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Sample records for network creation games

  1. The Price of Anarchy in Network Creation Games Is (Mostly) Constant

    Science.gov (United States)

    Mihalák, Matúš; Schlegel, Jan Christoph

    We study the price of anarchy and the structure of equilibria in network creation games. A network creation game (first defined and studied by Fabrikant et al. [4]) is played by n players {1,2,...,n}, each identified with a vertex of a graph (network), where the strategy of player i, i = 1,...,n, is to build some edges adjacent to i. The cost of building an edge is α> 0, a fixed parameter of the game. The goal of every player is to minimize its creation cost plus its usage cost. The creation cost of player i is α times the number of built edges. In the SumGame (the original variant of Fabrikant et al. [4]) the usage cost of player i is the sum of distances from i to every node of the resulting graph. In the MaxGame (variant defined and studied by Demaine et al. [3]) the usage cost is the eccentricity of i in the resulting graph of the game. In this paper we improve previously known bounds on the price of anarchy of the game (of both variants) for various ranges of α, and give new insights into the structure of equilibria for various values of α. The two main results of the paper show that for α > 273·n all equilibria in SumGame are trees and thus the price of anarchy is constant, and that for α> 129 all equilibria in MaxGame are trees and the price of anarchy is constant. For SumGame this (almost) answers one of the basic open problems in the field - is price of anarchy of the network creation game constant for all values of α? - in an affirmative way, up to a tiny range of α.

  2. Ludic Educational Game Creation Tool

    DEFF Research Database (Denmark)

    Vidakis, Nikolaos; Syntychakis, Efthimios; Kalafatis, Konstantinos

    2015-01-01

    creation tool features a web editor, where the game narrative can be manipulated, according to specific needs. Moreover, this tool is applied for creating an educational game according to a reference scenario namely teaching schoolers road safety. A ludic approach is used both in game creation and play...... for teaching road safety, by employing ludic interfaces for both the game creator and the game player, as well as ludic game design........ Helping children staying safe and preventing serious injury on the roads is crucial. In this context, this work presents an augmented version of the IOLAOS architecture including an enhanced game creation tool and a new multimodality module. In addition presents a case study for creating educational games...

  3. Interactivity, Game Creation, Design, Learning, and Innovation

    DEFF Research Database (Denmark)

    This book constitutes the proceedings of two conferences: The 5th International Conference on ArtsIT, Interactivity and Game Creation (ArtsIT 2016) and the First International Conference on Design, Learning and Innovation (DLI 2016). ArtsIT is reflecting trends in the expanding field of digital art......, interactive art, and how game creation is considered an art form. The decision was made to augment the title of ArtsIT to be in future known as “The International Conference on Interactivity, Game Creation, Design, Learning, and Innovation”. The event was hosted in Esbjerg, Denmark in May 2016 and attracted...... 76 submissions from which 34 full papers were selected for publication in this book. The papers represent a forum for the dissemination of cutting-edge research results in the area of arts, design and technology....

  4. Network testbed creation and validation

    Energy Technology Data Exchange (ETDEWEB)

    Thai, Tan Q.; Urias, Vincent; Van Leeuwen, Brian P.; Watts, Kristopher K.; Sweeney, Andrew John

    2017-03-21

    Embodiments of network testbed creation and validation processes are described herein. A "network testbed" is a replicated environment used to validate a target network or an aspect of its design. Embodiments describe a network testbed that comprises virtual testbed nodes executed via a plurality of physical infrastructure nodes. The virtual testbed nodes utilize these hardware resources as a network "fabric," thereby enabling rapid configuration and reconfiguration of the virtual testbed nodes without requiring reconfiguration of the physical infrastructure nodes. Thus, in contrast to prior art solutions which require a tester manually build an emulated environment of physically connected network devices, embodiments receive or derive a target network description and build out a replica of this description using virtual testbed nodes executed via the physical infrastructure nodes. This process allows for the creation of very large (e.g., tens of thousands of network elements) and/or very topologically complex test networks.

  5. Network testbed creation and validation

    Science.gov (United States)

    Thai, Tan Q.; Urias, Vincent; Van Leeuwen, Brian P.; Watts, Kristopher K.; Sweeney, Andrew John

    2017-04-18

    Embodiments of network testbed creation and validation processes are described herein. A "network testbed" is a replicated environment used to validate a target network or an aspect of its design. Embodiments describe a network testbed that comprises virtual testbed nodes executed via a plurality of physical infrastructure nodes. The virtual testbed nodes utilize these hardware resources as a network "fabric," thereby enabling rapid configuration and reconfiguration of the virtual testbed nodes without requiring reconfiguration of the physical infrastructure nodes. Thus, in contrast to prior art solutions which require a tester manually build an emulated environment of physically connected network devices, embodiments receive or derive a target network description and build out a replica of this description using virtual testbed nodes executed via the physical infrastructure nodes. This process allows for the creation of very large (e.g., tens of thousands of network elements) and/or very topologically complex test networks.

  6. Decomposition of Network Communication Games

    NARCIS (Netherlands)

    Dietzenbacher, Bas; Borm, Peter; Hendrickx, Ruud

    2015-01-01

    Using network control structures this paper introduces network communication games as a generalization of vertex games and edge games corresponding to communication situations and studies their decomposition into unanimity games. We obtain a relation between the dividends of the network

  7. Co-Creation in Distributed Value Creation Systems and Networks

    DEFF Research Database (Denmark)

    Bang, Anne Louise; Christensen, Poul Rind

    2013-01-01

    Design and management are not performed in organizational isolation, but rather in distributed networks of actors and activities. In this contribution co-creation and relationship management are combined in a network perspective.......Design and management are not performed in organizational isolation, but rather in distributed networks of actors and activities. In this contribution co-creation and relationship management are combined in a network perspective....

  8. Decentralized Network Interdiction Games

    Science.gov (United States)

    2015-12-31

    AFRL-AFOSR-VA-TR-2016-0169 Decentralized Network Interdiction Games Andrew Liu PURDUE UNIVERSITY Final Report 01/13/2016 DISTRIBUTION A: Distribution...Interdiction Games 5a. CONTRACT NUMBER N/A 5b. GRANT NUMBER FA9550-12-1-0275 5c. PROGRAM ELEMENT NUMBER N/A 6. AUTHOR(S) Andrew L. Liu (PI...project established the theoretical and computational foundation for a new class of games , termed as the multi-interdictor network games (MINGs

  9. Decomposition of network communication games

    NARCIS (Netherlands)

    Dietzenbacher, Bas; Borm, Peter; Hendrickx, Ruud

    Using network control structures, this paper introduces a general class of network communication games and studies their decomposition into unanimity games. We obtain a relation between the dividends in any network communication game and its underlying transferable utility game, which depends on the

  10. Designer Modeling for Personalized Game Content Creation Tools

    DEFF Research Database (Denmark)

    Liapis, Antonios; Yannakakis, Georgios N.; Togelius, Julian

    2013-01-01

    With the growing use of automated content creation and computer-aided design tools in game development, there is potential for enhancing the design process through personalized interactions between the software and the game developer. This paper proposes designer modeling for capturing the designer......’s preferences, goals and processes from their interaction with a computer-aided design tool, and suggests methods and domains within game development where such a model can be applied. We describe how designer modeling could be integrated with current work on automated and mixed-initiative content creation......, and envision future directions which focus on personalizing the processes to a designer’s particular wishes....

  11. Facilitating value co-creation in networks

    DEFF Research Database (Denmark)

    Rasmussen, Mette Apollo

    participants in varied ways come to grasp the meaning of networking. The dissertation draws on insights from the Service-Dominant (S-D) Logic to explain how networks can be seen as spheres for value co-creation. Co-creation as a theoretical construct has evolved from varied streams of service marketing...

  12. The Dollar Game Curriculum: Inspiring Wealth Creation in Rural Communities

    Science.gov (United States)

    Braak, Willem J.; Lewin, Paul A.

    2015-01-01

    Rural wealth creation and local entrepreneurship are emerging economic development approaches that bring back a sense of self-determination to rural communities. However, their potential is often greatly diminished by preconceived and opposing notions within the community on what drives economic growth. The Dollar Game is an innovative curriculum…

  13. Networks and knowledge creation for meaning

    DEFF Research Database (Denmark)

    Brink, Tove

    2016-01-01

    . The findings show that business networks provide an important frame for organising both central- and distributed leadership to provide meaning on all levels of the network organisations. The business network consists of customers, suppliers and business partners for support of reciprocal learning for providing...... the meaning necessary for innovation. In the organising process sources of systematic storage in the enterprise, education and training and the essential knowledge creation through people need to be emphasised on the creation of meaning for innovation and reduction of LCOE. Each of these sources is important...

  14. Value Creation in Cryptocurrency Networks

    DEFF Research Database (Denmark)

    Kazan, Erol; Tan, Chee-Wee; Lim, Eric T. K.

    2015-01-01

    Cryptocurrency networks have given birth to a diversity of start-ups and attracted a huge influx of venture capital to invest in these start-ups for creating and capturing value within and between such networks. Synthesizing strategic management and information systems (IS) literature, this study...... advances a unified theoretical framework for identifying and investigating how cryptocurrency companies configure value through digital business models. This framework is then employed, via multiple case studies, to examine digital business models of companies within the bitcoin network. Findings suggest...... on value configurations and digital businesses models within the emerging and increasingly pervasive domain of cryptocurrency networks....

  15. Space Creation Dynamics in Basketball Small-Sided Games.

    Science.gov (United States)

    Bredt, Sarah G T; Morales, Juan C P; Andrade, André G P; Torres, Juliana O; Peixoto, Gustavo H; Greco, Pablo J; Praça, Gibson M; Chagas, Mauro H

    2017-01-01

    Space creation dynamics (SCDs) describe actions players perform to create a scoring opportunity. This study compared SCDs and types of offense during three different three versus three (3vs.3) basketball small-sided games (SSGs) played in half court: 3vs.3 with man-to-man defense in half playing area (3vs.3HALF), 3vs.3 with man-to-man defense in full playing area (3vs.3FULL), and 3vs.3 with reduced shot clock (3vs.3RT). We also investigated the efficacy of SCDs in all SSGs and the reliability of SCDs in 3vs.3HALF. While the efficacy of SCDs did not differ among these SSGs, 3vs.3RT presented significantly more "space creation with ball dribbled" and "shot clock violations," and less "on ball screens." 3vs.3FULL presented no differences in the SCDs and types of offense compared with 3vs.3HALF. Reliability within 3vs.3HALF was higher for "space creation with ball dribbled," "space creation without the ball," "set offenses," "fast breaks," and "loss of ball during passing or dribbling." We concluded that 3vs.3 basketball SSGs with different rules can be used for training different tactical behaviors important to formal games, especially since the 3vs.3HALF presented good reliability for many variables related to tactical behavior.

