeys and apes, including humans, have neither the absolutely nor the relatively largest brains. The best fit between brain traits and degrees of intelligence among mammals is reached by a combination of the number of cortical neurons, neuron packing density, interneuronal distance and axonal conduction velocity--factors that determine general information processing capacity (IPC), as reflected by general intelligence. The highest IPC is found in humans, followed by the great apes, Old World and New World monkeys. The IPC of cetaceans and elephants is much lower because of a thin cortex, low neuron packing density and low axonal conduction velocity. By contrast, corvid and psittacid birds have very small and densely packed pallial neurons and relatively many neurons, which, despite very small brain volumes, might explain their high intelligence. The evolution of a syntactical and grammatical language in humans most probably has served as an additional intelligence amplifier, which may have happened in songbirds and psittacids in a convergent manner. © 2015 The Author(s).

  11. The Effects of Aerobic Exercise and Gaming on Cognitive Performance.

    Science.gov (United States)

    Douris, Peter C; Handrakis, John P; Apergis, Demitra; Mangus, Robert B; Patel, Rima; Limtao, Jessica; Platonova, Svetlana; Gregorio, Aladino; Luty, Elliot

    2018-03-01

    The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking), and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years) randomized to one of four thirty-minute conditions: video gaming, biking, simultaneous gaming and biking, and a control condition. Cognitive performance was measured pre and post condition using the Stroop test and Trails B test. A mixed design was utilized. While video gaming, biking, simultaneous gaming and biking conditions improved selective attention and processing speed (p bike condition improved the highest order of cognitive performance, executive function (p biking and gaming may have surpassed attentional capacity limits, ultimately increasing errors during the executive function tests of our cognitive performance battery. The results suggest that the fatiguing effects of a combined physically and mentally challenging task that extends after the exercise cessation may overcome the eventual beneficial cognitive effects derived from the physical exercise.

  12. The Uses of Teaching Games in Game Theory Classes and Some Experimental Games.

    Science.gov (United States)

    Shubik, Martin

    2002-01-01

    Discusses the use of lightly controlled games, primarily in classes in game theory. Considers the value of such games from the viewpoint of both teaching and experimentation and discusses context; control; pros and cons of games in teaching; experimental games; and games in class, including cooperative game theory. (Author/LRW)

  13. Intelligence and impact contests in systems with redundancy, false targets, and partial protection

    International Nuclear Information System (INIS)

    Levitin, Gregory; Hausken, Kjell

    2009-01-01

    The paper considers a system consisting of identical elements that can be intentionally attacked. The cumulative performance of the system elements should meet a demand. To prevent loss of demand the defender provides system redundancy (deploying genuine system elements (GEs) with cumulative performance exceeding the demand); deploys false elements (FEs), and protects the GEs. If the attacker cannot distinguish GEs and FEs, he chooses the number of elements to attack and attacks at random these elements distributing his resource evenly among the attacked elements. In order to get the information about the system the attacker allocates a part of his resource into the intelligence activity. Analogously, the defender allocates a part of his resource into the counter-intelligence activity. The attacker's strategy presumes distribution of his resource among the intelligence and attack effort and choice of the number of attacked elements. If the attacker wins the intelligence contest, he can identify both FEs and unprotected GEs ignoring the former ones and destroying the latter ones with negligible effort. The defender's strategy presumes distribution of his resource among the counter-intelligence and the three defensive actions. The paper considers a three-period non-cooperative minmax game between the defender and the attacker and presents an algorithm for determining the agents' optimal strategies.

  14. A Note on Systems Intelligence in Knowledge Management

    Science.gov (United States)

    Sasaki, Yasuo

    2017-01-01

    Purpose: This paper aims to show that systems intelligence (SI) can be a useful perspective in knowledge management, particularly in the context of the socialization, externalization, combination and internalization (SECI) model. SI is a recently developed systemic concept, a certain kind of human intelligence based on a systems thinking…

  15. Examining the Effects of Combining Self-Explanation Principles with an Educational Game on Learning Science Concepts

    Science.gov (United States)

    Hsu, Chung-Yuan; Tsai, Chin-Chung

    2013-01-01

    Educational researchers have indicated that although computer games have the potential to promote students' motivation and engagement, the work on how to design effective games that fulfil educational purposes is still in its infancy. This study aimed to examine how integration of self-explanation into a computer game affected primary schoolers'…

  16. Exploring Artificial Intelligence Utilizing BioArt

    OpenAIRE

    Simou , Panagiota; Tiligadis , Konstantinos; Alexiou , Athanasios

    2013-01-01

    Part 15: First Workshop on Ethics and Philosophy in Artificial Intelligence (EPAI 2013); International audience; While artificial intelligence combined with Bioinformatics and Nanotechnology offers a variety of improvements and a technological and healthcare revolution, Bioartists attempt to replace the traditional artistic medium with biological materials, bio-imaging techniques, bioreactors and several times to treat their own body as an alive canvas. BioArt seems to play the role of a new ...

  17. Games on Games. Game Design as Critical Reflexive Practice

    Directory of Open Access Journals (Sweden)

    Giovanni Caruso

    2016-11-01

    Full Text Available Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011, the practice of producing artifacts of different sorts in order to supplement and extend critical reflection, may apply to video games as well. Forms of research through design (Zimmerman, Forlizzi and Evenson, 2007, of carpentry (Bogost, 2012, and speculative design (Dunne and Raby, 2013 have been analyzed, discussed, and maybe most importantly, put into practice in different fields of cultural and scientific production. To address this gap and to map the current (and future state of self-reflexive games, we asked both researchers and designers to imagine an application of these concepts to video games. Paraphrasing Zimmerman, Forlizzi and Evenson, what does research through game design might mean? What epistemological insights can we derive from the act of designing, making and playing video games?

  18. Game-powered machine learning.

    Science.gov (United States)

    Barrington, Luke; Turnbull, Douglas; Lanckriet, Gert

    2012-04-24

    Searching for relevant content in a massive amount of multimedia information is facilitated by accurately annotating each image, video, or song with a large number of relevant semantic keywords, or tags. We introduce game-powered machine learning, an integrated approach to annotating multimedia content that combines the effectiveness of human computation, through online games, with the scalability of machine learning. We investigate this framework for labeling music. First, a socially-oriented music annotation game called Herd It collects reliable music annotations based on the "wisdom of the crowds." Second, these annotated examples are used to train a supervised machine learning system. Third, the machine learning system actively directs the annotation games to collect new data that will most benefit future model iterations. Once trained, the system can automatically annotate a corpus of music much larger than what could be labeled using human computation alone. Automatically annotated songs can be retrieved based on their semantic relevance to text-based queries (e.g., "funky jazz with saxophone," "spooky electronica," etc.). Based on the results presented in this paper, we find that actively coupling annotation games with machine learning provides a reliable and scalable approach to making searchable massive amounts of multimedia data.

  19. Intelligence Naturelle et Intelligence Artificielle

    OpenAIRE

    Dubois, Daniel

    2011-01-01

    Cet article présente une approche systémique du concept d’intelligence naturelle en ayant pour objectif de créer une intelligence artificielle. Ainsi, l’intelligence naturelle, humaine et animale non-humaine, est une fonction composée de facultés permettant de connaître et de comprendre. De plus, l'intelligence naturelle reste indissociable de la structure, à savoir les organes du cerveau et du corps. La tentation est grande de doter les systèmes informatiques d’une intelligence artificielle ...

  20. 7th International Symposium on Intelligent Distributed Computing

    CERN Document Server

    Jung, Jason; Badica, Costin

    2014-01-01

    This book represents the combined peer-reviewed proceedings of the Seventh International Symposium on Intelligent Distributed Computing - IDC-2013, of the Second Workshop on Agents for Clouds - A4C-2013, of the Fifth International Workshop on Multi-Agent Systems Technology and Semantics - MASTS-2013, and of the International Workshop on Intelligent Robots - iR-2013. All the events were held in Prague, Czech Republic during September 4-6, 2013. The 41 contributions published in this book address many topics related to theory and applications of intelligent distributed computing and multi-agent systems, including: agent-based data processing, ambient intelligence, bio-informatics, collaborative systems, cryptography and security, distributed algorithms, grid and cloud computing, information extraction, intelligent robotics, knowledge management, linked data, mobile agents, ontologies, pervasive computing, self-organizing systems, peer-to-peer computing, social networks and trust, and swarm intelligence.  .

  1. Gamers on Games and Gaming : Implications for Educational Game Design

    NARCIS (Netherlands)

    Van Staalduinen, J.P.

    2012-01-01

    In the past two decades, there has been a steadily increasing interest in the use of games for educational purposes. This has led to an increased design, use and study of educational games; games where the players learn through playing. However, experiments with the educational use of games have not

  2. Using Out-of-Character Reasoning to Combine Storytelling and Education in a Serious Game

    NARCIS (Netherlands)

    Linssen, Johannes Maria; Theune, Mariet; Bocconi, Stefano; Klamma, Ralf; Bachvarova, Y.S.

    To reconcile storytelling and educational meta-goals in the context of a serious game, we propose to make use of out-of-character reasoning in virtual agents. We will implement these agents in a serious game of our design, which will focus on social interaction in conflict scenarios with the

  3. Basic study on intelligent materialization of glass; Glass no intelligent ko zairyoka ni kansuru kenkyu

    Energy Technology Data Exchange (ETDEWEB)

    NONE

    1997-10-31

    This is the report No. 98 issued by the Inorganic Material Research Institute. An intelligent material is a substance and/or material which responds intelligently to environmental conditions and exhibits functions. One of the features of amorphous materials including amorphous glass is a large freedom in chemical composition. These materials maintain order in short distance, but have as a whole the turbulent and specific atom orientation. Therefore, high tolerability in selecting the composition, and diverse synthesizing methods are available. A wide range of utilization may be conceived, such as introduction of the state of electrons having different valences in a structure, and the diverse chemical combinations. Patterns of existence of polyhedrons having different orientations, and how they are connected correlate closely with an external environment. Intelligent materials have high freedom against change in the external environment and are suitable to exhibit intelligent functions. Setting heat and light as the external conditions, attempts have been made on search and creation of intelligent materials based on state change induced by interactions between the two factors. Fundamental studies have been made on synthesis of different environment responding glasses and films, and on factors and phenomena for exhibition of the intelligence. 62 refs., 91 figs., 8 tabs.

  4. Business Intelligence v prostředí Cloudu

    OpenAIRE

    Náhlovský, Tomáš

    2015-01-01

    This master thesis deals with Business Intelligence in Cloud computing environment and comparing some of available solutions, that are currently offered on the market. The theoretical part focuses on definition of Business Intelligence and Cloud computing terms and combination thereof, including a description of the components, functionalities and technologies that use. The theoretical part describes, among other, the current trends from the world of Business Intelligence. The practical part ...

  5. Domain learning naming game for color categorization.

    Science.gov (United States)

    Li, Doujie; Fan, Zhongyan; Tang, Wallace K S

    2017-01-01

    Naming game simulates the evolution of vocabulary in a population of agents. Through pairwise interactions in the games, agents acquire a set of vocabulary in their memory for object naming. The existing model confines to a one-to-one mapping between a name and an object. Focus is usually put onto name consensus in the population rather than knowledge learning in agents, and hence simple learning model is usually adopted. However, the cognition system of human being is much more complex and knowledge is usually presented in a complicated form. Therefore, in this work, we extend the agent learning model and design a new game to incorporate domain learning, which is essential for more complicated form of knowledge. In particular, we demonstrate the evolution of color categorization and naming in a population of agents. We incorporate the human perceptive model into the agents and introduce two new concepts, namely subjective perception and subliminal stimulation, in domain learning. Simulation results show that, even without any supervision or pre-requisition, a consensus of a color naming system can be reached in a population solely via the interactions. Our work confirms the importance of society interactions in color categorization, which is a long debate topic in human cognition. Moreover, our work also demonstrates the possibility of cognitive system development in autonomous intelligent agents.

  6. Situational Effects on the Usage Intention of Mobile Games

    Science.gov (United States)

    Liang, Ting-Peng; Yeh, Yi-Hsuan

    As value-added services on mobile devices are developing rapidly, text messaging, multi-media messaging, music, video, games, GPS navigation, RFID, and mobile TV are all accessible from a single device. Mobile games that combine mobile communication with computer games are an emerging industry. The purpose of this research is to explore what situation factors may affect the intention to play mobile game. We propose a research model to fit the nature of mobile games and conducted an online survey to examine the effect of situational factors. The model integrates constructs in TAM and TRA. The findings are as follows. First, Subjective norm affects a user’s intention in using mobile games when a user has no other task. Second, perceived playfulness affects a user’s intention to use mobile games when the user has another task.

  7. Equilibrium: An Investigative Game Based On Biomedical Evidences Of Crimes

    Directory of Open Access Journals (Sweden)

    W. L. Santos

    2009-05-01

    Full Text Available Investigation and laboratory analyses are the major working areas of graduates from Biomedicine. Studying and recognizing medical symptoms, developing and interpreti ng clinical exams are some of the desired routines of these young students to their future professional lives. Recent TV series about hospitals daily work and challenges, criminal investigations and modern techniques of scientists from intelligence agencies bring out fantasies of job (impossibilities. But also, it creates a desire for more study so as to reach the characters brilliance. Based on these interests, we prepared a game based on the classic Scotland Yard®game, which is developed over the resolv ing of crimes. In our version of the game, which was called Equilibrium, the clues hidden on specific sites of the game board are not the common ones, but clinical results or objects that can be related to the medical cause of the death. One can also reach the laboratory on the board and get specific exams to help solving the mystery. The game was developed after a whole semester of Basic Biochemistry classes and was used by the professor as a method of testing students learnings.Developing this showed ho w much the ludic activities can enhance students’ experience with biochemistry and its relation to physiology, pathology and other areas. This game was presented to a Biomedicine class and a board ofbiochemistry teachers of our college. All the spectatorsacknowledged the usefulness of this tool to the teaching -learning process in medical biochemistry.

  8. The Monkey game: A computerized verbal working memory task for self-reliant administration in primary school children.

    Science.gov (United States)

    Van de Weijer-Bergsma, Eva; Kroesbergen, Evelyn H; Jolani, Shahab; Van Luit, Johannes E H

    2016-06-01

    In two studies, the psychometric properties of an online self-reliant verbal working memory task (the Monkey game) for primary school children (6-12 years of age) were examined. In Study 1, children (n = 5,203) from 31 primary schools participated. The participants completed computerized verbal and visual-spatial working memory tasks (i.e., the Monkey game and the Lion game) and a paper-and-pencil version of Raven's Standard Progressive Matrices. Reading comprehension and math achievement test scores were obtained from the schools. First, the internal consistency of the Monkey game was examined. Second, multilevel modeling was used to examine the effects of classroom membership. Multilevel multivariate regression analysis was used to examine the Monkey game's concurrent relationship with the Lion game and its predictive relationships with reading comprehension and math achievement. Also, age-related differences in performance were examined. In Study 2, the concurrent relationships between the Monkey game and two tester-led computerized working memory tasks were further examined (n = 140). Also, the 1- and 2-year stability of the Monkey game was investigated. The Monkey game showed excellent internal consistency, good concurrent relationships with the other working memory measures, and significant age differences in performance. Performance on the Monkey game was also predictive of subsequent reading comprehension and mathematics performance, even after controlling for individual differences in intelligence. Performance on the Monkey game was influenced by classroom membership. The Monkey game is a reliable and suitable instrument for the online computerized and self-reliant assessment of verbal working memory in primary school children.