  16. Adaptive Game Level Creation through Rank-based Interactive Evolution

    DEFF Research Database (Denmark)

    Liapis, Antonios; Martínez, Héctor Pérez; Togelius, Julian

    2013-01-01

    This paper introduces Rank-based Interactive Evolution (RIE) which is an alternative to interactive evolution driven by computational models of user preferences to generate personalized content. In RIE, the computational models are adapted to the preferences of users which, in turn, are used...... as fitness functions for the optimization of the generated content. The preference models are built via ranking-based preference learning, while the content is generated via evolutionary search. The proposed method is evaluated on the creation of strategy game maps, and its performance is tested using...

  17. Coordination Games on Dynamical Networks

    Directory of Open Access Journals (Sweden)

    Enea Pestelacci

    2010-07-01

    Full Text Available We propose a model in which agents of a population interacting according to a network of contacts play games of coordination with each other and can also dynamically break and redirect links to neighbors if they are unsatisfied. As a result, there is co-evolution of strategies in the population and of the graph that represents the network of contacts. We apply the model to the class of pure and general coordination games. For pure coordination games, the networks co-evolve towards the polarization of different strategies. In the case of general coordination games our results show that the possibility of refusing neighbors and choosing different partners increases the success rate of the Pareto-dominant equilibrium.

  18. Service Creation and Deployment in Converged Networks

    DEFF Research Database (Denmark)

    Soler, José

    This monograph (Early Experiences related to Service Creation & Deployment in Converged Networks) presents different experiences related to architectures and mechanisms for deployment of telephony services, understood as especial features complementing the basic voice service. The context...... and Future Converged Networks”, carried out at the Technical University of Denmark in the period [April 2002-April 2005]. Even though the technologies presented in the text have evolved from that period until now, the presented scenarios and setups are still valid as interesting initial steps in the realm....

  19. The Game Object Model and expansive learning: Creation ...

    African Journals Online (AJOL)

    representation as research instrument of the Game Object Model (GOM) are explored from a Cultural Historical Activity Theory perspective. The aim of the paper is to develop insights into the design, integration, evaluation and use of video games ...

  20. Algorithms and networking for computer games

    CERN Document Server

    Smed, Jouni

    2006-01-01

    Algorithms and Networking for Computer Games is an essential guide to solving the algorithmic and networking problems of modern commercial computer games, written from the perspective of a computer scientist. Combining algorithmic knowledge and game-related problems, the authors discuss all the common difficulties encountered in game programming. The first part of the book tackles algorithmic problems by presenting how they can be solved practically. As well as ""classical"" topics such as random numbers, tournaments and game trees, the authors focus on how to find a path in, create the terrai

  1. Game Content Creation and IT Proficiency: An Exploratory Study

    Science.gov (United States)

    Hayes, Elisabeth

    2008-01-01

    Computer and video gaming are often considered to be potential routes to the development of aptitude and interest in using other forms of information technology (IT). The purpose of this exploratory study was to determine the extent to which young people who play games engage in related IT practices, such as creating and sharing content or…

  2. Adaptive Learning in Weighted Network Games

    NARCIS (Netherlands)

    Bayer, Péter; Herings, P. Jean-Jacques; Peeters, Ronald; Thuijsman, Frank

    2017-01-01

    This paper studies adaptive learning in the class of weighted network games. This class of games includes applications like research and development within interlinked firms, crime within social networks, the economics of pollution, and defense expenditures within allied nations. We show that for

  3. Neural Network to Solve Concave Games

    OpenAIRE

    Zixin Liu; Nengfa Wang

    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.

  4. Value Creation Through Integrated Networks and Convergence

    Energy Technology Data Exchange (ETDEWEB)

    De Martini, Paul; Taft, Jeffrey D.

    2015-04-01

    Customer adoption of distributed energy resources and public policies are driving changes in the uses of the distribution system. A system originally designed and built for one-way energy flows from central generating facilities to end-use customers is now experiencing injections of energy from customers anywhere on the grid and frequent reversals in the direction of energy flow. In response, regulators and utilities are re-thinking the design and operations of the grid to create more open and transactive electric networks. This evolution has the opportunity to unlock significant value for customers and utilities. Alternatively, failure to seize this potential may instead lead to an erosion of value if customers seek to defect and disconnect from the system. This paper will discuss how current grid modernization investments may be leveraged to create open networks that increase value through the interaction of intelligent devices on the grid and prosumerization of customers. Moreover, even greater value can be realized through the synergistic effects of convergence of multiple networks. This paper will highlight examples of the emerging nexus of non-electric networks with electricity.

  5. The Brain Network Underpinning Novel Melody Creation.

    Science.gov (United States)

    Adhikari, Bhim M; Norgaard, Martin; Quinn, Kristen M; Ampudia, Jenine; Squirek, Justin; Dhamala, Mukesh

    2016-12-01

    Musical improvisation offers an excellent experimental paradigm for the study of real-time human creativity. It involves moment-to-moment decision-making, monitoring of one's performance, and utilizing external feedback to spontaneously create new melodies or variations on a melody. Recent neuroimaging studies have begun to study the brain activity during musical improvisation, aiming to unlock the mystery of human creativity. What brain resources come together and how these are utilized during musical improvisation are not well understood. To help answer these questions, we recorded electroencephalography (EEG) signals from 19 experienced musicians while they played or imagined short isochronous learned melodies and improvised on those learned melodies. These four conditions (Play-Prelearned, Play-Improvised, Imagine-Prelearned, Imagine-Improvised) were randomly interspersed in a total of 300 trials per participant. From the sensor-level EEG, we found that there were power differences in the alpha (8-12 Hz) and beta (13-30 Hz) bands in separate clusters of frontal, parietal, temporal, and occipital electrodes. Using EEG source localization and dipole modeling methods for task-related signals, we identified the locations and network activities of five sources: the left superior frontal gyrus (L SFG), supplementary motor area (SMA), left inferior parietal lobule (L IPL), right dorsolateral prefrontal cortex, and right superior temporal gyrus. During improvisation, the network activity between L SFG, SMA, and L IPL was significantly less than during the prelearned conditions. Our results support the general idea that attenuated cognitive control facilitates the production of creative output.

  6. Uses and gratifications of social games: Blending social networking and game play

    OpenAIRE

    Hou, Jinghui

    2011-01-01

    This study applied a uses and gratifications approach to investigate social games — the game applications integrated in social networking platforms. Users’ expected social gratifications and game gratifications from playing social games were examined. The investigation focused on three dimensions of game play: frequency, duration, and engagement of game activities. A hierarchical regression analysis found that social interaction and diversion are positive predictors of game play. ...

  7. Network Security Validation Using Game Theory

    Science.gov (United States)

    Papadopoulou, Vicky; Gregoriades, Andreas

    Non-functional requirements (NFR) such as network security recently gained widespread attention in distributed information systems. Despite their importance however, there is no systematic approach to validate these requirements given the complexity and uncertainty characterizing modern networks. Traditionally, network security requirements specification has been the results of a reactive process. This however, limited the immunity property of the distributed systems that depended on these networks. Security requirements specification need a proactive approach. Networks' infrastructure is constantly under attack by hackers and malicious software that aim to break into computers. To combat these threats, network designers need sophisticated security validation techniques that will guarantee the minimum level of security for their future networks. This paper presents a game-theoretic approach to security requirements validation. An introduction to game theory is presented along with an example that demonstrates the application of the approach.

  8. European Conference on Game Theory & Networking Games and Management

    CERN Document Server

    Mazalov, Vladimir

    2016-01-01

    This contributed volume contains fourteen papers based on selected presentations from the European Conference on Game Theory SING11-GTM 2015, held at Saint Petersburg State University in July 2015, and the Networking Games and Management workshop, held at the Karelian Research Centre of the Russian Academy of Sciences in Petrozvavodsk, Russia, also in July 2015. These papers cover a wide range of topics in game theory, including recent advances in areas with high potential for future work, as well as new developments on classical results. Some of these include A new approach to journal ranking using methods from social choice theory; A differential game of a duopoly in which two firms are competing for market share in an industry with network externalities; The impact of information propagation in the model of tax audits; A voting model in which the results of previous votes can affect the process of coalition formation in a decision-making body; The Selten-Szidarovsky technique for the analysis of Nash equil...

  9. Networks and their traffic in multiplayer games

    Directory of Open Access Journals (Sweden)

    Cristian Andrés Melo López

    2016-06-01

    Full Text Available Computer games called multiplayer real-time, or (MCG are at the forefront of the use of the possibilities of the network. Research on this subject have been made for military simulations, virtual reality systems, computer support teamwork, the solutions diverge on the problems posed by MCG. With this in mind, this document provides an overview of the four issues affecting networking at the MCG. First, network resources (bandwidth, latency and computing capacity, together with the technical limits within which the MCG must operate. Second, the distribution concepts include communication architectures (peer-to-peer, client / server, server / network, and data and control architectures (centralized, distributed and reproduced .Thirdly, scalability allows the MCG to adapt to changes in parameterization resources. Finally, security is intended to fend off the traps and vandalism, which are common in online games; to check traffic, particularly these games we decided to take the massively multiplayer game League of Legends, a scene corresponding to a situation of real life in a network of ADSL access network is deployed has been simulated by using NS2 Three variants of TCP, it means SACK TCP, New Reno TCP, and TCP Vegas, have been considered for the cross traffic. The results show that TCP Vegas is able to maintain a constant speed while racing against the game traffic, since it avoids the packet loss and the delays in the tail caused by high peaks, without increasing the size of the sender window. SACK TCP and TCP New Reno, on the other hand, tend to increase continuously the sender window size, which could allow a greater loss of packages and also to cause unwanted delays for the game traffic.

  10. Evolutionary games on multilayer networks: A colloquium

    CERN Document Server

    Wang, Zhen; Szolnoki, Attila; Perc, Matjaz

    2015-01-01

    Networks form the backbone of many complex systems, ranging from the Internet to human societies. Accordingly, not only is the range of our interactions limited and thus best described and modeled by networks, it is also a fact that the networks that are an integral part of such models are often interdependent or even interconnected. Networks of networks or multilayer networks are therefore a more apt description of social systems. This colloquium is devoted to evolutionary games on multilayer networks, and in particular to the evolution of cooperation as one of the main pillars of modern human societies. We first give an overview of the most significant conceptual differences between single-layer and multilayer networks, and we provide basic definitions and a classification of the most commonly used terms. Subsequently, we review fascinating and counterintuitive evolutionary outcomes that emerge due to different types of interdependencies between otherwise independent populations. The focus is on coupling th...