  9. Stochastic evolutionary dynamics in minimum-effort coordination games

    Science.gov (United States)

    Li, Kun; Cong, Rui; Wang, Long

    2016-08-01

    The minimum-effort coordination game draws recently more attention for the fact that human behavior in this social dilemma is often inconsistent with the predictions of classical game theory. Here, we combine evolutionary game theory and coalescence theory to investigate this game in finite populations. Both analytic results and individual-based simulations show that effort costs play a key role in the evolution of contribution levels, which is in good agreement with those observed experimentally. Besides well-mixed populations, set structured populations have also been taken into consideration. Therein we find that large number of sets and moderate migration rate greatly promote effort levels, especially for high effort costs.

  10. “We wove a web in childhood” Angria Revisited: A. S. Byatt’s The Game “We wove a web in childhood”Angria revisité : The Game de A.S. Byatt

    Directory of Open Access Journals (Sweden)

    Jane Silvey

    2010-03-01

    Full Text Available Many women writers have been fascinated with Charlotte Brontë’s life and their admiration for her work has infected their own creative writing. The Game is a  complex and profoundly and self-consciously ‘literary’ novel in which A.S. Byatt takes the Brontë myth and uses it to reflect on the nature and power of the creative imagination. She explores how that imagination can become an overwhelming and ultimately destructive force in the lives of reading and brooding female selves. A work of extraordinary intelligence as well as of emotional intensity, its literary illusions play a vital part in the novel’s rich density of implication.De nombreuses femmes écrivains ont été fascinées par la vie de Charlotte Brontë et leur admiration pour son œuvre a marqué leur propre travail créatif. The Game est un roman complexe, profondément et volontairement littéraire dans lequel A.S. Byatt s’inspire du mythe brontëen et l’utilise pour une réflexion sur la nature et le pouvoir de l’imagination créatrice. Elle explore la manière dont l’imagination peut devenir une force envahissante et finalement destructrice dans les vies de ces femmes qui s’adonnent à la lecture et au rêve. Œuvre d’une intelligence extraordinaire et d’une intensité émotionnelle, The Game tire sa force d’implication des allusions littéraires sur lequel le roman joue.

  11. Healthy Gaming - Video Game Design to promote Health.

    Science.gov (United States)

    Brox, E; Fernandez-Luque, L; Tøllefsen, T

    2011-01-01

    There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion.

  12. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder.

    Science.gov (United States)

    Lemmens, Jeroen S; Hendriks, Stefan J F

    2016-04-01

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games. We also explored the addictive potential of nine video game genres by examining the relationship between IGD and 2,720 games played by a sample of 13- to 40-year olds (N = 2,442). Although time spent playing both online and offline games was related to IGD, online games showed much stronger correlations. This tendency is also reflected within various genres. Disordered gamers spent more than four times as much time playing online role-playing games than nondisordered gamers and more than thrice as much time playing online shooters, whereas no significant differences for offline games from these genres were found. Results are discussed within the frame of social interaction and competition provided by online games.

  13. Towards a typology of video game trailers: Between the ludic and the cinematic

    OpenAIRE

    Jan Švelch

    2015-01-01

    This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology r...

  14. Waving real hand gestures recorded by wearable motion sensors to a virtual car and driver in a mixed-reality parking game

    NARCIS (Netherlands)

    Bannach, D.; Amft, O.D.; Kunze, K.S.; Heinz, E.A.; Tröster, G.; Lukowicz, P.

    2007-01-01

    We envision to add context awareness and ambient intelligence to edutainment and computer gaming applications in general. This requires mixed-reality setups and ever-higher levels of immersive human-computer interaction. Here, we focus on the automatic recognition of natural human hand gestures

  15. The standard set game of a cooperative game

    NARCIS (Netherlands)

    Bumb, A.F.; Hoede, C.

    2003-01-01

    We show that for every cooperative game a corresponding set game can be defined, called the standard set game. Values for set games can be applied to this standard game and determine allocations for the cooperative game. On the other hand, notions for cooperative games, like the Shapley value, the

  16. Possibilities and importance of using computer games and simulations in educational process

    OpenAIRE

    Danilović Mirčeta S.

    2003-01-01

    The paper discusses if it is possible and appropriate to use simulations (simulation games) and traditional games in the process of education. It is stressed that the terms "game" and "simulation" can and should be taken in a broader sense, although they are chiefly investigated herein as video-computer games and simulations. Any activity combining the properties of game (competition, rules, players) and the properties of simulation (i.e. operational presentation of reality) should be underst...

  17. The benefit of combining a deep neural network architecture with ideal ratio mask estimation in computational speech segregation to improve speech intelligibility.

    Science.gov (United States)

    Bentsen, Thomas; May, Tobias; Kressner, Abigail A; Dau, Torsten

    2018-01-01

    Computational speech segregation attempts to automatically separate speech from noise. This is challenging in conditions with interfering talkers and low signal-to-noise ratios. Recent approaches have adopted deep neural networks and successfully demonstrated speech intelligibility improvements. A selection of components may be responsible for the success with these state-of-the-art approaches: the system architecture, a time frame concatenation technique and the learning objective. The aim of this study was to explore the roles and the relative contributions of these components by measuring speech intelligibility in normal-hearing listeners. A substantial improvement of 25.4 percentage points in speech intelligibility scores was found going from a subband-based architecture, in which a Gaussian Mixture Model-based classifier predicts the distributions of speech and noise for each frequency channel, to a state-of-the-art deep neural network-based architecture. Another improvement of 13.9 percentage points was obtained by changing the learning objective from the ideal binary mask, in which individual time-frequency units are labeled as either speech- or noise-dominated, to the ideal ratio mask, where the units are assigned a continuous value between zero and one. Therefore, both components play significant roles and by combining them, speech intelligibility improvements were obtained in a six-talker condition at a low signal-to-noise ratio.

  18. An evaluation of mental health stigma perpetuated by horror video gaming.

    OpenAIRE

    Dickens, E. G.

    2017-01-01

    Video games often feature mental patients in their storylines. This review is intended to test the hypothesis that these depictions potentially contribute to stigma surrounding mental health communities, and may negatively reflect on those with mental health difficulties. The criteria for evaluating the chosen games were created by combining elements from four separate academic papers. The games were analyzed via screenshots from online videos detailing a playthrough of chosen games, and text...

  19. A proposed method to estimate premorbid full scale intelligence quotient (FSIQ) for the Canadian Wechsler Intelligence Scale for Children-Fourth Edition (WISC-IV) using demographic and combined estimation procedures.

    Science.gov (United States)

    Schoenberg, Mike R; Lange, Rael T; Saklofske, Donald H

    2007-11-01

    Establishing a comparison standard in neuropsychological assessment is crucial to determining change in function. There is no available method to estimate premorbid intellectual functioning for the Wechsler Intelligence Scale for Children-Fourth Edition (WISC-IV). The WISC-IV provided normative data for both American and Canadian children aged 6 to 16 years old. This study developed regression algorithms as a proposed method to estimate full-scale intelligence quotient (FSIQ) for the Canadian WISC-IV. Participants were the Canadian WISC-IV standardization sample (n = 1,100). The sample was randomly divided into two groups (development and validation groups). The development group was used to generate regression algorithms; 1 algorithm only included demographics, and 11 combined demographic variables with WISC-IV subtest raw scores. The algorithms accounted for 18% to 70% of the variance in FSIQ (standard error of estimate, SEE = 8.6 to 14.2). Estimated FSIQ significantly correlated with actual FSIQ (r = .30 to .80), and the majority of individual FSIQ estimates were within +/-10 points of actual FSIQ. The demographic-only algorithm was less accurate than algorithms combining demographic variables with subtest raw scores. The current algorithms yielded accurate estimates of current FSIQ for Canadian individuals aged 6-16 years old. The potential application of the algorithms to estimate premorbid FSIQ is reviewed. While promising, clinical validation of the algorithms in a sample of children and/or adolescents with known neurological dysfunction is needed to establish these algorithms as a premorbid estimation procedure.

  20. Systematizing game learning analytics for serious games

    NARCIS (Netherlands)

    Alonso-Fernandez, Cristina; Calvo Morata, Antonio; Freire, Manuel; Martinez-Ortiz, Ivan; Fernandez-Manjon, Baltasar

    2017-01-01

    Applying games in education provides multiple benefits clearly visible in entertainment games: their engaging, goal-oriented nature encourages students to improve while they play. Educational games, also known as Serious Games (SGs) are video games designed with a main purpose other than

  1. Development of Mobile Educational Game of Economics

    Directory of Open Access Journals (Sweden)

    Indah Rahayu Kurniasari

    2018-05-01

    Full Text Available Along the rapid development of Information and Communication Technology (ICT, learning media are required to undergo renewal. Innovation of learning media that combines modern technology is needed to improve the effectiveness of learning. The research is a Research and Development (R&D. The product result of this research is mobile educational game of economics. This research aims to determine the feasibility of mobile educational game of economics. Media feasibility was assessed based on the results of media-use response questionnaires that given to experts and students. Expert validation result showed that mobile educational game of economics achieved very good judgment. The assessment questionnaires result from the student also stated that the quality and effectiveness of mobile educational game of economics were very good. So, the research concluded that mobile educational game of economics worthy to be used as a media of economics learning.

  2. Intelligent holographic databases

    Science.gov (United States)

    Barbastathis, George

    Memory is a key component of intelligence. In the human brain, physical structure and functionality jointly provide diverse memory modalities at multiple time scales. How could we engineer artificial memories with similar faculties? In this thesis, we attack both hardware and algorithmic aspects of this problem. A good part is devoted to holographic memory architectures, because they meet high capacity and parallelism requirements. We develop and fully characterize shift multiplexing, a novel storage method that simplifies disk head design for holographic disks. We develop and optimize the design of compact refreshable holographic random access memories, showing several ways that 1 Tbit can be stored holographically in volume less than 1 m3, with surface density more than 20 times higher than conventional silicon DRAM integrated circuits. To address the issue of photorefractive volatility, we further develop the two-lambda (dual wavelength) method for shift multiplexing, and combine electrical fixing with angle multiplexing to demonstrate 1,000 multiplexed fixed holograms. Finally, we propose a noise model and an information theoretic metric to optimize the imaging system of a holographic memory, in terms of storage density and error rate. Motivated by the problem of interfacing sensors and memories to a complex system with limited computational resources, we construct a computer game of Desert Survival, built as a high-dimensional non-stationary virtual environment in a competitive setting. The efficacy of episodic learning, implemented as a reinforced Nearest Neighbor scheme, and the probability of winning against a control opponent improve significantly by concentrating the algorithmic effort to the virtual desert neighborhood that emerges as most significant at any time. The generalized computational model combines the autonomous neural network and von Neumann paradigms through a compact, dynamic central representation, which contains the most salient features

  3. Development of an Artificial Intelligence Programming Course and Unity3d Based Framework to Motivate Learning in Artistic Minded Students

    DEFF Research Database (Denmark)

    Reng, Lars

    2012-01-01

    between technical and artistic minded students is, however, increased once the students reach the sixth semester. The complex algorithms of the artificial intelligence course seemed to demotivate the artistic minded students even before the course began. This paper will present the extensive changes made...... to the sixth semester artificial intelligence programming course, in order to provide a highly motivating direct visual feedback, and thereby remove the steep initial learning curve for artistic minded students. The framework was developed with close dialog to both the game industry and experienced master...

  4. Advance in study of intelligent diagnostic method for nuclear power plant

    International Nuclear Information System (INIS)

    Zhou Gang; Yang Li

    2008-01-01

    The advance of research on the application of three types of intelligent diagnostic approach based on neural network (ANN), fuzzy logic and expert system to the operation status monitoring and fault diagnosis of nuclear power plant (NPP) was reviewed. The research status and characters on status monitoring and fault diagnosis approaches based on neural network, fuzzy logic and expert system for nuclear power plant were analyzed. The development trend of applied research on intelligent diagnostic approaches for nuclear power plant was explored. The analysis results show that the research achievements on intelligent diagnostic approaches based on fuzzy logic and expert system for nuclear power plant are not much relatively. The research of intelligent diagnostic approaches for nuclear power plant concentrate on the aspect of operation status monitoring and fault diagnosis based on neural networks for nuclear power plant. The advancing tendency of intelligent diagnostic approaches for nuclear power plant is the combination of various intelligent diagnostic approaches, the combination of neural network diagnostic approaches and other diagnostic approaches as well as multiple neural network diagnostic approaches. (authors)

  5. [The effects of video games on cognitive aging].

    Science.gov (United States)

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-03-01

    Advancing age is associated with cognitive decline, which, however, remains a very heterogeneous phenomenon. Indeed, several extrinsic factors seem to modulate the effect of aging on cognition. Recently, several studies have provided evidence that the practice of video games could engender many benefits by favoring the maintenance of cognitive vitality in the elderly. This review of the literature aims to establish a precise inventory of the relations between the various types of video games and cognitive aging, including both sedentary video games (i.e., classics as well as brain training) and active video games (i.e., exergames). The largest benefits seem to be provided by exergames which combine game play with significant physical exercise. This article also tries to define the determinants of the training programs which could be responsible for the observed improvements.

  6. Theoretical analysis and numerical simulation of Parrondo's paradox game in space

    Energy Technology Data Exchange (ETDEWEB)

    Xie Nenggang, E-mail: xienenggang@yahoo.com.cn [School of Mechanical Engineering, Anhui University of Technology, Maanshan, Anhui Province 243002 (China); Chen Yun; Ye Ye; Xu Gang; Wang Lingang; Wang Chao [School of Mechanical Engineering, Anhui University of Technology, Maanshan, Anhui Province 243002 (China)

    2011-06-15

    Highlights: > A multi-agent spatial Parrondo game model is designed. > Double actions between individual and its neighbors are discussed. > The weak and strong paradox conditions are established by theoretical analysis. > Research results demonstrate some new biological points. > Competition is an adaptive behavior on the population level too. - Abstract: A multi-agent spatial Parrondo game model is designed according to the cooperative Parrondo's paradox proposed by Toral. The model is composed of game A and game B. Game A is a zero-sum game between individuals, reflecting competitive interaction between an individual and its neighbors. The winning or losing probability of one individual in game B depends on its neighbors' winning or losing states, reflecting the dependence that individuals has on microhabitat and the overall constraints that the microhabitat has on individuals. By using the analytical approach based on discrete-time Markov chain, we analyze game A, game B and the random combination of game A+B, and obtain corresponding stationary distribution probability and mathematical expectations. We have established conditions of the weak and strong forms of the Parrondo effect, and compared the computer simulation results with the analytical results so as to verify their validity. The analytical results reflect that competition results in the ratchet effect of game B, which generates Parrondo's Paradox that the combination of the losing games can produce a winning result.