  11. 2016 Network Games, Control, and Optimization Conference

    CERN Document Server

    Jimenez, Tania; Solan, Eilon

    2017-01-01

    This contributed volume offers a collection of papers presented at the 2016 Network Games, Control, and Optimization conference (NETGCOOP), held at the University of Avignon in France, November 23-25, 2016. These papers highlight the increasing importance of network control and optimization in many networking application domains, such as mobile and fixed access networks, computer networks, social networks, transportation networks, and, more recently, electricity grids and biological networks. Covering a wide variety of both theoretical and applied topics in the areas listed above, the authors explore several conceptual and algorithmic tools that are needed for efficient and robust control operation, performance optimization, and better understanding the relationships between entities that may be acting cooperatively or selfishly in uncertain and possibly adversarial environments. As such, this volume will be of interest to applied mathematicians, computer scientists, engineers, and researchers in other relate...

  12. 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...

  13. Evolutionary games on multilayer networks: a colloquium

    Science.gov (United States)

    Wang, Zhen; Wang, Lin; Szolnoki, Attila; Perc, Matjaž

    2015-05-01

    Networks form the backbone of many complex systems, ranging from the Internet to human societies. Accordingly, not only is the range of our interactions limited and thus best described and modeled by networks, it is also a fact that the networks that are an integral part of such models are often interdependent or even interconnected. Networks of networks or multilayer networks are therefore a more apt description of social systems. This colloquium is devoted to evolutionary games on multilayer networks, and in particular to the evolution of cooperation as one of the main pillars of modern human societies. We first give an overview of the most significant conceptual differences between single-layer and multilayer networks, and we provide basic definitions and a classification of the most commonly used terms. Subsequently, we review fascinating and counterintuitive evolutionary outcomes that emerge due to different types of interdependencies between otherwise independent populations. The focus is on coupling through the utilities of players, through the flow of information, as well as through the popularity of different strategies on different network layers. The colloquium highlights the importance of pattern formation and collective behavior for the promotion of cooperation under adverse conditions, as well as the synergies between network science and evolutionary game theory.

  14. Creation of a European network dedicated to technology transfer

    CERN Multimedia

    2008-01-01

    The CERN Council recently approved the creation of a technology transfer network, whose aim will be to improve European industry’s access to the technologies developed by the particle physics community in the Member States. The gas detectors for the TOTEM experiment (GEM) offer potential for fruitful collaboration within the framework of the TT network. Many other technologies are going down the same road.The desire to set up a technology transfer network follows on from the European Strategy for Particle Physics, approved by the CERN Council on 14 July 2006 in Lisbon. In this context, special emphasis was laid on European industry’s participation in the implementation of particle physics programmes and, in particular, its access to the new technologies developed by the scientific community. It was recognised that effort needs to be put into improving the efficiency of technology transfer...

  15. COalitions in COOperation Networks (COCOON): Social Network Analysis and Game Theory to Enhance Cooperation Networks

    NARCIS (Netherlands)

    Sie, Rory

    2012-01-01

    Sie, R. L. L. (2012). COalitions in COOperation Networks (COCOON): Social Network Analysis and Game Theory to Enhance Cooperation Networks (Unpublished doctoral dissertation). September, 28, 2012, Open Universiteit in the Netherlands (CELSTEC), Heerlen, The Netherlands.

  16. Games as Actors - Interaction, Play, Design, and Actor Network Theory

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    data from a study of board games , computer games, and exergames, we conclude that games are actors that produce experiences by exercising power over the user’ s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players......When interacting with computer games, users are forced to follow the rules of the game in return for the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games a chieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...

  17. Cognitive virtual network operator games

    CERN Document Server

    Duan, Lingjie; Shou, Biying

    2014-01-01

    This SpringerBrief provides an overview of cognitive mobile virtual network operator's (C-MVNO) decisions under investment flexibility, supply uncertainty, and market competition in cognitive radio networks. This is a new research area at the nexus of cognitive radio engineering and microeconomics. The authors focus on an operator's joint spectrum investment and service pricing decisions. The readers will learn how to tradeoff the two flexible investment choices (dynamic spectrum leasing and spectrum sensing) under supply uncertainty. Furthermore, if there is more than one operator, we present

  18. Cyber War Game in Temporal Networks.

    Directory of Open Access Journals (Sweden)

    Jin-Hee Cho

    Full Text Available In a cyber war game where a network is fully distributed and characterized by resource constraints and high dynamics, attackers or defenders often face a situation that may require optimal strategies to win the game with minimum effort. Given the system goal states of attackers and defenders, we study what strategies attackers or defenders can take to reach their respective system goal state (i.e., winning system state with minimum resource consumption. However, due to the dynamics of a network caused by a node's mobility, failure or its resource depletion over time or action(s, this optimization problem becomes NP-complete. We propose two heuristic strategies in a greedy manner based on a node's two characteristics: resource level and influence based on k-hop reachability. We analyze complexity and optimality of each algorithm compared to optimal solutions for a small-scale static network. Further, we conduct a comprehensive experimental study for a large-scale temporal network to investigate best strategies, given a different environmental setting of network temporality and density. We demonstrate the performance of each strategy under various scenarios of attacker/defender strategies in terms of win probability, resource consumption, and system vulnerability.

  19. Public goods games on adaptive coevolutionary networks

    Science.gov (United States)

    Pichler, Elgar; Shapiro, Avi M.

    2017-07-01

    Productive societies feature high levels of cooperation and strong connections between individuals. Public Goods Games (PGGs) are frequently used to study the development of social connections and cooperative behavior in model societies. In such games, contributions to the public good are made only by cooperators, while all players, including defectors, reap public goods benefits, which are shares of the contributions amplified by a synergy factor. Classic results of game theory show that mutual defection, as opposed to cooperation, is the Nash Equilibrium of PGGs in well-mixed populations, where each player interacts with all others. In this paper, we explore the coevolutionary dynamics of a low information public goods game on a complex network in which players adapt to their environment in order to increase individual payoffs relative to past payoffs parameterized by greediness. Players adapt by changing their strategies, either to cooperate or to defect, and by altering their social connections. We find that even if players do not know other players' strategies and connectivity, cooperation can arise and persist despite large short-term fluctuations.

  20. Mean field games for cognitive radio networks

    KAUST Repository

    Tembine, Hamidou

    2012-06-01

    In this paper we study mobility effect and power saving in cognitive radio networks using mean field games. We consider two types of users: primary and secondary users. When active, each secondary transmitter-receiver uses carrier sensing and is subject to long-term energy constraint. We formulate the interaction between primary user and large number of secondary users as an hierarchical mean field game. In contrast to the classical large-scale approaches based on stochastic geometry, percolation theory and large random matrices, the proposed mean field framework allows one to describe the evolution of the density distribution and the associated performance metrics using coupled partial differential equations. We provide explicit formulas and algorithmic power management for both primary and secondary users. A complete characterization of the optimal distribution of energy and probability of success is given.

  1. Overlapping coalition formation games in wireless communication networks

    CERN Document Server

    Wang, Tianyu; Saad, Walid; Han, Zhu

    2017-01-01

    This brief introduces overlapping coalition formation games (OCF games), a novel mathematical framework from cooperative game theory that can be used to model, design and analyze cooperative scenarios in future wireless communication networks. The concepts of OCF games are explained, and several algorithmic aspects are studied. In addition, several major application scenarios are discussed. These applications are drawn from a variety of fields that include radio resource allocation in dense wireless networks, cooperative spectrum sensing for cognitive radio networks, and resource management for crowd sourcing. For each application, the use of OCF games is discussed in detail in order to show how this framework can be used to solve relevant wireless networking problems. Overlapping Coalition Formation Games in Wireless Communication Networks provides researchers, students and practitioners with a concise overview of existing works in this emerging area, exploring the relevant fundamental theories, key techniqu...

  2. Rumor spreading in gaming social networks

    CERN Document Server

    Zhang, Yichao; Guan, Jihong; Zhou, Shuigeng

    2011-01-01

    So far, the focus on rumor spreading are mainly on some simple backgrounds, in other words, only taking consideration of the overall topological influences on its dynamical behavior. However, in the prospect of the individuality, personal strategies in the social networks play a more non-trivial role in the real social networks. To fill this gap, we will investigate the rumor spreading in gaming social networks. Our analysis is supported by the results of numerical simulations. We observe that the original rumor is still the most well known edition in case that the content is modified by the defectors. However, the portion decays with the stimulus generally. For the case that defectors keep silence in the spreading process, the scale of spreading decays with stimulus generally, suggesting the rumor can hardly spread in a community of defectors. This highlights the key role that stimulus plays in rumor spreading and the necessity to study information spreading in competitive circumstances.

  3. Jamming in Mobile Networks: A Game-Theoretic Approach

    Science.gov (United States)

    2013-03-01

    general treatment of multiplayer differential games was presented by Starr and Ho [16], Leitmann [36], Vaisbord and Zhukovskiy [65], Zhukovskiy and...REPORT Jamming in mobile networks: A game -theoretic approach. 14. ABSTRACT 16. SECURITY CLASSIFICATION OF: In this paper, we address the problem of...model the intrusion as a pursuit-evasion game between a mobile jammer and a team of agents. First, we consider a differential game -theoretic approach

  4. Network characteristics for server selection in online games

    Science.gov (United States)

    Claypool, Mark

    2008-01-01

    Online gameplay is impacted by the network characteristics of players connected to the same server. Unfortunately, the network characteristics of online game servers are not well-understood, particularly for groups that wish to play together on the same server. As a step towards a remedy, this paper presents analysis of an extensive set of measurements of game servers on the Internet. Over the course of many months, actual Internet game servers were queried simultaneously by twenty-five emulated game clients, with both servers and clients spread out on the Internet. The data provides statistics on the uptime and populations of game servers over a month long period an an in-depth look at the suitability for game servers for multi-player server selection, concentrating on characteristics critical to playability--latency and fairness. Analysis finds most game servers have latencies suitable for third-person and omnipresent games, such as real-time strategy, sports and role-playing games, providing numerous server choices for game players. However, far fewer game servers have the low latencies required for first-person games, such as shooters or race games. In all cases, groups that wish to play together have a greatly reduced set of servers from which to choose because of inherent unfairness in server latencies and server selection is particularly limited as the group size increases. These results hold across different game types and even across different generations of games. The data should be useful for game developers and network researchers that seek to improve game server selection, whether for single or multiple players.

  5. Supporting Educational Games in Higher Education: The Creation and Implementation of Custom Game Engine for a University

    Science.gov (United States)

    Choi, Gi Woong; Pursel, Barton K.; Stubbs, Chris

    2017-01-01

    Interest towards implementing educational gaming into courses within higher education continues to increase, but it requires extensive amounts of resources to create individual games for each course. This paper is a description of a university's effort to create a custom educational game engine to streamline the game development process within the…

  6. User cooperation, virality and gaming in a social mobile network

    DEFF Research Database (Denmark)

    Varga, C; Blazovics, L; Charaf, H

    2012-01-01

    Social networks and mobile systems are both rapidly developing areas nowadays. In this chapter, we will introduce Gedda-Headz, a novel social mobile gaming concept that brings these two areas together. Gedda-Headz is a social mobile network that mainly focuses on multiplayer mobile gaming. First we...

  7. Game theory in communication networks cooperative resolution of interactive networking scenarios

    CERN Document Server

    Antoniou, Josephina

    2012-01-01

    A mathematical tool for scientists and researchers who work with computer and communication networks, Game Theory in Communication Networks: Cooperative Resolution of Interactive Networking Scenarios addresses the question of how to promote cooperative behavior in interactive situations between heterogeneous entities in communication networking scenarios. It explores network design and management from a theoretical perspective, using game theory and graph theory to analyze strategic situations and demonstrate profitable behaviors of the cooperative entities. The book promotes the use of Game T

  8. The game of go as a complex network

    Science.gov (United States)

    Georgeot, Bertrand; Giraud, Olivier; Kandiah, Vivek

    2014-03-01

    We have studied the game of go, one of the most ancient and complex board games, from a complex network perspective. We have defined a proper categorization of moves taking into account the local environment, and shown that in this case Zipf's law emerges from data taken from real games. The network shows differences between professional and amateur games, different level of amateurs, or different phases of the game. Certain eigenvectors are localized on specific groups of moves which correspond to different strategies (communities of moves). The point of view developed should allow to better modelize such games and could also help to design simulators which could in the future beat good human players. Our approach could be used for other types of games, and in parallel shed light on the human decision making process.

  9. Playing distributed two-party quantum games on quantum networks

    Science.gov (United States)

    Liu, Bo-Yang; Dai, Hong-Yi; Zhang, Ming

    2017-12-01

    This paper investigates quantum games between two remote players on quantum networks. We propose two schemes for distributed remote quantum games: the client-server scheme based on states transmission between nodes of the network and the peer-to-peer scheme devised upon remote quantum operations. Following these schemes, we construct two designs of the distributed prisoners' dilemma game on quantum entangling networks, where concrete methods are employed for teleportation and nonlocal two-qubits unitary gates, respectively. It seems to us that the requirement for playing distributed quantum games on networks is still an open problem. We explore this problem by comparing and characterizing the two schemes from the viewpoints of network structures, quantum and classical operations, experimental realization and simplification.

  10. Supply Networks and Value Creation in High Innovation and Strong Network Externalities Industry

    Directory of Open Access Journals (Sweden)

    Fernando Claro Tomaselli

    2013-12-01

    Full Text Available The rapid developing product and service markets and developments in information technologies have accelerated growth in outsourcing of peripheral activities and critical business as well, enhancing the importance of network supply chain management. This paper analyzes the dynamics of supply chain management and the creation of value in an industry with strong network effects and constantly introduction of disruptive technologies, the videogame industry. This industry evolves at a high velocity, with a lifecycle of five to six years for consoles, which features a new generation of consoles, where new companies and technologies appear and disappear at each generation.

  11. Navigable networks as Nash equilibria of navigation games

    Science.gov (United States)

    Gulyás, András; Bíró, József J.; Kőrösi, Attila; Rétvári, Gábor; Krioukov, Dmitri

    2015-01-01

    Common sense suggests that networks are not random mazes of purposeless connections, but that these connections are organized so that networks can perform their functions well. One function common to many networks is targeted transport or navigation. Here, using game theory, we show that minimalistic networks designed to maximize the navigation efficiency at minimal cost share basic structural properties with real networks. These idealistic networks are Nash equilibria of a network construction game whose purpose is to find an optimal trade-off between the network cost and navigability. We show that these skeletons are present in the Internet, metabolic, English word, US airport, Hungarian road networks, and in a structural network of the human brain. The knowledge of these skeletons allows one to identify the minimal number of edges, by altering which one can efficiently improve or paralyse navigation in the network. PMID:26138277

  12. Navigable networks as Nash equilibria of navigation games

    Science.gov (United States)

    Gulyás, András; Bíró, József J.; Kőrösi, Attila; Rétvári, Gábor; Krioukov, Dmitri

    2015-07-01

    Common sense suggests that networks are not random mazes of purposeless connections, but that these connections are organized so that networks can perform their functions well. One function common to many networks is targeted transport or navigation. Here, using game theory, we show that minimalistic networks designed to maximize the navigation efficiency at minimal cost share basic structural properties with real networks. These idealistic networks are Nash equilibria of a network construction game whose purpose is to find an optimal trade-off between the network cost and navigability. We show that these skeletons are present in the Internet, metabolic, English word, US airport, Hungarian road networks, and in a structural network of the human brain. The knowledge of these skeletons allows one to identify the minimal number of edges, by altering which one can efficiently improve or paralyse navigation in the network.

  13. Negotiating Intra-Asian Games Networks: On Cultural Proximity, East Asian Games Design, and Chinese Farmers

    Directory of Open Access Journals (Sweden)

    Dean Chan

    2006-01-01

    Full Text Available A key feature of networked games in East Asia is the relationship between the adaptation of regional Asian aesthetic and narrative forms in game content, and the parallel growth in more regionally-focused marketing and distribution initiatives. This essay offers a contextual analysis of intra-Asian games networks, with reference to the production, marketing and circulation of Asian MMORPGs. My discussion locates these networks as part of broader discourses on regionalism, East Asian cultural production and Asian modernity. At the same time, I consider how these networks highlight structural asymmetry and uneven power relations within the region; and I examine the emergent use of gamer-workers known as Chinese farmers in the digital game-items trade.

  14. The cooperative game theory of networks and hierarchies

    CERN Document Server

    Gilles, Robert P

    2010-01-01

    This book details standard concepts in cooperative game theory with applications to the analysis of social networks and hierarchical authority organizations. It covers the multi-linear extension, the Core, the Shapley value, and the cooperative potential.

  15. Near-Minimal Node Control of Networked Evolutionary Games

    NARCIS (Netherlands)

    Riehl, James Robert; Cao, Ming

    2014-01-01

    We investigate a problem related to the controllability of networked evolutionary games, first presenting an algorithm that computes a near-minimal set of nodes to drive all nodes in a tree network to a desired strategy, and then briefly discussing an algorithm that works for arbitrary networks

  16. Incidental foreign language vocabulary acquisition from social network games

    OpenAIRE

    Yakup Çetin; Ömer Faruk Sözcü; Hüseyin Kınay

    2012-01-01

    It is widely known that young people use social networks not only for sharing and communication purposes but also as means of entertainment and pleasure by playing various online games. Furthermore, there is a common belief among pedagogues that spending valuable amount of time on social networks to play online games can lead to negative academic, personal and social outcomes. However, the findings of this study based on survey conducted with 248 high school students reveal that social networ...

  17. Strategy selection in evolutionary game dynamics on group interaction networks.

    Science.gov (United States)

    Tan, Shaolin; Feng, Shasha; Wang, Pei; Chen, Yao

    2014-11-01

    Evolutionary game theory provides an appropriate tool for investigating the competition and diffusion of behavioral traits in biological or social populations. A core challenge in evolutionary game theory is the strategy selection problem: Given two strategies, which one is favored by the population? Recent studies suggest that the answer depends not only on the payoff functions of strategies but also on the interaction structure of the population. Group interactions are one of the fundamental interactive modes within populations. This work aims to investigate the strategy selection problem in evolutionary game dynamics on group interaction networks. In detail, the strategy selection conditions are obtained for some typical networks with group interactions. Furthermore, the obtained conditions are applied to investigate selection between cooperation and defection in populations. The conditions for evolution of cooperation are derived for both the public goods game and volunteer's dilemma game. Numerical experiments validate the above analytical results.

  18. Value creation of road infrastructure networks: a structural equation approach

    NARCIS (Netherlands)

    Hartmann, Andreas; Ling, F.Y.Y.

    2016-01-01

    Although road agencies need to provide road infrastructure that is beneficial for road users, little is known about how the activities of the agencies influence the value creation of road infrastructure. From a service-dominant logic perspective, the importance of road maintenance and traffic

  19. Network Analysis of an Emergent Massively Collaborative Creation on Video Sharing Website

    Science.gov (United States)

    Hamasaki, Masahiro; Takeda, Hideaki; Nishimura, Takuichi

    The Web technology enables numerous people to collaborate in creation. We designate it as massively collaborative creation via the Web. As an example of massively collaborative creation, we particularly examine video development on Nico Nico Douga, which is a video sharing website that is popular in Japan. We specifically examine videos on Hatsune Miku, a version of a singing synthesizer application software that has inspired not only song creation but also songwriting, illustration, and video editing. As described herein, creators of interact to create new contents through their social network. In this paper, we analyzed the process of developing thousands of videos based on creators' social networks and investigate relationships among creation activity and social networks. The social network reveals interesting features. Creators generate large and sparse social networks including some centralized communities, and such centralized community's members shared special tags. Different categories of creators have different roles in evolving the network, e.g., songwriters gather more links than other categories, implying that they are triggers to network evolution.

  20. Value Creation in Knowledge Networks: Five Design Principles

    DEFF Research Database (Denmark)

    Hansen, Magnus Rotvit Perlt; Pries-Heje, Jan

    2017-01-01

    a ‘nascent’ design theory in the domain of knowledge network improvement. The design principles are derived from an iterative process applied in three different case settings. In each case, we apply and evaluate the ‘network nexus’ tool to determine whether the knowledge network provides value to its......Knowledge networks enable businesses to enhance their levels of innovation and market competitiveness. In this paper, we propose five principles for designing IT tools that can support the facilitation and improvement of knowledge networks. We also introduce a new value proposition that constitutes...

  1. Value Co-creation and Co-innovation: Linking Networked Organisations and Customer Communities

    Science.gov (United States)

    Romero, David; Molina, Arturo

    Strategic networks such as Collaborative Networked Organisations (CNOs) and Virtual Customer Communities (VCCs) show a high potential as drivers of value co-creation and collaborative innovation in today’s Networking Era. Both look at the network structures as a source of jointly value creation and open innovation through access to new skills, knowledge, markets and technologies by sharing risk and integrating complementary competencies. This collaborative endeavour has proven to be able to enhance the adaptability and flexibility of CNOs and VCCs value creating systems in order to react in response to external drivers such as collaborative (business) opportunities. This paper presents a reference framework for creating interface networks, also known as ‘experience-centric networks’, as enablers for linking networked organisations and customer communities in order to support the establishment of user-driven and collaborative innovation networks.