  7. The cognitive psychology of Internet gaming disorder.

    Science.gov (United States)

    King, Daniel L; Delfabbro, Paul H

    2014-06-01

    Internet gaming disorder (IGD) has received nomenclatural recognition as a potential mental health disorder, despite evident variability in its core psychopathology and psychometric assessment. Although cognitive-behavioural therapy (CBT) is considered an efficacious treatment for IGD, the underlying cognitions of the disorder are not well understood. This review aimed to synthesise research evidence on Internet gaming cognition toward identification of cognitive factors underlying IGD. A systematic review of 29 quantitative studies on Internet gaming cognition and 7 treatment studies employing cognitive therapy for IGD was conducted. Four cognitive factors underlying IGD were identified. Factors included (a) beliefs about game reward value and tangibility, (b) maladaptive and inflexible rules about gaming behaviour, (c) over-reliance on gaming to meet self-esteem needs, and (d) gaming as a method of gaining social acceptance. It is proposed that IGD-related cognition may be more complex than "preoccupation" (i.e., criterion A of IGD). IGD cognition may involve the persistent overvaluation of video gaming rewards, activities, and identities, combined with a need to adhere to maladaptive rules governing use and completion of video games. Greater understanding of the proposed cognitive factors may advance clinical research agendas on identification of individuals with IGD, as well as the expansion and improvement of cognitive therapies for the disorder. Copyright © 2014 Elsevier Ltd. All rights reserved.

  8. Authoring of digital games via card games

    DEFF Research Database (Denmark)

    Valente, Andrea; Marchetti, Emanuela

    2014-01-01

    Literature and previous studies show that creative play is easy to emerge when children interact with tangible, low-tech toys and games than with digital games. This paradoxical situation is linked to the long-standing problem of end-users (or players) authoring of digital contents and systems. We...... are to show how card games can represent digital games, how playful play can emerge in card games and digital games, and to begin defining a new way to express game behavior without the use of universal programming languages....... propose a new scenario in which trading card games help making sense and re-design computer games, to support players express themselves aesthetically and in a highly creative way. Our aim is to look for a middle ground between players becoming programmers and simply editing levels. The main contributions...

  9. Understanding the Role of Achievements in Game-Based Learning

    Directory of Open Access Journals (Sweden)

    Lucas Blair

    2016-12-01

    Full Text Available The objective of the current research was to examine whether one potentially effective gaming strategy—achievements—has a positive impact on learning in a game-based environment. An achievement in a video game is a reward or recognition earned by players for an in-game accomplishment. This paper describes a series of studies to evaluate the effects of achievement types on learning in a game designed to teach about health resources. The Game “Phone Dash” was used as the testbed for the following studies. The following questionnaires were utilized in this study: Video Game Self-Efficacy Scale (VGSES questionnaire, Relevance and Usefulness questionnaire, Game Engagement Questionnaire (GEQ, and the Intrinsic Motivation Inventory (IMI. Four studies were conducted. Results indicated that while in unison, the achievements were not as potent in motivating performance, certainly when combined they produced measurable changes in behavior. The four studies described in this paper provide important information regarding the optimal design of achievements in game-based health education. Developers of future game-based learning can use this information to enhance the potential effectiveness of their products. 

  10. Gaming Device Usage Patterns Predict Internet Gaming Disorder: Comparison across Different Gaming Device Usage Patterns

    OpenAIRE

    Soo-Hyun Paik; Hyun Cho; Ji-Won Chun; Jo-Eun Jeong; Dai-Jin Kim

    2017-01-01

    Gaming behaviors have been significantly influenced by smartphones. This study was designed to explore gaming behaviors and clinical characteristics across different gaming device usage patterns and the role of the patterns on Internet gaming disorder (IGD). Responders of an online survey regarding smartphone and online game usage were classified by different gaming device usage patterns: (1) individuals who played only computer games; (2) individuals who played computer games more than smart...

  11. Mobile Game Development for Multiple Devices in Education

    Directory of Open Access Journals (Sweden)

    Baltasar Fernández-Manjón

    2009-10-01

    Full Text Available Mobile learning and educational gaming are two trends that are rapidly having an increasing impact in Technology-Enhanced Learning. However, both approaches present significant technological challenges. Mobile technologies are very diverse and the market pressure pushes the continuous development of new technologies and features. On the other hand, game-based learning needs to deal with enormous development costs and the problem of allowing instructors and experts to actively participate in the game development process. Moreover, there are numerous situations where bringing both approaches together could be very useful, but this combination magnifies the technological barriers previously described. In this work we present , an authoring environment for educational adventure games that supports the production of both desktop and mobile games. This framework provides a graphical environment that allows instructors to create their own educational games with a low cost. Then, the games can be exported to multiple formats, including support for diverse types of mobile platforms. This is achieved through a modular semi-automated exportation process, which is based on mobile device profiles.

  12. An evaluation of mental health stigma perpetuated by horror video gaming.

    Directory of Open Access Journals (Sweden)

    Dickens, E. G.

    2017-07-01

    Full Text Available Video games often feature mental patients in their storylines. This review is intended to test the hypothesis that these depictions potentially contribute to stigma surrounding mental health communities, and may negatively reflect on those with mental health difficulties. The criteria for evaluating the chosen games were created by combining elements from four separate academic papers. The games were analyzed via screenshots from online videos detailing a playthrough of chosen games, and text from the games themselves. The research within this paper suggests stigma can exist outside of conventional media platforms and highlights the availability of stigma-related horror video games inside the gaming market. This study also emphasizes how the depictions of those with mental health difficulties inside of video games have the capacity to harm mental health communities.

  13. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

    When we agreed to edit the theme on online games for this Encyclopedia our first question was, “What is meant by online games?” Scholars of games distinguish between nondigital games (such as board games) and digital games, rather than between online and offline games. With networked consoles and smartphones it is becoming harder and harder to find players in the wealthy industrialized countries who play “offline” digital games. Most games developers now include ...

  14. Testing Game-Based Performance in Team-Handball.

    Science.gov (United States)

    Wagner, Herbert; Orwat, Matthias; Hinz, Matthias; Pfusterschmied, Jürgen; Bacharach, David W; von Duvillard, Serge P; Müller, Erich

    2016-10-01

    Wagner, H, Orwat, M, Hinz, M, Pfusterschmied, J, Bacharach, DW, von Duvillard, SP, and Müller, E. Testing game-based performance in team-handball. J Strength Cond Res 30(10): 2794-2801, 2016-Team-handball is a fast paced game of defensive and offensive action that includes specific movements of jumping, passing, throwing, checking, and screening. To date and to the best of our knowledge, a game-based performance test (GBPT) for team-handball does not exist. Therefore, the aim of this study was to develop and validate such a test. Seventeen experienced team-handball players performed 2 GBPTs separated by 7 days between each test, an incremental treadmill running test, and a team-handball test game (TG) (2 × 20 minutes). Peak oxygen uptake (V[Combining Dot Above]O2peak), blood lactate concentration (BLC), heart rate (HR), sprinting time, time of offensive and defensive actions as well as running intensities, ball velocity, and jump height were measured in the game-based test. Reliability of the tests was calculated using an intraclass correlation coefficient (ICC). Additionally, we measured V[Combining Dot Above]O2peak in the incremental treadmill running test and BLC, HR, and running intensities in the team-handball TG to determine the validity of the GBPT. For the test-retest reliability, we found an ICC >0.70 for the peak BLC and HR, mean offense and defense time, as well as ball velocity that yielded an ICC >0.90 for the V[Combining Dot Above]O2peak in the GBPT. Percent walking and standing constituted 73% of total time. Moderate (18%) and high (9%) intensity running in the GBPT was similar to the team-handball TG. Our results indicated that the GBPT is a valid and reliable test to analyze team-handball performance (physiological and biomechanical variables) under conditions similar to competition.

  15. Narrow Artificial Intelligence with Machine Learning for Real-Time Estimation of a Mobile Agent’s Location Using Hidden Markov Models

    Directory of Open Access Journals (Sweden)

    Cédric Beaulac

    2017-01-01

    Full Text Available We propose to use a supervised machine learning technique to track the location of a mobile agent in real time. Hidden Markov Models are used to build artificial intelligence that estimates the unknown position of a mobile target moving in a defined environment. This narrow artificial intelligence performs two distinct tasks. First, it provides real-time estimation of the mobile agent’s position using the forward algorithm. Second, it uses the Baum–Welch algorithm as a statistical learning tool to gain knowledge of the mobile target. Finally, an experimental environment is proposed, namely, a video game that we use to test our artificial intelligence. We present statistical and graphical results to illustrate the efficiency of our method.

  16. iOS Game Development using SpriteKit Framework with Swift Programming Language

    OpenAIRE

    Gurung, Lal

    2016-01-01

    iOS is a mobile operating system for Apple manufactured phones and tablets. Mobile Gaming Industries are growing very fast, and compatibility with iOS is becoming very popular among game developers. The aim of this Bachelor’s thesis was to find the best available game development tools for iOS platform. The 2D game named Lapland was developed using Apple’s own native framework, SpriteKit. The game was written with the SpriteKit programming language. The combination of SpriteKit and Swift...

  17. Towards a typology of video game trailers: Between the ludic and the cinematic

    Directory of Open Access Journals (Sweden)

    Jan Švelch

    2015-09-01

    Full Text Available This paper explores video game trailers, their various forms and the roles they play within video game industry and culture. It offers an overview of the current practice of video game trailer differentiation and proposes a new typology of video game trailers based on their relation to ludic and cinematic aspects of a video game, combining the theory of paratexts, video game performance framework, the interface effect concept, as well as the concept of transmedia storytelling. This typology reflects the historical evolution of a video game trailer and also takes into account current trends in the audiovisual paratexts of video games.

  18. iWordNet: A New Approach to Cognitive Science and Artificial Intelligence

    OpenAIRE

    Chang, Mark; Chang, Monica

    2017-01-01

    One of the main challenges in artificial intelligence or computational linguistics is understanding the meaning of a word or concept. We argue that the connotation of the term “understanding,” or the meaning of the word “meaning,” is merely a word mapping game due to unavoidable circular definitions. These circular definitions arise when an individual defines a concept, the concepts in its definition, and so on, eventually forming a personalized network of concepts, which we call an iWordNet....

  19. Healthy Gaming – Video Game Design to promote Health

    Science.gov (United States)

    Brox, E.; Fernandez-Luque, L.; Tøllefsen, T.

    2011-01-01

    Background There is an increasing interest in health games including simulation tools, games for specific conditions, persuasive games to promote a healthy life style or exergames where physical exercise is used to control the game. Objective The objective of the article is to review current literature about available health games and the impact related to game design principles as well as some educational theory aspects. Methods Literature from the big databases and known sites with games for health has been searched to find articles about games for health purposes. The focus has been on educational games, persuasive games and exergames as well as articles describing game design principles. Results The medical objectives can either be a part of the game theme (intrinsic) or be totally dispatched (extrinsic), and particularly persuasive games seem to use extrinsic game design. Peer support is important, but there is only limited research on multiplayer health games. Evaluation of health games can be both medical and technical, and the focus will depend on the game purpose. Conclusion There is still not enough evidence to conclude which design principles work for what purposes since most of the literature in health serious games does not specify design methodologies, but it seems that extrinsic methods work in persuasion. However, when designing health care games it is important to define both the target group and main objective, and then design a game accordingly using sound game design principles, but also utilizing design elements to enhance learning and persuasion. A collaboration with health professionals from an early design stage is necessary both to ensure that the content is valid and to have the game validated from a clinical viewpoint. Patients need to be involved, especially to improve usability. More research should be done on social aspects in health games, both related to learning and persuasion. PMID:23616865

  20. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

    Part 4: Short Papers; International audience; Video games can be appropriated for productive purposes. Commercial games and game engines are often used for video productions, and game development companies provide development kits and modding environments to gaming communities and independent developers. With gamification, game principles are deployed in non-game contexts for benefits beyond pure entertainment. Most approaches are more focused on using games and their design elements rather t...

  1. Differential games

    CERN Document Server

    Friedman, Avner

    2006-01-01

    This volume lays the mathematical foundations for the theory of differential games, developing a rigorous mathematical framework with existence theorems. It begins with a precise definition of a differential game and advances to considerations of games of fixed duration, games of pursuit and evasion, the computation of saddle points, games of survival, and games with restricted phase coordinates. Final chapters cover selected topics (including capturability and games with delayed information) and N-person games.Geared toward graduate students, Differential Games will be of particular interest

  2. Serious Games: Video Games for Good?

    Science.gov (United States)

    Sanford, Kathy; Starr, Lisa J.; Merkel, Liz; Bonsor Kurki, Sarah

    2015-01-01

    As video games become a ubiquitous part of today's culture internationally, as educators and parents we need to turn our attention to how video games are being understood and used in informal and formal settings. Serious games have developed as a genre of video games marketed for educating youth about a range of world issues. At face value this…

  3. Simple gambling or sophisticated gaming? : applying game analysis methods to modern video slot machine games

    OpenAIRE

    Leppäsalko, Tero

    2017-01-01

    Slot machine games have become the most popular form of gambling worldwide. In Finland, their pervasiveness in public spaces and popularity makes them one of the most common form of gaming. However, in game studies, gambling games are often regarded as borderline games due to the player’s lack of control. In this thesis I ask whether modern video slot machine games can be considered as games and if so, what similarities there are between them and contemporary video games. To find out if m...

  4. Intelligent tit-for-tat in the iterated prisoner's dilemma game

    Science.gov (United States)

    Baek, Seung Ki; Kim, Beom Jun

    2008-07-01

    We seek a route to the equilibrium where all the agents cooperate in the iterated prisoner’s dilemma game on a two-dimensional plane, focusing on the role of tit-for-tat strategy. When a time horizon, within which a strategy can recall the past, is one time step, an equilibrium can be achieved as cooperating strategies dominate the whole population via proliferation of tit-for-tat. Extending the time horizon, we filter out poor strategies by simplified replicator dynamics and observe a similar evolutionary pattern to reach the cooperating equilibrium. In particular, the rise of a modified tit-for-tat strategy plays a central role, which implies how a robust strategy is adopted when provided with an enhanced memory capacity.

  5. Designing Game Analytics For A City-Builder Game

    OpenAIRE

    Korppoo, Karoliina

    2015-01-01

    The video game industry continues to grow. Competition is tough as games become more and more popular and easier for the users to get, thanks to digital distribution and social media platforms that support games. Thanks to the readily available internet connections and games using them, data of player behaviour can be acquired. This is where game analytics come in. What sort of player actions provide meaningful information that can be used to iterate the game? Typically game analytics is appl...

  6. Dynamic Difficulty Adaptation for Heterogeneously Skilled Player Groups in Multiplayer Collaborative Games

    OpenAIRE

    Greciano, Miguel Cristian

    2016-01-01

    This work focuses on the combination of two key concepts: Dynamic Difficulty Adjustment/Adaptation (video games adapting their difficulty according to the in-game performance of players, making themselves easier if the player performs poorly or more difficult if the player performs well) and Collaborative Multiplayer Games (video games where two or more human players work together to achieve a common goal). It considers and analyzes the challenges, potential and possibilities of Dynamic Diffi...

  7. Competitive Centipede Games: Zero-End Payoffs and Payoff Inequality Deter Reciprocal Cooperation

    Directory of Open Access Journals (Sweden)

    Eva M. Krockow

    2015-08-01

    Full Text Available Reciprocal cooperation can be studied in the Centipede game, in which two players alternate in choosing between a cooperative GO move and a non-cooperative STOP move. GO sustains the interaction and increases the player pair’s total payoff while incurring a small personal cost; STOP terminates the interaction with a favorable payoff to the defector. We investigated cooperation in four Centipede games differing in their payoffs at the game’s end (positive versus zero and payoff difference between players (moderate versus high difference. The games shared the same game-theoretic solution, therefore they should have elicited identical decision patterns, according to orthodox game theory. Nevertheless, both zero-end payoffs and high payoff inequality were found to reduce cooperation significantly. Contrary to previous predictions, combining these two factors in one game resulted in a slight weakening of their independent deterrent effects. These findings show that small changes in the payoff function have large and significant effects on cooperation, and that the effects do not combine synergistically.