  2. Cooperation in the prisoner's dilemma game on tunable community networks

    Science.gov (United States)

    Liu, Penghui; Liu, Jing

    2017-04-01

    Community networks have attracted lots of attention as they widely exist in the real world and are essential to study properties of networks. As the game theory illustrates the competitive relationship among individuals, studying the iterated prisoner's dilemma games (PDG) on community networks is meaningful. In this paper, we focus on investigating the relationship between the cooperation level of community networks and that of their communities in the prisoner's dilemma games. With this purpose in mind, a type of tunable community networks whose communities inherit not only the scale-free property, but also the characteristic of adjustable cooperation level of Holme and Kim (HK) networks is designed. Both uniform and non-uniform community networks are investigated. We find out that cooperation enhancement of communities can improve the cooperation level of the whole networks. Moreover, simulation results indicate that a large community is a better choice than a small community to improve the cooperation level of the whole networks. Thus, improving the cooperation level of community networks can be divided into a number of sub-problems targeting at improving the cooperation level of individual communities, which can save the computation cost and deal with the problem of improving the cooperation level of huge community networks. Moreover, as the larger community is a better choice, it is reasonable to start with large communities, according to the greedy strategy when the number of nodes can participate in the enhancement is limited.

  3. The Game Object Model and Expansive Learning: Creation, Instantiation, Expansion, and Re-representation

    Science.gov (United States)

    Amory, Alan; Molomo, Bolepo; Blignaut, Seugnet

    2011-01-01

    In this paper, the collaborative development, instantiation, expansion and re-representation as research instrument of the Game Object Model (GOM) are explored from a Cultural Historical Activity Theory perspective. The aim of the paper is to develop insights into the design, integration, evaluation and use of video games in learning and teaching.…

  4. Evolutionary swarm neural network game engine for Capture Go.

    Science.gov (United States)

    Cai, Xindi; Venayagamoorthy, Ganesh K; Wunsch, Donald C

    2010-03-01

    Evaluation of the current board position is critical in computer game engines. In sufficiently complex games, such a task is too difficult for a traditional brute force search to accomplish, even when combined with expert knowledge bases. This motivates the investigation of alternatives. This paper investigates the combination of neural networks, particle swarm optimization (PSO), and evolutionary algorithms (EAs) to train a board evaluator from zero knowledge. By enhancing the survivors of an EA with PSO, the hybrid algorithm successfully trains the high-dimensional neural networks to provide an evaluation of the game board through self-play. Experimental results, on the benchmark game of Capture Go, demonstrate that the hybrid algorithm can be more powerful than its individual parts, with the system playing against EA and PSO trained game engines. Also, the winning results of tournaments against a Hill-Climbing trained game engine confirm that the improvement comes from the hybrid algorithm itself. The hybrid game engine is also demonstrated against a hand-coded defensive player and a web player. Copyright 2009 Elsevier Ltd. All rights reserved.

  5. Bridging the disconnect: how network creation facilitates female Bangladeshi entrepreneurship.

    NARCIS (Netherlands)

    Maas, J.; Seferiadis, A.A.; Bunders-Aelen, J.G.F.; Zweekhorst, M.B.M.

    2014-01-01

    Networking has been suggested as a tool to address the challenges of social entrepreneurs in severely resource constrained environments. Especially in countries where women do not usually take part in economic activities, like in Bangladesh, stimulating networking and entrepreneurship among women

  6. The Strategic Impact of Corporate Responsibility and Criminal Networks on Value Co-Creation

    Directory of Open Access Journals (Sweden)

    Peter Zettinig

    2011-02-01

    Full Text Available This article is motivated by the increasing concern about the ever-declining security of pharmaceutical products due to the abundance of counterfeit network actors. We argue that if networks are effective mechanisms for criminal organizations to infiltrate into any value chain, then networks should also work for responsible businesses in their quests to counter this phenomenon of value destruction, which is ultimately detrimental to the value co-creation process. Thus, this article demonstrates a nuanced understanding of the strategic impact of corporate responsibility of actors in networks on value co-creation. The current discourse on value co-creation in business networks is structured in such a way that it precludes its inherent corporate responsibility component even though they are not mutually exclusive. Moreover, research on value co-creation aimed at the proactive and responsible defence of a network substance via value co-protection has been mostly scant. We propose a model of value-optimization through value co-protection and ethical responsibility. This way of theorizing has several implications for both policy making and managerial decision making in the pharmaceutical industry and beyond.

  7. Wireless Networks under a Backoff Attack: A Game Theoretical Perspective

    Directory of Open Access Journals (Sweden)

    Juan Parras

    2018-01-01

    Full Text Available We study a wireless sensor network using CSMA/CA in the MAC layer under a backoff attack: some of the sensors of the network are malicious and deviate from the defined contention mechanism. We use Bianchi’s network model to study the impact of the malicious sensors on the total network throughput, showing that it causes the throughput to be unfairly distributed among sensors. We model this conflict using game theory tools, where each sensor is a player. We obtain analytical solutions and propose an algorithm, based on Regret Matching, to learn the equilibrium of the game with an arbitrary number of players. Our approach is validated via simulations, showing that our theoretical predictions adjust to reality.

  8. Diffusion of behavior in network games with threshold dynamics

    NARCIS (Netherlands)

    Huang, J.; Koster, M.; Lindner, I.D.

    2016-01-01

    In this paper we propose a generalized model of network games to incorporate preferences as an endogenous driving force of innovation. Individuals can choose between two actions: either to adopt a new behavior or stay with the default one. A key element is an individual threshold, i.e. the number or

  9. Applying Developmental Theory and Research to the Creation of Educational Games

    Science.gov (United States)

    Revelle, Glenda

    2013-01-01

    The field of developmental psychology has produced abundant theory and research about the physical, cognitive, social, and emotional development of children; however, to date there has been limited use of this wealth of knowledge by developers creating games for children. This chapter provides an overview of key theoretical observations and…

  10. The Influence of Financial 'Skin in the Game' on New Venture Creation

    DEFF Research Database (Denmark)

    Frid, Casey J.; Wyman, David M.; Gartner, William B.

    2015-01-01

    ,214 nascent entrepreneurs in the UnitedStates, between the years of 2005 and 2012. Findings demonstrate that the dollar amount ofpersonal money invested prior to launch does not significantly impact the creation of new firms.However, nascent entrepreneurs that invest larger amounts as a proportion...

  11. Common and Unique Network Dynamics in Football Games

    Science.gov (United States)

    Yamamoto, Yuji; Yokoyama, Keiko

    2011-01-01

    The sport of football is played between two teams of eleven players each using a spherical ball. Each team strives to score by driving the ball into the opposing goal as the result of skillful interactions among players. Football can be regarded from the network perspective as a competitive relationship between two cooperative networks with a dynamic network topology and dynamic network node. Many complex large-scale networks have been shown to have topological properties in common, based on a small-world network and scale-free network models. However, the human dynamic movement pattern of this network has never been investigated in a real-world setting. Here, we show that the power law in degree distribution emerged in the passing behavior in the 2006 FIFA World Cup Final and an international “A” match in Japan, by describing players as vertices connected by links representing passes. The exponent values are similar to the typical values that occur in many real-world networks, which are in the range of , and are larger than that of a gene transcription network, . Furthermore, we reveal the stochastically switched dynamics of the hub player throughout the game as a unique feature in football games. It suggests that this feature could result not only in securing vulnerability against intentional attack, but also in a power law for self-organization. Our results suggest common and unique network dynamics of two competitive networks, compared with the large-scale networks that have previously been investigated in numerous works. Our findings may lead to improved resilience and survivability not only in biological networks, but also in communication networks. PMID:22216336

  12. Non-visual Interfaces and Network Games for Blind Users

    OpenAIRE

    Ina, Satoshi

    2002-01-01

    Visually impaired people have difficulty with communication of graphical information. It is to be more difficult for them to work/play in cooperation with sighted people at a distance. We developed a non-visual access method to a graphical screen through tactile and auditory sense, and applied it into network board/card games as a joint workspace for blind and sighted users via communication of image, sound, and voice. We took an "IGO" type boardgame and a Card game "SEVENS" as sample subject...

  13. Ad hoc networks telecommunications and game theory

    CERN Document Server

    Benslama, Malek; Batatia, Hadj

    2015-01-01

    Random SALOHA and CSMA protocols that are used to access MAC in ad hoc networks are very small compared to the multiple and spontaneous use of the transmission channel. So they have low immunity to the problems of packet collisions. Indeed, the transmission time is the critical factor in the operation of such networks. The simulations demonstrate the positive impact of erasure codes on the throughput of the transmission in ad hoc networks. However, the network still suffers from the intermittency and volatility of its efficiency throughout its operation, and it switches quickly to the satura

  14. Automatic Content Creation for Games to Train Students Distinguishing Similar Chinese Characters

    Science.gov (United States)

    Lai, Kwong-Hung; Leung, Howard; Tang, Jeff K. T.

    In learning Chinese, many students often have the problem of mixing up similar characters. This can cause misunderstanding and miscommunication in daily life. It is thus important for students learning the Chinese language to be able to distinguish similar characters and understand their proper usage. In this paper, we propose a game style framework in which the game content in identifying similar Chinese characters in idioms and words is created automatically. Our prior work on analyzing students’ Chinese handwriting can be applied in the similarity measure of Chinese characters. We extend this work by adding the component of radical extraction to speed up the search process. Experimental results show that the proposed method is more accurate and faster in finding more similar Chinese characters compared with the baseline method without considering the radical information.

  15. Electromagnetic game modeling through Tensor Analysis of Networks and Game Theory

    Science.gov (United States)

    Maurice, Olivier; Reineix, Alain; Lalléchère, Sébastien

    2014-10-01

    A complex system involves events coming from natural behaviors. Whatever is the complicated face of machines, they are still far from the complexity of natural systems. Currently, economy is one of the rare science trying to find out some ways to model human behavior. These attempts involve game theory and psychology. Our purpose is to develop a formalism able to take in charge both game and hardware modeling. We first present the Tensorial Analysis of Networks, used for the material part of the system. Then, we detail the mathematical objects defined in order to describe the evolution of the system and its gaming side. To illustrate the discussion we consider the case of a drone whose electronic can be disturbed by a radar field, but this drone must fly as near as possible close to this radar.

  16. Method of Creation of “Core-Gisseismic Attributes” Dependences With Use of Trainable Neural Networks

    Directory of Open Access Journals (Sweden)

    Gafurov Denis

    2016-01-01

    Full Text Available The study describes methodological techniques and results of geophysical well logging and seismic data interpretation by means of trainable neural networks. Objects of research are wells and seismic materials of Talakan field. The article also presents forecast of construction and reservoir properties of Osa horizon. The paper gives an example of creation of geological (lithological -facial model of the field based on developed methodical techniques of complex interpretation of geologicgeophysical data by trainable neural network. The constructed lithological -facial model allows specifying a geological structure of the field. The developed methodical techniques and the trained neural networks may be applied to adjacent sites for research of carbonate horizons.