  8. The Effects of the Size and Weight of a Mobile Device on an Educational Game

    Science.gov (United States)

    Furio, David; Gonzalez-Gancedo, Santiago; Juan, M.-Carmen; Segui, Ignacio; Costa, Maria

    2013-01-01

    In this paper, we present an educational game for an iPhone and a Tablet PC. The main objective of the game was to reinforce children's knowledge about the water cycle. The game included different interaction forms like the touch screen and the accelerometer and combined AR mini-games with non-AR mini-games for better gameplay immersion. The main…

  9. Artificial Intelligence as Structural Estimation: Economic Interpretations of Deep Blue, Bonanza, and AlphaGo

    OpenAIRE

    Igami, Mitsuru

    2017-01-01

    Artificial intelligence (AI) has achieved superhuman performance in a growing number of tasks, but understanding and explaining AI remain challenging. This paper clarifies the connections between machine-learning algorithms to develop AIs and the econometrics of dynamic structural models through the case studies of three famous game AIs. Chess-playing Deep Blue is a calibrated value function, whereas shogi-playing Bonanza is an estimated value function via Rust's (1987) nested fixed-point met...

  10. Defining and Leveraging Game Qualities for Serious Games

    Science.gov (United States)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  11. GAME FPS DENGAN MENGGUNAKAN MULTIPLAYER GAME

    Directory of Open Access Journals (Sweden)

    Ida Bagus Made Oka Widharma

    2016-08-01

    Full Text Available Perkembangan game saat ini sangat pesat sehingga banyak orang yang tertarik untuk memainkannya bahkan sampai lupa waktu,suatu game akan membuat orang tertarik dan penasaran karena didalam nya terdapat AI (artificial intelegent. Tujuan pengembangan kecerdasan buatan adalah untuk membuat aksi dan reaksi otonom agen atau NPC (Non-Player Character dari game. Dua NPC bisa saling membantu dalam menjalankan strategi menyerang terhadap musuh. penelitian  ini menjelaskan tentang bagaimana orang dapat bermain game secara bersama-sama dengan menggunakan jaringan computer atau jaringan internet . Dua NPC yang dimaksud  adalahNPC Scout yang bertugas memancing serangan musuh, dan NPC Sniper yang bertugas memberikan back up serangan dari jarak jauh.. Perilaku yangdimaksud adalah menyerang brutal, menyerang, bertahan dan melarikan diri. Masing-masing perilaku diujicobakan dalam game First Person Shooter menggunakan unity engine. Dalam simulasi game terjadi respon perubahan perilaku masing-masing NPC terhadap kondisi yang dihadapi dengan mengetahui respon dari NPC maka akan dapat menentukan strategi dalam game tersebut.

  12. Equivalence between quantum simultaneous games and quantum sequential games

    OpenAIRE

    Kobayashi, Naoki

    2007-01-01

    A framework for discussing relationships between different types of games is proposed. Within the framework, quantum simultaneous games, finite quantum simultaneous games, quantum sequential games, and finite quantum sequential games are defined. In addition, a notion of equivalence between two games is defined. Finally, the following three theorems are shown: (1) For any quantum simultaneous game G, there exists a quantum sequential game equivalent to G. (2) For any finite quantum simultaneo...

  13. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    , called “pervasive games.” These are games that are based on computer technology, but use a physical space as the game space as opposed to video games. Coupling spatial configuration with performance theory of rituals as liminal phenomena, I put forward a model and a new understanding of the magic circle......When we play games of any kind, from tennis to board games, it is easy to notice that games seem to be configured in space, often using stripes or a kind of map on a board. Some games are clearly performed within this marked border, while it may be difficult to pinpoint such a border in games like...... hide-and-seek, but even these games are still spatially configured. The border (visible or not) both seem to separate and uphold the game that it is meant for. This chapter sets out to analyse the possible border that separates a game from the surrounding world. Johan Huizinga noted this “separateness...

  14. Serious Game-Based and Nongame-Based Online Courses: Learning Experiences and Outcomes

    Science.gov (United States)

    Hess, Taryn; Gunter, Glenda

    2013-01-01

    When combining the increasing use of online educational environments, the push to use serious video games and the lack of research on the effectiveness of online learning environments and video games, there is a clear need for further investigation into the use of serious video games in an online format. A mix methods model was used to triangulate…

  15. Game Analytics for Game User Research, Part 1

    DEFF Research Database (Denmark)

    Seif El-Nasr, Magy; Desurvire, Heather; Aghabeigi, Bardia

    2013-01-01

    The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design......The emerging field of game user research (GUR) investigates interaction between players and games and the surrounding context of play. Game user researchers have explored methods from, for example, human-computer interaction, psychology, interaction design...

  16. Perancangan Game Kartu Interaktif Berbasis Android Menggunakan Augmented Reality

    Directory of Open Access Journals (Sweden)

    Andry Chowanda

    2011-12-01

    Full Text Available By utilizing the augmented reality technology which now develops well, a card game system design and the game prototype are created on through this study Android-based Smartphone. This study is expected to increase the children’s interest to play cards in a modern way, to be utilized as a reference material for business actors in the world, and to be an alternative facility for marketing officers to market their products. The scope of this study is limited only to the system design and the prototype making of the game. The combination of waterfall methodology and a game design by Jesse is used in this study. From the results of the study it is concluded that the augmented reality technology is able to make the game more interesting. 

  17. A game theoretic framework for evaluation of the impacts of hackers diversity on security measures

    International Nuclear Information System (INIS)

    Zare Moayedi, Behzad; Azgomi, Mohammad Abdollahi

    2012-01-01

    Game theoretical methods offer new insights into quantitative evaluation of dependability and security. Currently, there is a wide range of useful game theoretic approaches to model the behaviour of intelligent agents. However, it is necessary to revise these approaches if there is a community of hackers with significant diversity in their behaviours. In this paper, we introduce a novel approach to extend the basic ideas of applying game theory in stochastic modelling. The proposed method classifies the community of hackers based on two main criteria used widely in hacker classifications, which are motivation and skill. We use Markov chains to model the system and compute the transition rates between the states based on the preferences and the skill distributions of hacker classes. The resulting Markov chains can be solved to obtain the desired security measures. We also present the results of an illustrative example using the proposed approach, which examines the relation between the attributes of the community of hackers and the security measures.

  18. The design of multiplayer online video game systems

    Science.gov (United States)

    Hsu, Chia-chun A.; Ling, Jim; Li, Qing; Kuo, C.-C. J.

    2003-11-01

    The distributed Multiplayer Online Game (MOG) system is complex since it involves technologies in computer graphics, multimedia, artificial intelligence, computer networking, embedded systems, etc. Due to the large scope of this problem, the design of MOG systems has not yet been widely addressed in the literatures. In this paper, we review and analyze the current MOG system architecture followed by evaluation. Furthermore, we propose a clustered-server architecture to provide a scalable solution together with the region oriented allocation strategy. Two key issues, i.e. interesting management and synchronization, are discussed in depth. Some preliminary ideas to deal with the identified problems are described.

  19. Addictive Online Games: Examining the Relationship Between Game Genres and Internet Gaming Disorder

    NARCIS (Netherlands)

    Lemmens, J.S.; Hendriks, S.J.F.

    Internet gaming disorder (IGD) is the most recent term used to describe problematic or pathological involvement with computer or video games. This study examined whether this disorder is more likely to involve pathological involvement with online (i.e., Internet) games as opposed to offline games.

  20. Multi-objective Optimization Strategies Using Adjoint Method and Game Theory in Aerodynamics

    Science.gov (United States)

    Tang, Zhili

    2006-08-01

    There are currently three different game strategies originated in economics: (1) Cooperative games (Pareto front), (2) Competitive games (Nash game) and (3) Hierarchical games (Stackelberg game). Each game achieves different equilibria with different performance, and their players play different roles in the games. Here, we introduced game concept into aerodynamic design, and combined it with adjoint method to solve multi-criteria aerodynamic optimization problems. The performance distinction of the equilibria of these three game strategies was investigated by numerical experiments. We computed Pareto front, Nash and Stackelberg equilibria of the same optimization problem with two conflicting and hierarchical targets under different parameterizations by using the deterministic optimization method. The numerical results show clearly that all the equilibria solutions are inferior to the Pareto front. Non-dominated Pareto front solutions are obtained, however the CPU cost to capture a set of solutions makes the Pareto front an expensive tool to the designer.

  1. Multi-objective optimization strategies using adjoint method and game theory in aerodynamics

    Institute of Scientific and Technical Information of China (English)

    Zhili Tang

    2006-01-01

    There are currently three different game strategies originated in economics:(1) Cooperative games (Pareto front),(2)Competitive games (Nash game) and (3)Hierarchical games (Stackelberg game).Each game achieves different equilibria with different performance,and their players play different roles in the games.Here,we introduced game concept into aerodynamic design, and combined it with adjoint method to solve multicriteria aerodynamic optimization problems.The performance distinction of the equilibria of these three game strategies was investigated by numerical experiments.We computed Pareto front, Nash and Stackelberg equilibria of the same optimization problem with two conflicting and hierarchical targets under different parameterizations by using the deterministic optimization method.The numerical results show clearly that all the equilibria solutions are inferior to the Pareto front.Non-dominated Pareto front solutions are obtained,however the CPU cost to capture a set of solutions makes the Pareto front an expensive tool to the designer.

  2. Game Theory Analysis of Bidding for A Construction Contract

    Science.gov (United States)

    Kembłowski, Marian W.; Grzyl, Beata; Siemaszko, Agata

    2017-10-01

    The authors are concerned with a bidding problem. There are two companies (P1 and P2) bidding for a highway construction project. In order to be more competitive, P1 considers buying a new gravel pit near the construction site. The basic cost of the pit is known to both companies. However, there is also an additional, hidden, cost (C) known only to P1. P2 is uncertain whether the hidden cost is C = 0 or C = x. P1 plans to bid for the job, but has to decide whether to buy the gravel pit. P2, not having a complete knowledge about C, thus not knowing the strategy choice of P1, has to decide if to bid for the job. In effect we have two payoff matrices, one for the additional cost C = 0, and the other one for C = x. If the probability of P2 bidding for the project can be estimated by propagating intelligence information through a Bayesian Belief Network, the best strategy for P1 can be readily determined. Otherwise, the solution calls for changing this game of incomplete information (players may or may not know some information about the other players, e.g., their “type,” their strategies, payoffs) into a game of imperfect information (players are simply unaware of the actions chosen by other players). This is achieved by introducing an additional “Nature” node which for this problem determines with some probability “p” the additional cost C= 0 (thus, C = x with probability 1-p). The solution of this game turns out to depend on the probability “p”. For some values of p the game is solved with pure strategies, whereas for other values the game is in equilibrium when the players randomly mix their strategies.

  3. Digital Gaming and Pediatric Obesity: At the Intersection of Science and Social Policy

    OpenAIRE

    Staiano, Amanda E.; Calvert, Sandra L.

    2012-01-01

    Children and adolescents in developed countries are heavily immersed in digital media, creating an inexpensive, far-reaching marketing opportunity for the food industry and the gaming industry. However, exposure to nonnutritious food and beverage advertisements combined with the use of stationary media create a conflict between entertainment and public health. Using the popular digital gaming platforms advergames (online games that market branded products) and exergames (video games that invo...

  4. Low Correlations between Intelligence and Big Five Personality Traits: Need to Broaden the Domain of Personality

    Directory of Open Access Journals (Sweden)

    Lazar Stankov

    2018-05-01

    Full Text Available The correlations between the measures of cognitive abilities and personality traits are known to be low. Our data based on the popular Big Five model of intelligence show that the highest correlations (up to r = 0.30 tend to occur with the Openness to Experience. Some recent developments in the studies of intelligence (e.g., emotional intelligence, complex problem solving and economic games indicate that this link may become stronger in future. Furthermore, our studies of the processes in the “no-man’s-land” between intelligence and personality suggest that the non-cognitive constructs are correlated with both. These include the measures of social conservatism and self-beliefs. Importantly, the Big Five measures do not tap into either the dark traits associated with social conservatism or self-beliefs that are known to be good predictors of academic achievement. This paper argues that the personality domain should be broadened to include new constructs that have not been captured by the lexical approach employed in the development of the Big Five model. Furthermore, since the measures of confidence have the highest correlation with cognitive performance, we suggest that the trait of confidence may be a driver that leads to the separation of fluid and crystallized intelligence during development.

  5. Exploring Game Experiences and Game Leadership in Massively Multiplayer Online Role-Playing Games

    Science.gov (United States)

    Jang, YeiBeech; Ryu, SeoungHo

    2011-01-01

    This study explored the in-game experiences of massively multiplayer online role-playing game (MMORPG) players focusing on game leadership and offline leadership. MMORPGs have enormous potential to provide gameplayers with rich social experiences through various interactions along with social activities such as joining a game community, team play…

  6. Gaming Increases Craving to Gaming-Related Stimuli in Individuals With Internet Gaming Disorder.

    Science.gov (United States)

    Dong, Guangheng; Wang, Lingxiao; Du, Xiaoxia; Potenza, Marc N

    2017-07-01

    Internet gaming disorder (IGD) has been proposed as a behavioral addiction warranting additional investigation. Craving is considered a core component of addictions. However, few studies to date have investigated craving in IGD. In the current study, we investigated how gaming was associated with changes in response to gaming-related stimuli in subjects with IGD and those with recreational game use (RGU). Behavioral and functional magnetic resonance imaging data were collected from 27 individuals with IGD and 43 individuals with RGU. Subjects' craving responses to gaming-related stimuli were measured before and after 30 minutes of gaming. The comparison between post- and pregaming measures showed that for IGD, gaming was associated with increased craving and increased brain activation of the lateral and prefrontal cortex, the striatum, and the precuneus when exposed to gaming-related stimuli. In individuals with RGU, no enhanced brain activity was observed. These results suggest that gaming behavior enhances craving responses in subjects with IGD but not in subjects with RGU, provide insight into potential mechanisms underlying IGD, and suggest behavioral and neurobiological targets for IGD-related interventions. Copyright © 2017 Society of Biological Psychiatry. Published by Elsevier Inc. All rights reserved.