  17. 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.

  18. Resource allocation in networks via coalitional games

    NARCIS (Netherlands)

    Shams, F.

    2016-01-01

    The main goal of this dissertation is to manage resource allocation in network engineering problems and to introduce efficient cooperative algorithms to obtain high performance, ensuring fairness and stability. Specifically, this dissertation introduces new approaches for resource allocation in

  19. Cyber War Game in Temporal Networks

    Science.gov (United States)

    2016-02-09

    and (b) q = 0.7, we plot the resource consumption as a function of the number of compromised nodes for three different strategies. (c) Number of...feasible solution as a function of the number of compromised nodes for two different ER networks. (d) Resource consumption as a function of the number of... consumption of defenders as a function of average degree for four pairs of strategies of defenders and attackers with high network temporality p = 0.5. (d

  20. Quantitative Models of Imperfect Deception in Network Security using Signaling Games with Evidence

    OpenAIRE

    Pawlick, Jeffrey; Zhu, Quanyan

    2017-01-01

    Deception plays a critical role in many interactions in communication and network security. Game-theoretic models called "cheap talk signaling games" capture the dynamic and information asymmetric nature of deceptive interactions. But signaling games inherently model undetectable deception. In this paper, we investigate a model of signaling games in which the receiver can detect deception with some probability. This model nests traditional signaling games and complete information Stackelberg ...

  1. Harnessing user generated multimedia content in the creation of collaborative classification structures and retrieval learning games

    Science.gov (United States)

    Borchert, Otto Jerome

    This paper describes a software tool to assist groups of people in the classification and identification of real world objects called the Classification, Identification, and Retrieval-based Collaborative Learning Environment (CIRCLE). A thorough literature review identified current pedagogical theories that were synthesized into a series of five tasks: gathering, elaboration, classification, identification, and reinforcement through game play. This approach is detailed as part of an included peer reviewed paper. Motivation is increased through the use of formative and summative gamification; getting points completing important portions of the tasks and playing retrieval learning based games, respectively, which is also included as a peer-reviewed conference proceedings paper. Collaboration is integrated into the experience through specific tasks and communication mediums. Implementation focused on a REST-based client-server architecture. The client is a series of web-based interfaces to complete each of the tasks, support formal classroom interaction through faculty accounts and student tracking, and a module for peers to help each other. The server, developed using an in-house JavaMOO platform, stores relevant project data and serves data through a series of messages implemented as a JavaScript Object Notation Application Programming Interface (JSON API). Through a series of two beta tests and two experiments, it was discovered the second, elaboration, task requires considerable support. While students were able to properly suggest experiments and make observations, the subtask involving cleaning the data for use in CIRCLE required extra support. When supplied with more structured data, students were enthusiastic about the classification and identification tasks, showing marked improvement in usability scores and in open ended survey responses. CIRCLE tracks a variety of educationally relevant variables, facilitating support for instructors and researchers. Future

  2. ALOHA networks : A game-theoretic approach

    NARCIS (Netherlands)

    Marban, S.; van de Ven, P.; Borm, P.E.M.; Hamers, H.J.M.

    2013-01-01

    In this paper we consider a wireless network consisting of various nodes, where transmissions are regulated by the slotted ALOHA protocol. Nodes using the protocol behave autonomously, and decide at random whether to transmit in a particular time slot. Simultaneous transmissions by multiple nodes

  3. ALOHA networks: A game-theoretic approach

    NARCIS (Netherlands)

    Marbán, S.; Ven, P. van de; Borm, P.; Hamers, H.

    2013-01-01

    In this paper we consider a wireless network consisting of various nodes, where transmissions are regulated by the slotted ALOHA protocol. Nodes using the protocol behave autonomously, and decide at random whether to transmit in a particular time slot. Simultaneous transmissions by multiple nodes

  4. Distinguishing humans from computers in the game of go: A complex network approach

    Science.gov (United States)

    Coquidé, C.; Georgeot, B.; Giraud, O.

    2017-08-01

    We compare complex networks built from the game of go and obtained from databases of human-played games with those obtained from computer-played games. Our investigations show that statistical features of the human-based networks and the computer-based networks differ, and that these differences can be statistically significant on a relatively small number of games using specific estimators. We show that the deterministic or stochastic nature of the computer algorithm playing the game can also be distinguished from these quantities. This can be seen as a tool to implement a Turing-like test for go simulators.

  5. Quantum Bayesian networks with application to games displaying Parrondo's paradox

    Science.gov (United States)

    Pejic, Michael

    Bayesian networks and their accompanying graphical models are widely used for prediction and analysis across many disciplines. We will reformulate these in terms of linear maps. This reformulation will suggest a natural extension, which we will show is equivalent to standard textbook quantum mechanics. Therefore, this extension will be termed quantum. However, the term quantum should not be taken to imply this extension is necessarily only of utility in situations traditionally thought of as in the domain of quantum mechanics. In principle, it may be employed in any modelling situation, say forecasting the weather or the stock market---it is up to experiment to determine if this extension is useful in practice. Even restricting to the domain of quantum mechanics, with this new formulation the advantages of Bayesian networks can be maintained for models incorporating quantum and mixed classical-quantum behavior. The use of these will be illustrated by various basic examples. Parrondo's paradox refers to the situation where two, multi-round games with a fixed winning criteria, both with probability greater than one-half for one player to win, are combined. Using a possibly biased coin to determine the rule to employ for each round, paradoxically, the previously losing player now wins the combined game with probabilitygreater than one-half. Using the extended Bayesian networks, we will formulate and analyze classical observed, classical hidden, and quantum versions of a game that displays this paradox, finding bounds for the discrepancy from naive expectations for the occurrence of the paradox. A quantum paradox inspired by Parrondo's paradox will also be analyzed. We will prove a bound for the discrepancy from naive expectations for this paradox as well. Games involving quantum walks that achieve this bound will be presented.

  6. The Influence of Financial 'Skin in the Game' on New Venture Creation

    DEFF Research Database (Denmark)

    Frid, Casey J.; Wyman, David M.; Gartner, William B.

    2015-01-01

    A common theme in entrepreneurship research is that the founder must be committed inorder for a new venture to succeed. Although investments of time and sweat equity can indicatecommitment, external stakeholders may prefer founders who have made a significant, personalfinancial stake in their nas......A common theme in entrepreneurship research is that the founder must be committed inorder for a new venture to succeed. Although investments of time and sweat equity can indicatecommitment, external stakeholders may prefer founders who have made a significant, personalfinancial stake......,214 nascent entrepreneurs in the UnitedStates, between the years of 2005 and 2012. Findings demonstrate that the dollar amount ofpersonal money invested prior to launch does not significantly impact the creation of new firms.However, nascent entrepreneurs that invest larger amounts as a proportion...... of their net incomeare more likely to succeed and are less likely to disengage from the process. Personal fundsinvested as a proportion of net income may therefore be a better measure of future success thanthe precise amount. This study also shows that the founder’s human capital, perceptions ofcommunity...

  7. 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

  8. 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.

  9. 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.

  10. Emergence of super cooperation of prisoner's dilemma games on scale-free networks.

    Directory of Open Access Journals (Sweden)

    Angsheng Li

    Full Text Available Recently, the authors proposed a quantum prisoner's dilemma game based on the spatial game of Nowak and May, and showed that the game can be played classically. By using this idea, we proposed three generalized prisoner's dilemma (GPD, for short games based on the weak Prisoner's dilemma game, the full prisoner's dilemma game and the normalized Prisoner's dilemma game, written by GPDW, GPDF and GPDN respectively. Our games consist of two players, each of which has three strategies: cooperator (C, defector (D and super cooperator (denoted by Q, and have a parameter γ to measure the entangled relationship between the two players. We found that our generalised prisoner's dilemma games have new Nash equilibrium principles, that entanglement is the principle of emergence and convergence (i.e., guaranteed emergence of super cooperation in evolutions of our generalised prisoner's dilemma games on scale-free networks, that entanglement provides a threshold for a phase transition of super cooperation in evolutions of our generalised prisoner's dilemma games on scale-free networks, that the role of heterogeneity of the scale-free networks in cooperations and super cooperations is very limited, and that well-defined structures of scale-free networks allow coexistence of cooperators and super cooperators in the evolutions of the weak version of our generalised prisoner's dilemma games.

  11. Emergence of Super Cooperation of Prisoner’s Dilemma Games on Scale-Free Networks

    Science.gov (United States)

    Li, Angsheng; Yong, Xi

    2015-01-01

    Recently, the authors proposed a quantum prisoner’s dilemma game based on the spatial game of Nowak and May, and showed that the game can be played classically. By using this idea, we proposed three generalized prisoner’s dilemma (GPD, for short) games based on the weak Prisoner’s dilemma game, the full prisoner’s dilemma game and the normalized Prisoner’s dilemma game, written by GPDW, GPDF and GPDN respectively. Our games consist of two players, each of which has three strategies: cooperator (C), defector (D) and super cooperator (denoted by Q), and have a parameter γ to measure the entangled relationship between the two players. We found that our generalised prisoner’s dilemma games have new Nash equilibrium principles, that entanglement is the principle of emergence and convergence (i.e., guaranteed emergence) of super cooperation in evolutions of our generalised prisoner’s dilemma games on scale-free networks, that entanglement provides a threshold for a phase transition of super cooperation in evolutions of our generalised prisoner’s dilemma games on scale-free networks, that the role of heterogeneity of the scale-free networks in cooperations and super cooperations is very limited, and that well-defined structures of scale-free networks allow coexistence of cooperators and super cooperators in the evolutions of the weak version of our generalised prisoner’s dilemma games. PMID:25643279

  12. An analysis of network reciprocity in Prisoner's Dilemma games using Full Factorial Designs of Experiment.

    Science.gov (United States)

    Yamauchi, Atsuo; Tanimoto, Jun; Hagishima, Aya

    2011-01-01

    Despite hundreds of studies on the Prisoner's Dilemma (PD) game, understanding about network reciprocity remains a unsolved puzzle. Thus, we performed a series of Full Factorial Design of Experiments (FFDOE) to evaluate what dominates emerging cooperation in the PD game on various networks. The results qualitatively reveal the influence of each factor and show that some combinations of factors have complicated interactions. Remarkably, the choice of strategy update rule or update dynamics is much more important than the type of network imposed or, at least, the factorial effect of the average degree of the network reported by Nowak (Science 314, 5805, 1560-1563, 2006) and Ohtsuki et al. (Nature 441, 502-505, 2006). Furthermore, the decision of which PD game type to investigate (whether all PD games, PD-Chicken boundary games or Donor & Recipient games) is important for discussing network reciprocity. Copyright © 2010 Elsevier Ireland Ltd. All rights reserved.