  7. A Game-Theoretical Approach to Multimedia Social Networks Security

    Science.gov (United States)

    Liu, Enqiang; Liu, Zengliang; Shao, Fei; Zhang, Zhiyong

    2014-01-01

    The contents access and sharing in multimedia social networks (MSNs) mainly rely on access control models and mechanisms. Simple adoptions of security policies in the traditional access control model cannot effectively establish a trust relationship among parties. This paper proposed a novel two-party trust architecture (TPTA) to apply in a generic MSN scenario. According to the architecture, security policies are adopted through game-theoretic analyses and decisions. Based on formalized utilities of security policies and security rules, the choice of security policies in content access is described as a game between the content provider and the content requester. By the game method for the combination of security policies utility and its influences on each party's benefits, the Nash equilibrium is achieved, that is, an optimal and stable combination of security policies, to establish and enhance trust among stakeholders. PMID:24977226

  8. The development of the Problematic Online Gaming Questionnaire (POGQ).

    Science.gov (United States)

    Demetrovics, Zsolt; Urbán, Róbert; Nagygyörgy, Katalin; Farkas, Judit; Griffiths, Mark D; Pápay, Orsolya; Kökönyei, Gyöngyi; Felvinczi, Katalin; Oláh, Attila

    2012-01-01

    Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. The aim of this study was to uncover and operationalize the components of problematic online gaming. A total of 3415 gamers (90% males; mean age 21 years), were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA) and confirmatory factor analysis (CFA) was applied. Latent profile analysis was applied to identify persons at-risk. EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions--preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal--the 18-item Problematic Online Gaming Questionnaire (POGQ) proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.

  9. Developing a Cultural Intelligence Capability

    Science.gov (United States)

    2008-12-12

    information control policy in occupied Iraq.” Military Review 88, no 2 (March-April) 2008: 58-65. Goleman , Daniel . 2008. “When emotional ...measured by Intelligence Quotient (IQ)) and Emotional Quotient (measured by Emotional Quotient (EQ)). The relative values of each are combined with...

  10. Servant Leadership, Emotional Intelligence: Essential for Baccalaureate Nursing Students.

    Science.gov (United States)

    Anderson, Della

    2016-08-01

    Baker University Bachelor of Science in Nursing students study servant leadership and emotional intelligence in a Leadership and Management in Professional Nursing course. The acquisition of these skills increases collaboration with clients and colleagues. Servant leadership improves care through encouragement and facilitation rather than power (Waterman, 2011). Emotional intelligence allows individuals to deal effectively with emotions and is associated with better health (Por, Barriball, Fitzpatrick, & Roberts, 2011). Knowledge of servant leadership, combined with emotional intelligence, creates a relationship with self; encourages relationships with others, clients, and providers; allows teamwork participation; and impacts the entire community.

  11. Playing a violent television game affects heart rate variability.

    Science.gov (United States)

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer

  12. Trade Intelligence and Contemporary Exports Strategy

    Directory of Open Access Journals (Sweden)

    M. Tayfun Gülle

    2013-11-01

    Full Text Available The book mainly focuses on the divergences in the competitive environment resulting from the entrance of information and communications technologies into commercial life. Denoting that these divergences are rooted, above all, in the differences among countries in historical, social and geographic terms, the book claims that the increased use of trade information combined with these divergences will facilitate obtaining results in trade and that the synergy to emerge will pave the way for trade intelligence. The book also underlines that such trade intelligence, which is actually the natural commercial manner of Turkish entrepreneurs, could be accepted as the Turkish Style in international trade, with the rational management of the export process, and that this would ferment the national competition intelligence, as the strategy of contemporary exports.

  13. When Playing Meets Learning: Methodological Framework for Designing Educational Games

    Science.gov (United States)

    Linek, Stephanie B.; Schwarz, Daniel; Bopp, Matthias; Albert, Dietrich

    Game-based learning builds upon the idea of using the motivational potential of video games in the educational context. Thus, the design of educational games has to address optimizing enjoyment as well as optimizing learning. Within the EC-project ELEKTRA a methodological framework for the conceptual design of educational games was developed. Thereby state-of-the-art psycho-pedagogical approaches were combined with insights of media-psychology as well as with best-practice game design. This science-based interdisciplinary approach was enriched by enclosed empirical research to answer open questions on educational game-design. Additionally, several evaluation-cycles were implemented to achieve further improvements. The psycho-pedagogical core of the methodology can be summarized by the ELEKTRA's 4Ms: Macroadaptivity, Microadaptivity, Metacognition, and Motivation. The conceptual framework is structured in eight phases which have several interconnections and feedback-cycles that enable a close interdisciplinary collaboration between game design, pedagogy, cognitive science and media psychology.

  14. Intelligent system for accident identification in NPP

    International Nuclear Information System (INIS)

    Hernandez, J.L.

    1998-01-01

    Accidental situations in NPP are great concern for operators, the facility, regulatory bodies and the environmental. This work proposes a design of intelligent system aimed to assist the operator in the process of decision making initiator events with higher relative contribution to the reactor core damage occur. The intelligent System uses the results of the pre-operational Probabilistic safety Assessment and the Thermal hydraulic Safety Analysis of the NPP Juragua as source for building its knowledge base. The nucleus of the system is presented as a design of an intelligent hybrid from the combination of the artificial intelligence techniques fuzzy logic and artificial neural networks. The system works with variables from the process of the first circuit, second circuit and the containment and it is presented as a model for the integration of safety analyses in the process of decision making by the operator when tackling with accidental situations

  15. The Effects of Aerobic Exercise and Gaming on Cognitive Performance

    Directory of Open Access Journals (Sweden)

    Douris Peter C.

    2018-03-01

    Full Text Available The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking, and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years randomized to one of four thirty-minute conditions: video gaming, biking, simultaneous gaming and biking, and a control condition. Cognitive performance was measured pre and post condition using the Stroop test and Trails B test. A mixed design was utilized. While video gaming, biking, simultaneous gaming and biking conditions improved selective attention and processing speed (p < 0.05, only the bike condition improved the highest order of cognitive performance, executive function (p < 0.01. There were no changes in cognitive performance for the control condition. Previous studies have shown that if tasks approach the limits of attentional capacity there is an increase in the overall chance for errors, known as the dual-task deficit. Simultaneous biking and gaming may have surpassed attentional capacity limits, ultimately increasing errors during the executive function tests of our cognitive performance battery. The results suggest that the fatiguing effects of a combined physically and mentally challenging task that extends after the exercise cessation may overcome the eventual beneficial cognitive effects derived from the physical exercise.

  16. A New Dimension of Business Intelligence: Location-based Intelligence

    OpenAIRE

    Zeljko Panian

    2012-01-01

    Through the course of this paper we define Locationbased Intelligence (LBI) which is outgrowing from process of amalgamation of geolocation and Business Intelligence. Amalgamating geolocation with traditional Business Intelligence (BI) results in a new dimension of BI named Location-based Intelligence. LBI is defined as leveraging unified location information for business intelligence. Collectively, enterprises can transform location data into business intelligence applic...

  17. Verification and Performance Evaluation of Timed Game Strategies

    DEFF Research Database (Denmark)

    David, Alexandre; Fang, Huixing; Larsen, Kim Guldstrand

    2014-01-01

    Control synthesis techniques, based on timed games, derive strategies to ensure a given control objective, e.g., time-bounded reachability. Model checking verifies correctness properties of systems. Statistical model checking can be used to analyse performance aspects of systems, e.g., energy...... consumption. In this work, we propose to combine these three techniques. In particular, given a strategy synthesized for a timed game and a given control objective, we want to make a deeper examination of the consequences of adopting this strategy. Firstly, we want to apply model checking to the timed game...... under the synthesized strategy in order to verify additional correctness properties. Secondly, we want to apply statistical model checking to evaluate various performance aspects of the synthesized strategy. For this, the underlying timed game is extended with relevant price and stochastic information...

  18. How to Improve Artificial Intelligence through Web

    Directory of Open Access Journals (Sweden)

    Adrian LUPASC

    2005-10-01

    Full Text Available Intelligent agents, intelligent software applications and artificial intelligent applications from artificial intelligence service providers maymake their way onto the Web in greater number as adaptive software, dynamic programming languages and Learning Algorithms are introduced intoWeb Services. The evolution of Web architecture may allow intelligent applications to run directly on the Web by introducing XML, RDF and logiclayer. The Intelligent Wireless Web’s significant potential for rapidly completing information transactions may take an important contribution toglobal worker productivity. Artificial intelligence can be defined as the study of the ways in which computers can be made to perform cognitivetasks. Examples of such tasks include understanding natural language statements, recognizing visual patterns or scenes, diagnosing diseases orillnesses, solving mathematical problems, performing financial analyses, learning new procedures for solving problems. The term expert system canbe considered to be a particular type of knowledge-based system. An expert system is a system in which the knowledge is deliberately represented“as it is”. Expert systems are applications that make decisions in real-life situations that would otherwise be performed by a human expert. They areprograms designed to mimic human performance at specialized, constrained problem-solving tasks. They are constructed as a collection of IF-THENproduction rules combined with a reasoning engine that applies those rules, either in a forward or backward direction, to specific problems.

  19. Video games and surgical ability: a literature review.

    Science.gov (United States)

    Lynch, Jeremy; Aughwane, Paul; Hammond, Toby M

    2010-01-01

    Surgical training is rapidly evolving because of reduced training hours and the reduction of training opportunities due to patient safety concerns. There is a popular conception that video game usage might be linked to improved operating ability especially those techniques involving endoscopic modalities. If true this might suggest future directions for training. A search was made of the MEDLINE databases for the MeSH term, "Video Games," combined with the terms "Surgical Procedures, Operative," "Endoscopy," "Robotics," "Education," "Learning," "Simulators," "Computer Simulation," "Psychomotor Performance," and "Surgery, Computer-Assisted,"encompassing all journal articles before November 2009. References of articles were searched for further studies. Twelve relevant journal articles were discovered. Video game usage has been studied in relationship to laparoscopic, gastrointestinal endoscopic, endovascular, and robotic surgery. Video game users acquire endoscopic but not robotic techniques quicker, and training on video games appears to improve performance. Copyright (c) 2010 Association of Program Directors in Surgery. Published by Elsevier Inc. All rights reserved.

  20. Game, game, game and again game, de Jason Nelson: aspectos da contemporaneidade

    Directory of Open Access Journals (Sweden)

    Flavio Pereira Senra

    2016-01-01

    Full Text Available Embora pensadores como o escritor Mario Vargas Llosa afirmem que os tempos hodiernos têm como característica principal a frivolidade, por conta da velocidade e quantidade de informações a serem digeridas diariamente, artistas em sua pulsão criativa exploram tais paradoxos de grandeza/pequenez em suas obras de arte. Este artigo visa apreender na obra Game, game, game and again game aspectos da contemporaneidade, como o conceito de lúdico e a enorme gama de entretenimentos voltados a um público imerso na indústria da cultura, através da forma como eles são trabalhados junto a conceitos como interatividade como forma de coautoria da obra de arte, finitude artística e permanência no meio digital, e transmidialidade na criação estética.

  1. An Artificial Intelligence-Based Environment Quality Analysis System

    OpenAIRE

    Oprea , Mihaela; Iliadis , Lazaros

    2011-01-01

    Part 20: Informatics and Intelligent Systems Applications for Quality of Life information Services (ISQLIS) Workshop; International audience; The paper describes an environment quality analysis system based on a combination of some artificial intelligence techniques, artificial neural networks and rule-based expert systems. Two case studies of the system use are discussed: air pollution analysis and flood forecasting with their impact on the environment and on the population health. The syste...

  2. Intelligence analysis – the royal discipline of Competitive Intelligence

    Directory of Open Access Journals (Sweden)

    František Bartes

    2011-01-01

    Full Text Available The aim of this article is to propose work methodology for Competitive Intelligence teams in one of the intelligence cycle’s specific area, in the so-called “Intelligence Analysis”. Intelligence Analysis is one of the stages of the Intelligence Cycle in which data from both the primary and secondary research are analyzed. The main result of the effort is the creation of added value for the information collected. Company Competiitve Intelligence, correctly understood and implemented in business practice, is the “forecasting of the future”. That is forecasting about the future, which forms the basis for strategic decisions made by the company’s top management. To implement that requirement in corporate practice, the author perceives Competitive Intelligence as a systemic application discipline. This approach allows him to propose a “Work Plan” for Competitive Intelligence as a fundamental standardized document to steer Competitive Intelligence team activities. The author divides the Competitive Intelligence team work plan into five basic parts. Those parts are derived from the five-stage model of the intelligence cycle, which, in the author’s opinion, is more appropriate for complicated cases of Competitive Intelligence.

  3. Intelligent fractions learning system: conceptual design

    CSIR Research Space (South Africa)

    Laine, TH

    2010-01-01

    Full Text Available UFractions is a ubiquitous learning environment which combines mobile technology, tangible fraction blocks and a story-based game into a mathematical learning experience. In this paper the authors present a novel concept for monitoring a user’s...

  4. Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.

    Directory of Open Access Journals (Sweden)

    Rui Nouchi

    Full Text Available BACKGROUND: Do brain training games work? The beneficial effects of brain training games are expected to transfer to other cognitive functions. Yet in all honesty, beneficial transfer effects of the commercial brain training games in young adults have little scientific basis. Here we investigated the impact of the brain training game (Brain Age on a wide range of cognitive functions in young adults. METHODS: We conducted a double-blind (de facto masking randomized controlled trial using a popular brain training game (Brain Age and a popular puzzle game (Tetris. Thirty-two volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris. Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day, at least 5 days per week, for 4 weeks. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into eight categories (fluid intelligence, executive function, working memory, short-term memory, attention, processing speed, visual ability, and reading ability. RESULTS AND DISCUSSION: Our results showed that commercial brain training game improves executive functions, working memory, and processing speed in young adults. Moreover, the popular puzzle game can engender improvement attention and visuo-spatial ability compared to playing the brain training game. The present study showed the scientific evidence which the brain training game had the beneficial effects on cognitive functions (executive functions, working memory and processing speed in the healthy young adults. CONCLUSIONS: Our results do not indicate that everyone should play brain training games. However, the commercial brain training game might be a simple and convenient means to improve some cognitive functions. We believe that our findings are highly relevant to applications in educational and clinical fields

  5. Brain training game boosts executive functions, working memory and processing speed in the young adults: a randomized controlled trial.

    Science.gov (United States)

    Nouchi, Rui; Taki, Yasuyuki; Takeuchi, Hikaru; Hashizume, Hiroshi; Nozawa, Takayuki; Kambara, Toshimune; Sekiguchi, Atsushi; Miyauchi, Carlos Makoto; Kotozaki, Yuka; Nouchi, Haruka; Kawashima, Ryuta

    2013-01-01

    Do brain training games work? The beneficial effects of brain training games are expected to transfer to other cognitive functions. Yet in all honesty, beneficial transfer effects of the commercial brain training games in young adults have little scientific basis. Here we investigated the impact of the brain training game (Brain Age) on a wide range of cognitive functions in young adults. We conducted a double-blind (de facto masking) randomized controlled trial using a popular brain training game (Brain Age) and a popular puzzle game (Tetris). Thirty-two volunteers were recruited through an advertisement in the local newspaper and randomly assigned to either of two game groups (Brain Age, Tetris). Participants in both the Brain Age and the Tetris groups played their game for about 15 minutes per day, at least 5 days per week, for 4 weeks. Measures of the cognitive functions were conducted before and after training. Measures of the cognitive functions fell into eight categories (fluid intelligence, executive function, working memory, short-term memory, attention, processing speed, visual ability, and reading ability). Our results showed that commercial brain training game improves executive functions, working memory, and processing speed in young adults. Moreover, the popular puzzle game can engender improvement attention and visuo-spatial ability compared to playing the brain training game. The present study showed the scientific evidence which the brain training game had the beneficial effects on cognitive functions (executive functions, working memory and processing speed) in the healthy young adults. Our results do not indicate that everyone should play brain training games. However, the commercial brain training game might be a simple and convenient means to improve some cognitive functions. We believe that our findings are highly relevant to applications in educational and clinical fields. UMIN Clinical Trial Registry 000005618.