  13. More Stable Ties or Better Structure? An Examination of the Impact of Co-author Network on Team Knowledge Creation.

    Science.gov (United States)

    Li, Mingze; Zhuang, Xiaoli; Liu, Wenxing; Zhang, Pengcheng

    2017-01-01

    This study aims to explore the influence of co-author network on team knowledge creation. Integrating the two traditional perspectives of network relationship and network structure, we examine the direct and interactive effects of tie stability and structural holes on team knowledge creation. Tracking scientific articles published by 111 scholars in the research field of human resource management from the top 8 American universities, we analyze scholars' scientific co-author networks. The result indicates that tie stability changes the teams' information processing modes and, when graphed, results in an inverted U-shape relationship between tie stability and team knowledge creation. Moreover, structural holes in co-author network are proved to be harmful to team knowledge sharing and diffusion, thereby impeding team knowledge creation. Also, tie stability and structural hole interactively influence team knowledge creation. When the number of structural hole is low in the co-author network, the graphical representation of the relationship between tie stability and team knowledge creation tends to be a more distinct U-shape.

  14. Cameras, Radios, and Butterflies: the Influence and Importance of Fan Networks for Game Studies

    Directory of Open Access Journals (Sweden)

    Laurie N. Taylor

    2006-01-01

    Full Text Available As academic game studies emerges as a growing, interdisciplinary, and varied field, researchers require additional resources in order to study games in a larger context. Fan networks produce many such resources often otherwise unavailable - including walkthroughs, hint guides, and other forms of fan research - which are significant for the academic study of games. While professionally produced walkthroughs, game guides, and other research materials are available for the majority of new, popular games, many games never have walkthroughs, and older walkthroughs are often largely unavailable.

  15. Improved Lower Bounds on the Price of Stability of Undirected Network Design Games

    Science.gov (United States)

    Bilò, Vittorio; Caragiannis, Ioannis; Fanelli, Angelo; Monaco, Gianpiero

    Bounding the price of stability of undirected network design games with fair cost allocation is a challenging open problem in the Algorithmic Game Theory research agenda. Even though the generalization of such games in directed networks is well understood in terms of the price of stability (it is exactly H n , the n-th harmonic number, for games with n players), far less is known for network design games in undirected networks. The upper bound carries over to this case as well while the best known lower bound is 42/23 ≈ 1.826. For more restricted but interesting variants of such games such as broadcast and multicast games, sublogarithmic upper bounds are known while the best known lower bound is 12/7 ≈ 1.714. In the current paper, we improve the lower bounds as follows. We break the psychological barrier of 2 by showing that the price of stability of undirected network design games is at least 348/155 ≈ 2.245. Our proof uses a recursive construction of a network design game with a simple gadget as the main building block. For broadcast and multicast games, we present new lower bounds of 20/11 ≈ 1.818 and 1.862, respectively.

  16. Performance characterization of game recommendation algorithms on online social network sites

    OpenAIRE

    Leroux, Philip; Dhoedt, Bart; Demeester, Piet; Turck, Filip De

    2012-01-01

    Since years, online social networks have evolved from profile and communication websites to online portals where people interact with each other, share and consume multimedia-enriched data and play different types of games. Due to the immense popularity of these online games and their huge revenue potential, the number of these games increases every day, resulting in a current offering of thousands of online social games. In this paper, the applicability of neighborhood-based collaborative fi...

  17. Naming game with biased assimilation over adaptive networks

    Science.gov (United States)

    Fu, Guiyuan; Zhang, Weidong

    2018-01-01

    The dynamics of two-word naming game incorporating the influence of biased assimilation over adaptive network is investigated in this paper. Firstly an extended naming game with biased assimilation (NGBA) is proposed. The hearer in NGBA accepts the received information in a biased manner, where he may refuse to accept the conveyed word from the speaker with a predefined probability, if the conveyed word is different from his current memory. Secondly, the adaptive network is formulated by rewiring the links. Theoretical analysis is developed to show that the population in NGBA will eventually reach global consensus on either A or B. Numerical simulation results show that the larger strength of biased assimilation on both words, the slower convergence speed, while larger strength of biased assimilation on only one word can slightly accelerate the convergence; larger population size can make the rate of convergence slower to a large extent when it increases from a relatively small size, while such effect becomes minor when the population size is large; the behavior of adaptively reconnecting the existing links can greatly accelerate the rate of convergence especially on the sparse connected network.

  18. Internet gaming disorder, social network disorder and laterality: handedness relates to pathological use of social networks.

    Science.gov (United States)

    Bouna-Pyrrou, Polyxeni; Mühle, Christiane; Kornhuber, Johannes; Lenz, Bernd

    2015-08-01

    The internet age bears new challenges that include health risks. It is agreed that excessive internet use may reach pathological levels. However, the concept of internet addiction lacks specificity and, therefore, warrants studies on its diagnostic and etiologic classification. This study was conducted to characterize the novel DSM-5 criteria for internet gaming disorder and the adapted criteria for the "social network disorder". Based on the established association of handedness and substance use disorders, we also explored whether internet use related to laterality. For this study, 3,287 volunteers participated in the online survey and gave particulars concerning their internet use in general, internet gaming and use of social networks, laterality markers (hand, foot, eye, ear, rotational preference in gymnastics, and head turning asymmetry) and health status. Of the participants, 1.1 % fulfilled the criteria for internet gaming disorder, and 1.8 % fulfilled the criteria for social network disorder. The applied criteria were highly correlated with the time spent on the respective internet activities (p gaming and social network use and provide evidence that biological markers of substance use disorders are involved in internet addiction.

  19. Cournot games with network effects for electric power markets

    Science.gov (United States)

    Spezia, Carl John

    The electric utility industry is moving from regulated monopolies with protected service areas to an open market with many wholesale suppliers competing for consumer load. This market is typically modeled by a Cournot game oligopoly where suppliers compete by selecting profit maximizing quantities. The classical Cournot model can produce multiple solutions when the problem includes typical power system constraints. This work presents a mathematical programming formulation of oligopoly that produces unique solutions when constraints limit the supplier outputs. The formulation casts the game as a supply maximization problem with power system physical limits and supplier incremental profit functions as constraints. The formulation gives Cournot solutions identical to other commonly used algorithms when suppliers operate within the constraints. Numerical examples demonstrate the feasibility of the theory. The results show that the maximization formulation will give system operators more transmission capacity when compared to the actions of suppliers in a classical constrained Cournot game. The results also show that the profitability of suppliers in constrained networks depends on their location relative to the consumers' load concentration.

  20. A coalitional graph game framework for network coding-aided D2D communication

    National Research Council Canada - National Science Library

    Zhao, Yulei; Li, Yong; Ding, Zhiguo; Ge, Ning; Poor, H Vincent

    2016-01-01

    .... In this paper, a coalitional graph game framework is proposed to jointly accomplish resource allocation and relay selection, two challenging problems in network coding-aided D2D communication networks...

  1. Algorithms for finding optimal paths in network games with p players

    Directory of Open Access Journals (Sweden)

    R. Boliac

    1997-08-01

    Full Text Available We study the problem of finding optimal paths in network games with p players. Some polynomial-time algorithms for finding optimal paths and optimal by Nash strategies of the players in network games with p players are proposed.

  2. Social Network Community Detection for DMA Creation: Criteria Analysis through Multilevel Optimization

    Directory of Open Access Journals (Sweden)

    Bruno M. Brentan

    2017-01-01

    Full Text Available Management of large water distribution systems can be improved by dividing their networks into so-called district metered areas (DMAs. However, such divisions must be based on appropriated technical criteria. Considering the importance of deeply understanding the relationship between DMA creation and these criteria, this work proposes a performance analysis of DMA generation that takes into account such indicators as resilience index, demand similarity, pressure uniformity, water age (and thus water quality, solution implantation costs, and electrical consumption. To cope with the complexity of the problem, suitable mathematical techniques are proposed in this paper. We use a social community detection technique to define the sectors, and then a multilevel particle swarm optimization approach is applied to find the optimal placement and operating point of the necessary devices. The results obtained by implementing the methodology in a real water supply network show its validity and the meaningful influence on the final result of, especially, elevation and pipe length.

  3. A Dynamic Evolutionary Game Model of Modular Production Network

    Directory of Open Access Journals (Sweden)

    Wei He

    2016-01-01

    Full Text Available As a new organization mode of production in the 21st century, modular production network is deemed extensively to be a source of competitiveness for lead firms in manufacturing industries. However, despite the abundant studies on the modular production network, there are very few studies from a dynamic perspective to discuss the conditions on which a modular production network develops. Based on the dynamic evolutionary game theory, this paper constructs a model, which incorporates several main factors influencing the development of modular production network. By calculating the replicator dynamics equations and analyzing the evolutionary stable strategies, this paper discusses the evolution process of cooperation strategies of member enterprises in a modular production network. Furthermore, by using NetLogo software to simulate the model, this paper verifies the effectiveness of the model. From the model, we can find that the final stable equilibrium strategy is related to such factors as the initial cost, the extra payoff, the cooperation willingness of both parties, the cooperation efforts, and the proportion each party can get from the extra payoff. To encourage the cooperation of production integrator and modular supplier, some suggestions are also provided.

  4. Age structure and cooperation in coevolutionary games on dynamic network

    Science.gov (United States)

    Qin, Zilong; Hu, Zhenhua; Zhou, Xiaoping; Yi, Jingzhang

    2015-04-01

    Our proposed model imitates the growth of a population and describes the age structure and the level of cooperation in games on dynamic network with continuous changes of structure and topology. The removal of nodes and links caused by age-dependent attack, together with the nodes addition standing for the newborns of population, badly ruins Matthew effect in this coevolutionary process. Though the network is generated by growth and preferential attachment, it degenerates into random network and it is no longer heterogeneous. When the removal of nodes and links is equal to the addition of nodes and links, the size of dynamic network is maintained in steady-state, so is the low level of cooperation. Severe structure variation, homogeneous topology and continuous invasion of new defection jointly make dynamic network unsuitable for the survival of cooperator even when the probability with which the newborn players initially adopt the strategy cooperation is high, while things change slightly when the connections of newborn players are restricted. Fortunately, moderate interactions in a generation trigger an optimal recovering process to encourage cooperation. The model developed in this paper outlines an explanation of the cohesion changes in the development process of an organization. Some suggestions for cooperative behavior improvement are given in the end.