  6. Location-based technology and game-based learning in secondary education: learning about medieval Amsterdam

    NARCIS (Netherlands)

    Admiraal, W.; Akkerman, S.; Huizenga, J.; van Zeijts, H.

    2009-01-01

    Mobile games in education are excellent ways to combine situated, active and constructive learning with fun. In the mobile city game Frequency 1550 teams -of four students each- step into the game's world. With help of the Internet, smart phones and GPS technology, Amsterdam changes into a medieval

  7. Change Of Learning Environment Using Game Production ­Theory, Methods And Practice

    DEFF Research Database (Denmark)

    Reng, Lars; Kofoed, Lise; Schoenau-Fog, Henrik

    2018-01-01

    will focus on cases in which development of games did change the learning environments into production units where students or employees were producing games as part of the learning process. The cases indicate that the motivation as well as the learning curve became very high. The pedagogical theories......Game Based Learning has proven to have many possibilities for supporting better learning outcomes, when using educational or commercial games in the classroom. However, there is also a great potential in using game development as a motivator in other kinds of learning scenarios. This study...... and methods are based on Problem Based Learning (PBL), but are developed further by combining PBL with a production-oriented/design based approach. We illustrate the potential of using game production as a learning environment with investigation of three game productions. We can conclude that using game...

  8. Intelligent Governmentality

    Directory of Open Access Journals (Sweden)

    Willem de Lint

    2008-10-01

    Full Text Available Recently, within liberal democracies, the post-Westphalian consolidation of security and intelligence has ushered in the normalization not only of security in ‘securitization’ but also of intelligence in what is proposed here as ‘intelligencification.’ In outlining the features of intelligencified governance, my aim is to interrogate the view that effects or traces, and productivity rather than negation is as persuasive as commonly thought by the constructivists. After all, counter-intelligence is both about purging and reconstructing the archive for undisclosed values. In practice, what is being normalized is the authorized and legalized use of release and retention protocols of politically actionable information. The intelligencification of governmentality affords a sovereignty shell-game or the instrumentalization of sovereign power by interests that are dependent on, yet often inimical to, the power of state, national, and popular sovereignty. On voit le politique et le social comme dépendant de contingences exclusives. Récemment, au sein des démocraties libérales, la consolidation de la sécurité et des services de renseignements de sécurité qui a suivi les traités de la Westphalie a donné lieu à la normalisation non seulement de la sécurité en «sécurisation» mais aussi des services de renseignements de sécurité en ce qui est proposé ici comme «intelligencification» [terme anglais créé par l’auteur, dérivé du mot anglais «intelligence» dans le sens de renseignements des écurité]. En particulier, ce que l’on normalise dans le but de contourner des contingences exclusives est l’utilisation autorisée et légalisée de protocoles de communication et de rétention d’information qui, politiquement, pourrait mener à des poursuites. En esquissant les traits de la gouvernance «intelligencifiée», mon but est d’interroger le point de vue que les effets ou les traces, et la productivité plutôt que la

  9. Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction

    Directory of Open Access Journals (Sweden)

    A. M. Connor

    2015-10-01

    Full Text Available This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.

  10. Game theory and non-linear dynamics: the Parrondo Paradox case study

    International Nuclear Information System (INIS)

    Arena, P.; Fazzino, S.; Fortuna, L.; Maniscalco, P.

    2003-01-01

    In this paper a new research topic is explored on the role of chaos in a particular game problem: the Parrondo Paradox. In the original formulation of this paradox, it has been proved that two separate losing games can be combined following a random or periodic strategy in order to have a resulting winning game. In this paper, three key points will be dealt with. The first one regards the introduction of a strategy based on various chaotic time series: this could improve the gain in the classical two games Parrondo problem. The second one concerns with the introduction of a third loosing game based on the history of the game and not on the capital as in the classical Parrondo two games Problem. Finally, the Parrondo Paradox has been generalized for N games and an algorithm has been proposed in order to investigate through an optimization approach the region of probability parameter space in which Parrondo Paradox can occur

  11. Evolutionary game theory and criticality

    Science.gov (United States)

    Mahmoodi, Korosh; Grigolini, Paolo

    2017-01-01

    We study a regular two-dimensional network of individuals playing the Prisonner’s Dilemma game with their neighbors, assigning to each individual the adoption of two different criteria to make a choice between cooperation and defection. For a fraction q  incentive to cheat yields the extinction of cooperation and a modest one leads to the survival of cooperation. We show that for K={{K}\\text{c}} the adoption of a very small value of ɛ exerts a bias in favor of either cooperation or defection, as a form of criticality-induced intelligence, which leads the system to select either the cooperation or the defection branch, when K>{{K}\\text{c}} . Intermediate values of ɛ annihilated criticality-induced cognition and, as consequence, may favor defection choice even in the case when a wise payoff consideration is expected to yield the emergence of cooperation.

  12. Spiritual Intelligence, Emotional Intelligence and Auditor’s Performance

    OpenAIRE

    Hanafi, Rustam

    2010-01-01

    The objective of this research was to investigate empirical evidence about influence audi-tor spiritual intelligence on the performance with emotional intelligence as a mediator variable. Linear regression models are developed to examine the hypothesis and path analysis. The de-pendent variable of each model is auditor performance, whereas the independent variable of model 1 is spiritual intelligence, of model 2 are emotional intelligence and spiritual intelligence. The parameters were estima...

  13. [Game addiction].

    Science.gov (United States)

    Mori, Akio; Iwadate, Masako; Minakawa, Nahoko T; Kawashima, Satoshi

    2015-09-01

    The purpose of this article is to analyze the South Korea and China of computer game research, and the current state of research in Japan. Excessive game actions were analyzed by PET-MRI, MRI, fMRI, NIRS, EEG. These results showed that the prefrontal cortical activity decreased during game play. Also, game addiction causes damage to the prefrontal cortex. The NIRS-EEG and simultaneous recording, during game play correspond well with the decrease of β band and oxygen-hemoglobin. The α band did not change with game play. However, oxygen-hemoglobin decreased during game play. South Korea, game addiction measures have been analyzed since 2002, but in Japan the research is recent.

  14. The influence of game genre on Internet gaming disorder.

    Science.gov (United States)

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  15. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    Science.gov (United States)

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p games were more enjoyable (p games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  16. Games on Games. Game Design as Critical Reflexive Practice

    OpenAIRE

    Giovanni Caruso; Riccardo Fassone; Gabriele Ferri; Stefano Gualeni; Mauro Salvador

    2016-01-01

    Can video game design be compared to more formalized practices of scientific research or speculation within game studies? And, by virtue of an intellectual leap that in itself calls for discussion, can video games be considered as an efficient vehicle for the presentation of certain kinds of knowledge, in the same way in which papers, conference presentations, and books are? What Ratto defines as critical making (2011), the practice of producing artifacts of different sorts in order to supple...

  17. Video game addiction, ADHD symptomatology, and video game reinforcement.

    Science.gov (United States)

    Mathews, Christine L; Morrell, Holly E R; Molle, Jon E

    2018-06-06

    Up to 23% of people who play video games report symptoms of addiction. Individuals with attention deficit hyperactivity disorder (ADHD) may be at increased risk for video game addiction, especially when playing games with more reinforcing properties. The current study tested whether level of video game reinforcement (type of game) places individuals with greater ADHD symptom severity at higher risk for developing video game addiction. Adult video game players (N = 2,801; Mean age = 22.43, SD = 4.70; 93.30% male; 82.80% Caucasian) completed an online survey. Hierarchical multiple linear regression analyses were used to test type of game, ADHD symptom severity, and the interaction between type of game and ADHD symptomatology as predictors of video game addiction severity, after controlling for age, gender, and weekly time spent playing video games. ADHD symptom severity was positively associated with increased addiction severity (b = .73 and .68, ps .05. The relationship between ADHD symptom severity and addiction severity did not depend on the type of video game played or preferred most, ps > .05. Gamers who have greater ADHD symptom severity may be at greater risk for developing symptoms of video game addiction and its negative consequences, regardless of type of video game played or preferred most. Individuals who report ADHD symptomatology and also identify as gamers may benefit from psychoeducation about the potential risk for problematic play.

  18. Audio Visual Media Components in Educational Game for Elementary Students

    Directory of Open Access Journals (Sweden)

    Meilani Hartono

    2016-12-01

    Full Text Available The purpose of this research was to review and implement interactive audio visual media used in an educational game to improve elementary students’ interest in learning mathematics. The game was developed for desktop platform. The art of the game was set as 2D cartoon art with animation and audio in order to make students more interest. There were four mini games developed based on the researches on mathematics study. Development method used was Multimedia Development Life Cycle (MDLC that consists of requirement, design, development, testing, and implementation phase. Data collection methods used are questionnaire, literature study, and interview. The conclusion is elementary students interest with educational game that has fun and active (moving objects, with fast tempo of music, and carefree color like blue. This educational game is hoped to be an alternative teaching tool combined with conventional teaching method.

  19. Computational intelligence for decision support in cyber-physical systems

    CERN Document Server

    Ali, A; Riaz, Zahid

    2014-01-01

    This book is dedicated to applied computational intelligence and soft computing techniques with special reference to decision support in Cyber Physical Systems (CPS), where the physical as well as the communication segment of the networked entities interact with each other. The joint dynamics of such systems result in a complex combination of computers, software, networks and physical processes all combined to establish a process flow at system level. This volume provides the audience with an in-depth vision about how to ensure dependability, safety, security and efficiency in real time by making use of computational intelligence in various CPS applications ranging from the nano-world to large scale wide area systems of systems. Key application areas include healthcare, transportation, energy, process control and robotics where intelligent decision support has key significance in establishing dynamic, ever-changing and high confidence future technologies. A recommended text for graduate students and researche...

  20. Energy Demand Forecasting: Combining Cointegration Analysis and Artificial Intelligence Algorithm

    OpenAIRE

    Huang, Junbing; Tang, Yuee; Chen, Shuxing

    2018-01-01

    Energy is vital for the sustainable development of China. Accurate forecasts of annual energy demand are essential to schedule energy supply and provide valuable suggestions for developing related industries. In the existing literature on energy use prediction, the artificial intelligence-based (AI-based) model has received considerable attention. However, few econometric and statistical evidences exist that can prove the reliability of the current AI-based model, an area that still needs to ...

  1. Computer and video game addiction-a comparison between game users and non-game users.

    Science.gov (United States)

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  2. Game Learning Analytics: Learning Analytics for Serious Games

    NARCIS (Netherlands)

    Freire, Manuel; Serrano-Laguna, Angel; Manero, Borja; Martinez-Ortiz, Ivan; Moreno-Ger, Pablo; Fernandez-Manjon, Baltasar

    2016-01-01

    Video games have become one of the largest entertainment industries, and their power to capture the attention of players worldwide soon prompted the idea of using games to improve education. However, these educational games, commonly referred to as serious games, face different challenges when

  3. Tabletop Games: Platforms, Experimental Games and Design Recommendations

    Science.gov (United States)

    Haller, Michael; Forlines, Clifton; Koeffel, Christina; Leitner, Jakob; Shen, Chia

    While the last decade has seen massive improvements in not only the rendering quality, but also the overall performance of console and desktop video games, these improvements have not necessarily led to a greater population of video game players. In addition to continuing these improvements, the video game industry is also constantly searching for new ways to convert non-players into dedicated gamers. Despite the growing popularity of computer-based video games, people still love to play traditional board games, such as Risk, Monopoly, and Trivial Pursuit. Both video and board games have their strengths and weaknesses, and an intriguing conclusion is to merge both worlds. We believe that a tabletop form-factor provides an ideal interface for digital board games. The design and implementation of tabletop games will be influenced by the hardware platforms, form factors, sensing technologies, as well as input techniques and devices that are available and chosen. This chapter is divided into three major sections. In the first section, we describe the most recent tabletop hardware technologies that have been used by tabletop researchers and practitioners. In the second section, we discuss a set of experimental tabletop games. The third section presents ten evaluation heuristics for tabletop game design.

  4. Intelligent Recognition of Lung Nodule Combining Rule-based and C-SVM Classifiers

    Directory of Open Access Journals (Sweden)

    Bin Li

    2012-02-01

    Full Text Available Computer-aided detection(CAD system for lung nodules plays the important role in the diagnosis of lung cancer. In this paper, an improved intelligent recognition method of lung nodule in HRCT combing rule-based and cost-sensitive support vector machine(C-SVM classifiers is proposed for detecting both solid nodules and ground-glass opacity(GGO nodules(part solid and nonsolid. This method consists of several steps. Firstly, segmentation of regions of interest(ROIs, including pulmonary parenchyma and lung nodule candidates, is a difficult task. On one side, the presence of noise lowers the visibility of low-contrast objects. On the other side, different types of nodules, including small nodules, nodules connecting to vasculature or other structures, part-solid or nonsolid nodules, are complex, noisy, weak edge or difficult to define the boundary. In order to overcome the difficulties of obvious boundary-leak and slow evolvement speed problem in segmentatioin of weak edge, an overall segmentation method is proposed, they are: the lung parenchyma is extracted based on threshold and morphologic segmentation method; the image denoising and enhancing is realized by nonlinear anisotropic diffusion filtering(NADF method; candidate pulmonary nodules are segmented by the improved C-V level set method, in which the segmentation result of EM-based fuzzy threshold method is used as the initial contour of active contour model and a constrained energy term is added into the PDE of level set function. Then, lung nodules are classified by using the intelligent classifiers combining rules and C-SVM. Rule-based classification is first used to remove easily dismissible nonnodule objects, then C-SVM classification are used to further classify nodule candidates and reduce the number of false positive(FP objects. In order to increase the efficiency of SVM, an improved training method is used to train SVM, which uses the grid search method to search the optimal

  5. Intelligent Recognition of Lung Nodule Combining Rule-based and C-SVM Classifiers

    Directory of Open Access Journals (Sweden)

    Bin Li

    2011-10-01

    Full Text Available Computer-aided detection(CAD system for lung nodules plays the important role in the diagnosis of lung cancer. In this paper, an improved intelligent recognition method of lung nodule in HRCT combing rule-based and costsensitive support vector machine(C-SVM classifiers is proposed for detecting both solid nodules and ground-glass opacity(GGO nodules(part solid and nonsolid. This method consists of several steps. Firstly, segmentation of regions of interest(ROIs, including pulmonary parenchyma and lung nodule candidates, is a difficult task. On one side, the presence of noise lowers the visibility of low-contrast objects. On the other side, different types of nodules, including small nodules, nodules connecting to vasculature or other structures, part-solid or nonsolid nodules, are complex, noisy, weak edge or difficult to define the boundary. In order to overcome the difficulties of obvious boundary-leak and slow evolvement speed problem in segmentatioin of weak edge, an overall segmentation method is proposed, they are: the lung parenchyma is extracted based on threshold and morphologic segmentation method; the image denoising and enhancing is realized by nonlinear anisotropic diffusion filtering(NADF method;candidate pulmonary nodules are segmented by the improved C-V level set method, in which the segmentation result of EM-based fuzzy threshold method is used as the initial contour of active contour model and a constrained energy term is added into the PDE of level set function. Then, lung nodules are classified by using the intelligent classifiers combining rules and C-SVM. Rule-based classification is first used to remove easily dismissible nonnodule objects, then C-SVM classification are used to further classify nodule candidates and reduce the number of false positive(FP objects. In order to increase the efficiency of SVM, an improved training method is used to train SVM, which uses the grid search method to search the optimal parameters

  6. Language learning apps or games: an investigation utilizing the RETAIN model

    Directory of Open Access Journals (Sweden)

    Glenda A. Gunter

    2016-01-01

    Full Text Available Abstract: Combining games with mobile devices can promote learning opportunities at the learners' fingertips and enable ubiquitous learning experiences. As teachers increasingly assign games to reinforce language learning, it becomes essential to evaluate how effective these applications are in helping students learn the content or develop the skills that the games are reinforcing. This article examines two English language learning apps under the RETAIN model (GUNTER; KENNY; VICK, 2008. The findings indicate that although these apps offer some language learning opportunities, they do not present scenario-based quality or gameplay, among other elements, if they are to be considered games.

  7. The development of indonesian online game addiction questionnaire.

    Directory of Open Access Journals (Sweden)

    Tjibeng Jap

    Full Text Available Online game is an increasingly popular source of entertainment for all ages, with relatively prevalent negative consequences. Addiction is a problem that has received much attention. This research aims to develop a measure of online game addiction for Indonesian children and adolescents. The Indonesian Online Game Addiction Questionnaire draws from earlier theories and research on the internet and game addiction. Its construction is further enriched by including findings from qualitative interviews and field observation to ensure appropriate expression of the items. The measure consists of 7 items with a 5-point Likert Scale. It is validated by testing 1,477 Indonesian junior and senior high school students from several schools in Manado, Medan, Pontianak, and Yogyakarta. The validation evidence is shown by item-total correlation and criterion validity. The Indonesian Online Game Addiction Questionnaire has good item-total correlation (ranging from 0.29 to 0.55 and acceptable reliability (α = 0.73. It is also moderately correlated with the participant's longest time record to play online games (r = 0.39; p<0.01, average days per week in playing online games (ρ = 0.43; p<0.01, average hours per days in playing online games (ρ = 0.41; p<0.01, and monthly expenditure for online games (ρ = 0.30; p<0.01. Furthermore, we created a clinical cut-off estimate by combining criteria and population norm. The clinical cut-off estimate showed that the score of 14 to 21 may indicate mild online game addiction, and the score of 22 and above may indicate online game addiction. Overall, the result shows that Indonesian Online Game Addiction Questionnaire has sufficient psychometric property for research use, as well as limited clinical application.

  8. Comparison between Famous Game Engines and Eminent Games

    Directory of Open Access Journals (Sweden)

    Prerna Mishra

    2016-09-01

    Full Text Available Nowadays game engines are imperative for building 3D applications and games. This is for the reason that the engines appreciably reduce resources for employing obligatory but intricate utilities. This paper elucidates about a game engine, popular games developed by these engines and its foremost elements. It portrays a number of special kinds of contemporary game developed by engines in the way of their aspects, procedure and deliberates their stipulations with comparison.

  9. Intelligence analysis – the royal discipline of Competitive Intelligence

    OpenAIRE

    František Bartes

    2011-01-01

    The aim of this article is to propose work methodology for Competitive Intelligence teams in one of the intelligence cycle’s specific area, in the so-called “Intelligence Analysis”. Intelligence Analysis is one of the stages of the Intelligence Cycle in which data from both the primary and secondary research are analyzed. The main result of the effort is the creation of added value for the information collected. Company Competiitve Intelligence, correctly understood and implemented in busines...

  10. Social activities, self-efficacy, game attitudes, and game addiction.

    Science.gov (United States)

    Jeong, Eui Jun; Kim, Doo Hwan

    2011-04-01

    This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed.

  11. Parrondo's game using a discrete-time quantum walk

    International Nuclear Information System (INIS)

    Chandrashekar, C.M.; Banerjee, Subhashish

    2011-01-01

    We present a new form of a Parrondo game using discrete-time quantum walk on a line. The two players A and B with different quantum coins operators, individually losing the game can develop a strategy to emerge as joint winners by using their coins alternatively, or in combination for each step of the quantum walk evolution. We also present a strategy for a player A (B) to have a winning probability more than player B (A). Significance of the game strategy in information theory and physical applications are also discussed. - Highlights: → Novel form of Parrondo's game on a single particle discrete-time quantum walk. → Strategies for players to emerge as individual winners or as joint winners. → General framework for controlling and using quantum walk with multiple coins. → Strategies can be used in algorithms and situations involving directed motion.

  12. An Investigation of Game-Embedded Handheld Devices to Enhance English Learning

    Science.gov (United States)

    Hung, Hui-Chun; Young, Shelley Shwu-Ching

    2015-01-01

    This study proposed and implemented a system combining the advantages of both educational games and wireless handheld technology to promote the interactive English learning in the classroom setting. An interactive English vocabulary acquisition board game was designed with the system being implemented on handheld devices. Thirty sixth-grade…

  13. Gender and computer games / video games : girls’ perspective orientation

    OpenAIRE

    Yan, Jingjing

    2010-01-01

    The topic of this thesis is “Gender Differences in Computer games/ Video games Industry”. Due to rapid development in technology and popularization of computers all around the world, computer games have already become a kind of common entertainment. Because computer games were designed especially for boys at the very beginning, there are still some remaining barriers when training female game designers and expanding game markets among female players.This thesis is mainly based on two studies ...

  14. Playing Multi-Action Adversarial Games: Online Evolutionary Planning versus Tree Search

    OpenAIRE

    Justesen, Niels; Mahlmann, Tobias; Risi, Sebastian; Togelius, Julian

    2017-01-01

    We address the problem of playing turn-based multi-action adversarial games, which include many strategy games with extremely high branching factors as players take multiple actions each turn. This leads to the breakdown of standard tree search methods, including Monte Carlo Tree Search (MCTS), as they become unable to reach a sufficient depth in the game tree. In this paper, we introduce Online Evolutionary Planning (OEP) to address this challenge, which searches for combinations of actions ...

  15. The development of the Problematic Online Gaming Questionnaire (POGQ.

    Directory of Open Access Journals (Sweden)

    Zsolt Demetrovics

    Full Text Available BACKGROUND: Online gaming has become increasingly popular. However, this has led to concerns that these games might induce serious problems and/or lead to dependence for a minority of players. AIM: The aim of this study was to uncover and operationalize the components of problematic online gaming. METHODS: A total of 3415 gamers (90% males; mean age 21 years, were recruited through online gaming websites. A combined method of exploratory factor analysis (EFA and confirmatory factor analysis (CFA was applied. Latent profile analysis was applied to identify persons at-risk. RESULTS: EFA revealed a six-factor structure in the background of problematic online gaming that was also confirmed by a CFA. For the assessment of the identified six dimensions--preoccupation, overuse, immersion, social isolation, interpersonal conflicts, and withdrawal--the 18-item Problematic Online Gaming Questionnaire (POGQ proved to be exceedingly suitable. Based on the latent profile analysis, 3.4% of the gamer population was considered to be at high risk, while another 15.2% was moderately problematic. CONCLUSIONS: The POGQ seems to be an adequate measurement tool for the differentiated assessment of gaming related problems on six subscales.

  16. An Intelligent Information System for forest management: NED/FVS integration

    Science.gov (United States)

    J. Wang; W.D. Potter; D. Nute; F. Maier; H. Michael Rauscher; M.J. Twery; S. Thomasma; P. Knopp

    2002-01-01

    An Intelligent Information System (IIS) is viewed as composed of a unified knowledge base, database, and model base. This allows an IIS to provide responses to user queries regardless of whether the query process involves a data retrieval, an inference, a computational method, a problem solving module, or some combination of these. NED-2 is a full-featured intelligent...

  17. Reliability Prediction Approaches For Domestic Intelligent Electric Energy Meter Based on IEC62380

    Science.gov (United States)

    Li, Ning; Tong, Guanghua; Yang, Jincheng; Sun, Guodong; Han, Dongjun; Wang, Guixian

    2018-01-01

    The reliability of intelligent electric energy meter is a crucial issue considering its large calve application and safety of national intelligent grid. This paper developed a procedure of reliability prediction for domestic intelligent electric energy meter according to IEC62380, especially to identify the determination of model parameters combining domestic working conditions. A case study was provided to show the effectiveness and validation.

  18. Fluid intelligence and brain functional organization in aging yoga and meditation practitioners

    Directory of Open Access Journals (Sweden)

    Tim eGard

    2014-04-01

    Full Text Available Numerous studies have documented the normal age-related decline of neural structure, function, and cognitive performance. Preliminary evidence suggests that meditation may reduce decline in specific cognitive domains and in brain structure. Here we extended this research by investigating the relation between age and fluid intelligence and resting state brain functional network architecture using graph theory, in middle-aged yoga and meditation practitioners, and matched controls. Fluid intelligence declined slower in yoga practitioners and meditators combined than in controls. Resting state functional networks of yoga practitioners and meditators combined were more integrated and more resilient to damage than those of controls. Furthermore, mindfulness was positively correlated with fluid intelligence, resilience, and global network efficiency. These findings reveal the possibility to increase resilience and to slow the decline of fluid intelligence and brain functional architecture and suggest that mindfulness plays a mechanistic role in this preservation.

  19. micROS: a morphable, intelligent and collective robot operating system.

    Science.gov (United States)

    Yang, Xuejun; Dai, Huadong; Yi, Xiaodong; Wang, Yanzhen; Yang, Shaowu; Zhang, Bo; Wang, Zhiyuan; Zhou, Yun; Peng, Xuefeng

    2016-01-01

    Robots are developing in much the same way that personal computers did 40 years ago, and robot operating system is the critical basis. Current robot software is mainly designed for individual robots. We present in this paper the design of micROS, a morphable, intelligent and collective robot operating system for future collective and collaborative robots. We first present the architecture of micROS, including the distributed architecture for collective robot system as a whole and the layered architecture for every single node. We then present the design of autonomous behavior management based on the observe-orient-decide-act cognitive behavior model and the design of collective intelligence including collective perception, collective cognition, collective game and collective dynamics. We also give the design of morphable resource management, which first categorizes robot resources into physical, information, cognitive and social domains, and then achieve morphability based on self-adaptive software technology. We finally deploy micROS on NuBot football robots and achieve significant improvement in real-time performance.

  20. Game and Digital Culture: A Study on Hay Day Game

    Directory of Open Access Journals (Sweden)

    Mia Angeline

    2016-01-01

    Full Text Available Digital games are a commercial product developed and distributed by media companies and often uses characters or scenarios of movies, books, and comics. The digital game play comes from individual media consumption patterns. Playing digital games also offer experience and satisfaction based on interactive communication technologies and immersive gameplay. In this digital age, digital games became more social-based, which means they implement the need to invite friends on social media to come into play and help each other in the game. The problems of this study was to determine what factors make Hay Day popular among the players and to find out how Hay Day changing the social patterns interaction of the players. This study aims to look at the functions of digital games in the context of communication with relations in social media and why certain games can achieve very high popularity, while other games failed miserably. This research focuses on Hay Day. The method used is descriptive qualitative approach with case study method. Data collection is using interviews with players active in the game, as well as observation and literature studies. The results showed that a game may gain popularity if someone has a social media environment prior to play. Interactive concept, simulation, and fantasy game technology are also the reason Hay Day became very popular. The perception that the digital game player who formerly regarded as anti-social experience has shifted in the concept of digital game-based social bookmark. Players who have a lot of friends in games are seen as someone who has a lot of friends and a high social level. This is in line with the functions of a traditional game in Indonesian culture, where the region has a wide variety of games to be played together and motivate positive social interaction. Function of digital games also increased, other than playing the game as entertainment, but also now the game became one of the effective

  1. Population Games, Stable Games, and Passivity

    Directory of Open Access Journals (Sweden)

    Michael J. Fox

    2013-10-01

    Full Text Available The class of “stable games”, introduced by Hofbauer and Sandholm in 2009, has the attractive property of admitting global convergence to equilibria under many evolutionary dynamics. We show that stable games can be identified as a special case of the feedback-system-theoretic notion of a “passive” dynamical system. Motivated by this observation, we develop a notion of passivity for evolutionary dynamics that complements the definition of the class of stable games. Since interconnections of passive dynamical systems exhibit stable behavior, we can make conclusions about passive evolutionary dynamics coupled with stable games. We show how established evolutionary dynamics qualify as passive dynamical systems. Moreover, we exploit the flexibility of the definition of passive dynamical systems to analyze generalizations of stable games and evolutionary dynamics that include forecasting heuristics as well as certain games with memory.

  2. Educational games for brain health: revealing their unexplored potential through a neurocognitive approach

    Directory of Open Access Journals (Sweden)

    Patrick eFissler

    2015-07-01

    Full Text Available Educational games link the motivational nature of games with learning of knowledge and skills. Here, we go beyond effects on these learning outcomes. We review two lines of evidence which indicate the currently unexplored potential of educational games to promote brain health: First, gaming with specific neurocognitive demands (e.g., executive control, and second, educational learning experiences (e.g., studying foreign languages improve brain health markers. These markers include cognitive ability, brain function, and brain structure. As educational games allow the combination of specific neurocognitive demands with educational learning experiences, they seem to be optimally suited for promoting brain health. We propose a neurocognitive approach to reveal this unexplored potential of educational games in future research.

  3. Developing a fluid intelligence scale through a combination of Rasch modeling and cognitive psychology.

    Science.gov (United States)

    Primi, Ricardo

    2014-09-01

    Ability testing has been criticized because understanding of the construct being assessed is incomplete and because the testing has not yet been satisfactorily improved in accordance with new knowledge from cognitive psychology. This article contributes to the solution of this problem through the application of item response theory and Susan Embretson's cognitive design system for test development in the development of a fluid intelligence scale. This study is based on findings from cognitive psychology; instead of focusing on the development of a test, it focuses on the definition of a variable for the creation of a criterion-referenced measure for fluid intelligence. A geometric matrix item bank with 26 items was analyzed with data from 2,797 undergraduate students. The main result was a criterion-referenced scale that was based on information from item features that were linked to cognitive components, such as storage capacity, goal management, and abstraction; this information was used to create the descriptions of selected levels of a fluid intelligence scale. The scale proposed that the levels of fluid intelligence range from the ability to solve problems containing a limited number of bits of information with obvious relationships through the ability to solve problems that involve abstract relationships under conditions that are confounded with an information overload and distraction by mixed noise. This scale can be employed in future research to provide interpretations for the measurements of the cognitive processes mastered and the types of difficulty experienced by examinees. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  4. Public and Private Intelligence: Historical and Contemporary Perspectives

    Directory of Open Access Journals (Sweden)

    Ruth Delaforce

    2013-06-01

    Full Text Available Intelligence is often regarded as information that is special or different, which must be safely kept. When sought, collected or used by the private sector, as opposed to public agencies, concerns are raised on the purpose and propriety of such an activity. However, in an historical context, intelligence collection or sharing between public and private interests for the purpose of national security was not unusual, particularly during the Cold War. Case studies from this era indicate that overlapping concerns were economic success combined with political strategy. Glimpses of these shared interests between the state and business can also be identified in the immediate post-Cold War era, and the aftermath of terrorist attacks in 2001. Perhaps the greatest contemporary change is not that “private” and “public” intelligence is shared between business and state, but the extent of such an enterprise. Further issues related to this change are: state dominance in the public-private relationship; potential fragmentation in the intelligence process; gaps in the historical record; and implications for future generations of intelligence professionals.

  5. Intelligence and Its Role in Protecting Against Terrorism

    Directory of Open Access Journals (Sweden)

    Don Githens

    2010-01-01

    Full Text Available The art and science of gathering critical operational intelligence has been defined in many ways and is beyond our needs for this writing. Throughout the course of history, many wars have been fought depending heavily on various forms of intelligence. During our most recent actions in the War on Terror, intelligence analysis has played a critical role in both offensive and defensive operations in Iraq and Afghanistan. With such varying fact-finding techniques available and utilized in the defense of our country, it has become an arduous task to collect, decipher, package, prioritize, disseminate, and act upon everything that comes down the pipe.Intelligence is even more important in homeland defense and security. Our society is suspicious of intrusions on personal liberties. Mandated identity cards, restricted vehicle access and random searches of airline passengers are generally not well received. That makes it especially important to prevent terrorist attacks by interdicting the terrorists and their resources before they can reach their targets. The primary means of accomplishing this is through a combination of intelligence and law enforcement work.

  6. From Game Design Elements to Gamefulness: Defining “Gamification”

    DEFF Research Database (Denmark)

    Deterding, Sebastian; Dixon, Dan; Khaled, Rilla

    2011-01-01

    Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as “gamification”, this trend connects to a sizeable body of existing concepts and research in human- computer interaction and game studies, such as serious...... games, pervasive games, alternate reality games, or playful design. However, it is not clear how “gamification” relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate “gamification” and the historical origins of the term in relation...... to precursors and similar concepts. It is suggested that “gamified” applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of “gamification” as the use of game design elements in non-game contexts....

  7. Mining Experiential Patterns from Game-Logs of Board Game

    Directory of Open Access Journals (Sweden)

    Liang Wang

    2015-01-01

    Full Text Available In board games, game-logs record past game processes, which can be regarded as an accumulation of experience. Similar to a real person, a computer player can gradually increase its skill by learning from game-logs. Therefore, the game becomes more interesting. This paper proposes an extensible approach to mine experiential patterns from increasing game-logs. The computer player improves its strategies by utilizing these growing patterns, just as it acquires experience. To evaluate the effect and performance of the approach, we designed a sample board game as a test platform and elaborated an experiment consisting of a series of tests. Experimental results show that our approach is effective and efficient.

  8. Physiological and brain activity after a combined cognitive behavioral treatment plus video game therapy for emotional regulation in bulimia nervosa: a case report.

    Science.gov (United States)

    Fagundo, Ana Beatriz; Via, Esther; Sánchez, Isabel; Jiménez-Murcia, Susana; Forcano, Laura; Soriano-Mas, Carles; Giner-Bartolomé, Cristina; Santamaría, Juan J; Ben-Moussa, Maher; Konstantas, Dimitri; Lam, Tony; Lucas, Mikkel; Nielsen, Jeppe; Lems, Peter; Cardoner, Narcís; Menchón, Jose M; de la Torre, Rafael; Fernandez-Aranda, Fernando

    2014-08-12

    PlayMancer is a video game designed to increase emotional regulation and reduce general impulsive behaviors, by training to decrease arousal and improve decision-making and planning. We have previously demonstrated the usefulness of PlayMancer in reducing impulsivity and improving emotional regulation in bulimia nervosa (BN) patients. However, whether these improvements are actually translated into brain changes remains unclear. The aim of this case study was to report on a 28-year-old Spanish woman with BN, and to examine changes in physiological variables and brain activity after a combined treatment of video game therapy (VGT) and cognitive behavioral therapy (CBT). Ten VGT sessions were carried out on a weekly basis. Anxiety, physiological, and impulsivity measurements were recorded. The patient was scanned in a 1.5-T magnetic resonance scanner, prior to and after the 10-week VGT/CBT combined treatment, using two paradigms: (1) an emotional face-matching task, and (2) a multi-source interference task (MSIT). Upon completing the treatment, a decrease in average heart rate was observed. The functional magnetic resonance imaging (fMRI) results indicated a post-treatment reduction in reaction time along with high accuracy. The patient engaged areas typically active in healthy controls, although the cluster extension of the active areas decreased after the combined treatment. These results suggest a global improvement in emotional regulation and impulsivity control after the VGT therapy in BN, demonstrated by both physiological and neural changes. These promising results suggest that a combined treatment of CBT and VGT might lead to functional cerebral changes that ultimately translate into better cognitive and emotional performances.

  9. Physiological and Brain Activity After a Combined Cognitive Behavioral Treatment Plus Video Game Therapy for Emotional Regulation in Bulimia Nervosa: A Case Report

    Science.gov (United States)

    Fagundo, Ana Beatriz; Via, Esther; Sánchez, Isabel; Jiménez-Murcia, Susana; Forcano, Laura; Soriano-Mas, Carles; Giner-Bartolomé, Cristina; Santamaría, Juan J; Ben-Moussa, Maher; Konstantas, Dimitri; Lam, Tony; Lucas, Mikkel; Nielsen, Jeppe; Lems, Peter; Cardoner, Narcís; Menchón, Jose M; de la Torre, Rafael

    2014-01-01

    Background PlayMancer is a video game designed to increase emotional regulation and reduce general impulsive behaviors, by training to decrease arousal and improve decision-making and planning. We have previously demonstrated the usefulness of PlayMancer in reducing impulsivity and improving emotional regulation in bulimia nervosa (BN) patients. However, whether these improvements are actually translated into brain changes remains unclear. Objective The aim of this case study was to report on a 28-year-old Spanish woman with BN, and to examine changes in physiological variables and brain activity after a combined treatment of video game therapy (VGT) and cognitive behavioral therapy (CBT). Methods Ten VGT sessions were carried out on a weekly basis. Anxiety, physiological, and impulsivity measurements were recorded. The patient was scanned in a 1.5-T magnetic resonance scanner, prior to and after the 10-week VGT/CBT combined treatment, using two paradigms: (1) an emotional face-matching task, and (2) a multi-source interference task (MSIT). Results Upon completing the treatment, a decrease in average heart rate was observed. The functional magnetic resonance imaging (fMRI) results indicated a post-treatment reduction in reaction time along with high accuracy. The patient engaged areas typically active in healthy controls, although the cluster extension of the active areas decreased after the combined treatment. Conclusions These results suggest a global improvement in emotional regulation and impulsivity control after the VGT therapy in BN, demonstrated by both physiological and neural changes. These promising results suggest that a combined treatment of CBT and VGT might lead to functional cerebral changes that ultimately translate into better cognitive and emotional performances. PMID:25116416

  10. Brain-computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum

    Directory of Open Access Journals (Sweden)

    Elisabeth V C Friedrich

    2014-07-01

    Full Text Available Individuals with Autism Spectrum Disorder (ASD show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced.

  11. Brain-computer interface game applications for combined neurofeedback and biofeedback treatment for children on the autism spectrum.

    Science.gov (United States)

    Friedrich, Elisabeth V C; Suttie, Neil; Sivanathan, Aparajithan; Lim, Theodore; Louchart, Sandy; Pineda, Jaime A

    2014-01-01

    Individuals with autism spectrum disorder (ASD) show deficits in social and communicative skills, including imitation, empathy, and shared attention, as well as restricted interests and repetitive patterns of behaviors. Evidence for and against the idea that dysfunctions in the mirror neuron system are involved in imitation and could be one underlying cause for ASD is discussed in this review. Neurofeedback interventions have reduced symptoms in children with ASD by self-regulation of brain rhythms. However, cortical deficiencies are not the only cause of these symptoms. Peripheral physiological activity, such as the heart rate and its variability, is closely linked to neurophysiological signals and associated with social engagement. Therefore, a combined approach targeting the interplay between brain, body, and behavior could be more effective. Brain-computer interface applications for combined neurofeedback and biofeedback treatment for children with ASD are currently nonexistent. To facilitate their use, we have designed an innovative game that includes social interactions and provides neural- and body-based feedback that corresponds directly to the underlying significance of the trained signals as well as to the behavior that is reinforced.

  12. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  13. Serious Gaming and Social Connect—Games for Good (SGSC 2012)

    CERN Document Server

    Ko, Ryan; Marsh, Tim; Trends and Applications of Serious Gaming and Social Media

    2014-01-01

    This book highlights the challenges and potential of educational learning or industry-based training using serious games and social media platforms. In particular, the book addresses applications used in businesses and education-related organizations in Asia, where the framework and experience of serious games have been used to address specific problems in the real world.  The topics that will be present in this book includes future of serious games and immersive technologies and their impact on society; online and mobile games; achievement systems in serious games; persuasive technology and games for saving and money management; malware analytics for social networking; serious games for mental health interventions; educational implications of social network games; learning and acquiring subject knowledge using serious games in classrooms. The target audience for this book includes scientists, engineers and practitioners involved in the field of Serious Games. The major part of this book comprises of papers ...

  14. Game mechanics engine

    OpenAIRE

    Magnusson, Lars V

    2011-01-01

    Game logic and game rules exists in all computer games, but they are created di erently for all game engines. This game engine dependency exists because of how the internal object model is implemented in the engine, as a place where game logic data is intermingled with the data needed by the low- level subsystems. This thesis propose a game object model design, based on existing theory, that removes this dependency and establish a general game logic framework. The thesis the...

  15. 7th International Conference on Intelligent Systems and Knowledge Engineering

    CERN Document Server

    Li, Tianrui; Li, Hongbo

    2014-01-01

    These proceedings present technical papers selected from the 2012 International Conference on Intelligent Systems and Knowledge Engineering (ISKE 2012), held on December 15-17 in Beijing. The aim of this conference is to bring together experts from different fields of expertise to discuss the state-of-the-art in Intelligent Systems and Knowledge Engineering, and to present new findings and perspectives on future developments. The proceedings introduce current scientific and technical advances in the fields of artificial intelligence, machine learning, pattern recognition, data mining, knowledge engineering, information retrieval, information theory, knowledge-based systems, knowledge representation and reasoning, multi-agent systems, and natural-language processing, etc. Furthermore they include papers on new intelligent computing paradigms, which combine new computing methodologies, e.g., cloud computing, service computing and pervasive computing with traditional intelligent methods. By presenting new method...

  16. Intelligent System for Diagnosis of a Three-Phase Separator

    Directory of Open Access Journals (Sweden)

    Irina Ioniţă

    2016-03-01

    Full Text Available Intelligent systems for diagnosis have been used in a variety of domains: financial evaluation, credit scoring problem, identification of software and hardware problems of mechanical and electronic equipment, medical diagnosis, fault detection in gas-oil production plants etc. The goal of diagnosis systems is to classify the observed symptoms as being caused by some diagnosis class while advising systems perform such a classification and offer corrective remedies (recommendations. The current paper discuss the opportunity to combine more intelligent techniques and methodologies (intelligent agents, data mining and expert systems to increase the accuracy of results obtained from the diagnosis of a three-phase separator. The results indicate that the diagnosis hybrid system benefits from the advantages of each module component: intelligent agent module, data mining module and expert system module.

  17. Assessing risk from intelligent attacks: A perspective on approaches

    International Nuclear Information System (INIS)

    Guikema, Seth D.; Aven, Terje

    2010-01-01

    Assessing the uncertainties in and severity of the consequences of intelligent attacks are fundamentally different from risk assessment for accidental events and other phenomena with inherently random failures. Intelligent attacks against a system involve adaptation on the part of the adversary. The probabilities of the initiating events depend on the risk management actions taken, and they may be more difficult to assess due to high degrees of epistemic uncertainty about the motivations and future actions of adversaries. Several fundamentally different frameworks have been proposed for assessing risk from intelligent attacks. These include basing risk assessment and management on game theoretic modelling of attacker actions, using a probabilistic risk analysis (PRA) approach based on eliciting probabilities of different initiating events from appropriate experts, assessing uncertainties beyond probabilities and expected values, and ignoring the probabilities of the attacks and choosing to protect highest valued targets. In this paper we discuss and compare the fundamental assumptions that underlie each of these approaches. We then suggest a new framework that makes the fundamental assumptions underlying the approaches clear to decision makers and presents them with a suite of results from conditional risk analysis methods. Each of the conditional methods presents the risk from a specified set of fundamental assumptions, allowing the decision maker to see the impacts of these assumptions on the risk management strategies considered and to weight the different conditional results with their assessments of the relative likelihood of the different sets of assumptions.

  18. A Game of Cat and Mouse: Intelligence and Dynamic Targeting in Operation Allied Force

    Science.gov (United States)

    2017-06-01

    who knows the enemy and knows himself will not be endangered in a hundred engagements. Sun Tzu The Art of War It is getting the collection of...77 BIBLIOGRAPHY .......................................................................... 87 1 Chapter 1 Introduction Air...develop ISR strategies to provide the highest quality intelligence for decision makers across the spectrum of conflict. 87 Bibliography Articles

  19. Intelligent System Design Using Hyper-Heuristics

    Directory of Open Access Journals (Sweden)

    Nelishia Pillay

    2015-07-01

    Full Text Available Determining the most appropriate search method or artificial intelligence technique to solve a problem is not always evident and usually requires implementation of the different approaches to ascertain this. In some instances a single approach may not be sufficient and hybridization of methods may be needed to find a solution. This process can be time consuming. The paper proposes the use of hyper-heuristics as a means of identifying which method or combination of approaches is needed to solve a problem. The research presented forms part of a larger initiative aimed at using hyper-heuristics to develop intelligent hybrid systems. As an initial step in this direction, this paper investigates this for classical artificial intelligence uninformed and informed search methods, namely depth first search, breadth first search, best first search, hill-climbing and the A* algorithm. The hyper-heuristic determines the search or combination of searches to use to solve the problem. An evolutionary algorithm hyper-heuristic is implemented for this purpose and its performance is evaluated in solving the 8-Puzzle, Towers of Hanoi and Blocks World problems. The hyper-heuristic employs a generational evolutionary algorithm which iteratively refines an initial population using tournament selection to select parents, which the mutation and crossover operators are applied to for regeneration. The hyper-heuristic was able to identify a search or combination of searches to produce solutions for the twenty 8-Puzzle, five Towers of Hanoi and five Blocks World problems. Furthermore, admissible solutions were produced for all problem instances.

  20. SIDH: A Game-Based Architecture for a Training Simulator

    Directory of Open Access Journals (Sweden)

    P. Backlund

    2009-01-01

    Full Text Available Game-based simulators, sometimes referred to as “lightweight” simulators, have benefits such as flexible technology and economic feasibility. In this article, we extend the notion of a game-based simulator by introducing multiple screen view and physical interaction. These features are expected to enhance immersion and fidelity. By utilizing these concepts we have constructed a training simulator for breathing apparatus entry. Game hardware and software have been used to produce the application. More important, the application itself is deliberately designed to be a game. Indeed, one important design goal is to create an entertaining and motivating experience combined with learning goals in order to create a serious game. The system has been evaluated in cooperation with the Swedish Rescue Services Agency to see which architectural features contribute to perceived fidelity. The modes of visualization and interaction as well as level design contribute to the usefulness of the system.