  5. Leveraging value in multi-stakeholder innovation networks: A process framework for value co-creation and capture

    NARCIS (Netherlands)

    Reypens, C.; Lievens, A.; Blazevic, V.

    2016-01-01

    To develop innovative solutions for complex societal and scientific challenges, organizations need to move beyond the boundaries of single firms and engage in collaborative networks. In these networks, multiple, diverse stakeholders are working together to co-create innovative value. Co-creation in

  6. Experiences from Implementing a Mobile Multiplayer Real-Time Game for Wireless Networks with High Latency

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

    Full Text Available This paper describes results and experiences from designing, implementing, and testing a multiplayer real-time game over mobile networks with high latency. The paper reports on network latency and bandwidth measurements from playing the game live over GPRS, EDGE, UMTS, and WLAN using the TCP and the UDP protocols. These measurements describe the practical constraints of various wireless networks and protocols when used for mobile multiplayer game purposes. Further, the paper reports on experiences from implementing various approaches to minimize issues related to high latency. Specifically, the paper focuses on a discussion about how much of the game should run locally on the client versus on the server to minimize the load on the mobile device and obtain sufficient consistency in the game. The game was designed to reveal all kinds of implementation issues of mobile network multiplayer games. The goal of the game is for a player to push other players around and into traps where they loose their lives. The game relies heavily on collision detection between the players and game objects. The paper presents experiences from experimenting with various approaches that can be used to handle such collisions, and highlights the advantages and disadvantages of the various approaches.

  7. Game-theoretic strategies for asymmetric networked systems

    Energy Technology Data Exchange (ETDEWEB)

    Rao, Nageswara S. [ORNL; Ma, Chris Y. T. [Hang Seng Management College, Hon Kong; Hausken, Kjell [University of Stavanger, Norway; He, Fei [Texas A& M University, Kingsville, TX, USA; Yau, David K. Y. [Singapore University of Technology and Design; Zhuang, Jun [University at Buffalo (SUNY)

    2017-07-01

    Abstract—We consider an infrastructure consisting of a network of systems each composed of discrete components that can be reinforced at a certain cost to guard against attacks. The network provides the vital connectivity between systems, and hence plays a critical, asymmetric role in the infrastructure operations. We characterize the system-level correlations using the aggregate failure correlation function that specifies the infrastructure failure probability given the failure of an individual system or network. The survival probabilities of systems and network satisfy first-order differential conditions that capture the component-level correlations. We formulate the problem of ensuring the infrastructure survival as a game between anattacker and a provider, using the sum-form and product-form utility functions, each composed of a survival probability term and a cost term. We derive Nash Equilibrium conditions which provide expressions for individual system survival probabilities, and also the expected capacity specified by the total number of operational components. These expressions differ only in a single term for the sum-form and product-form utilities, despite their significant differences.We apply these results to simplified models of distributed cloud computing infrastructures.

  8. Game-theoretic pricing for video streaming in mobile networks.

    Science.gov (United States)

    Lin, W Sabrina; Liu, K J Ray

    2012-05-01

    Mobile phones are among the most popular consumer devices, and the recent developments of 3G networks and smart phones enable users to watch video programs by subscribing data plans from service providers. Due to the ubiquity of mobile phones and phone-to-phone communication technologies, data-plan subscribers can redistribute the video content to nonsubscribers. Such a redistribution mechanism is a potential competitor for the mobile service provider and is very difficult to trace given users' high mobility. The service provider has to set a reasonable price for the data plan to prevent such unauthorized redistribution behavior to protect or maximize his/her own profit. In this paper, we analyze the optimal price setting for the service provider by investigating the equilibrium between the subscribers and the secondary buyers in the content-redistribution network. We model the behavior between the subscribers and the secondary buyers as a noncooperative game and find the optimal price and quantity for both groups of users. Based on the behavior of users in the redistribution network, we investigate the evolutionarily stable ratio of mobile users who decide to subscribe to the data plan. Such an analysis can help the service provider preserve his/her profit under the threat of the redistribution networks and can improve the quality of service for end users.

  9. Information spread in networks: Games, optimal control, and stabilization

    Science.gov (United States)

    Khanafer, Ali

    This thesis focuses on designing efficient mechanisms for controlling information spread in networks. We consider two models for information spread. The first one is the well-known distributed averaging dynamics. The second model is a nonlinear one that describes virus spread in computer and biological networks. We seek to design optimal, robust, and stabilizing controllers under practical constraints. For distributed averaging networks, we study the interaction between a network designer and an adversary. We consider two types of attacks on the network. In Attack-I, the adversary strategically disconnects a set of links to prevent the nodes from reaching consensus. Meanwhile, the network designer assists the nodes in reaching consensus by changing the weights of a limited number of links in the network. We formulate two problems to describe this competition where the order in which the players act is reversed in the two problems. Although the canonical equations provided by the Pontryagin's Maximum Principle (MP) seem to be intractable, we provide an alternative characterization for the optimal strategies that makes connection to potential theory. Further, we provide a sufficient condition for the existence of a saddle-point equilibrium (SPE) for the underlying zero-sum game. In Attack-II, the designer and the adversary are both capable of altering the measurements of all nodes in the network by injecting global signals. We impose two constraints on both players: a power constraint and an energy constraint. We assume that the available energy to each player is not sufficient to operate at maximum power throughout the horizon of the game. We show the existence of an SPE and derive the optimal strategies in closed form for this attack scenario. As an alternative to the "network designer vs. adversary" framework, we investigate the possibility of stabilizing unknown network diffusion processes using a distributed mechanism, where the uncertainty is due to an attack

  10. Networking expertise: discursive coalitions and collaborative networks of experts in a public creationism controversy in the UK.

    Science.gov (United States)

    Allgaier, Joachim

    2012-04-01

    Experts do play a particular role in public socio-scientific debates, even more so if they form heterogeneous coalition with other actors and experts. A case study about a public science education controversy surrounding the teaching of evolution/creationism in the UK press is used to investigate in detail how connections and coalitions between experts and other actors involved in the controversy emerged and played out. The research focuses on the question of what role collaborative and other networks of experts played in terms of influence, visibility, credibility, consensus and weight of argument. Issues that are considered in the research are the status of the members of the coalitions forming during the debate and how it is displayed in media representations and letters and petitions, and also how these networks and coalitions of experts perform in relation to each other.

  11. Dynamics, morphogenesis and convergence of evolutionary quantum Prisoner's Dilemma games on networks

    Science.gov (United States)

    Yong, Xi

    2016-01-01

    The authors proposed a quantum Prisoner's Dilemma (PD) game as a natural extension of the classic PD game to resolve the dilemma. Here, we establish a new Nash equilibrium principle of the game, propose the notion of convergence and discover the convergence and phase-transition phenomena of the evolutionary games on networks. We investigate the many-body extension of the game or evolutionary games in networks. For homogeneous networks, we show that entanglement guarantees a quick convergence of super cooperation, that there is a phase transition from the convergence of defection to the convergence of super cooperation, and that the threshold for the phase transitions is principally determined by the Nash equilibrium principle of the game, with an accompanying perturbation by the variations of structures of networks. For heterogeneous networks, we show that the equilibrium frequencies of super-cooperators are divergent, that entanglement guarantees emergence of super-cooperation and that there is a phase transition of the emergence with the threshold determined by the Nash equilibrium principle, accompanied by a perturbation by the variations of structures of networks. Our results explore systematically, for the first time, the dynamics, morphogenesis and convergence of evolutionary games in interacting and competing systems. PMID:27118882

  12. An Extended N-Player Network Game and Simulation of Four Investment Strategies on a Complex Innovation Network.

    Science.gov (United States)

    Zhou, Wen; Koptyug, Nikita; Ye, Shutao; Jia, Yifan; Lu, Xiaolong

    2016-01-01

    As computer science and complex network theory develop, non-cooperative games and their formation and application on complex networks have been important research topics. In the inter-firm innovation network, it is a typical game behavior for firms to invest in their alliance partners. Accounting for the possibility that firms can be resource constrained, this paper analyzes a coordination game using the Nash bargaining solution as allocation rules between firms in an inter-firm innovation network. We build an extended inter-firm n-player game based on nonidealized conditions, describe four investment strategies and simulate the strategies on an inter-firm innovation network in order to compare their performance. By analyzing the results of our experiments, we find that our proposed greedy strategy is the best-performing in most situations. We hope this study provides a theoretical insight into how firms make investment decisions.

  13. An Extended N-Player Network Game and Simulation of Four Investment Strategies on a Complex Innovation Network.

    Directory of Open Access Journals (Sweden)

    Wen Zhou

    Full Text Available As computer science and complex network theory develop, non-cooperative games and their formation and application on complex networks have been important research topics. In the inter-firm innovation network, it is a typical game behavior for firms to invest in their alliance partners. Accounting for the possibility that firms can be resource constrained, this paper analyzes a coordination game using the Nash bargaining solution as allocation rules between firms in an inter-firm innovation network. We build an extended inter-firm n-player game based on nonidealized conditions, describe four investment strategies and simulate the strategies on an inter-firm innovation network in order to compare their performance. By analyzing the results of our experiments, we find that our proposed greedy strategy is the best-performing in most situations. We hope this study provides a theoretical insight into how firms make investment decisions.

  14. Lightweight Interactions for Reciprocal Cooperation in a Social Network Game

    CERN Document Server

    Takano, Masanori; Fukuda, Ichiro

    2016-01-01

    The construction of reciprocal relationships requires cooperative interactions during the initial meetings. However, cooperative behavior with strangers is risky because the strangers may be exploiters. In this study, we show that people increase the likelihood of cooperativeness of strangers by using lightweight non-risky interactions in risky situations based on the analysis of a social network game (SNG). They can construct reciprocal relationships in this manner. The interactions involve low-cost signaling because they are not generated at any cost to the senders and recipients. Theoretical studies show that low-cost signals are not guaranteed to be reliable because the low-cost signals from senders can lie at any time. However, people used low-cost signals to construct reciprocal relationships in an SNG, which suggests the existence of mechanisms for generating reliable, low-cost signals in human evolution.

  15. Game-Theoretic Models of Information Overload in Social Networks

    Science.gov (United States)

    Borgs, Christian; Chayes, Jennifer; Karrer, Brian; Meeder, Brendan; Ravi, R.; Reagans, Ray; Sayedi, Amin

    We study the effect of information overload on user engagement in an asymmetric social network like Twitter. We introduce simple game-theoretic models that capture rate competition between celebrities producing updates in such networks where users non-strategically choose a subset of celebrities to follow based on the utility derived from high quality updates as well as disutility derived from having to wade through too many updates. Our two variants model the two behaviors of users dropping some potential connections (followership model) or leaving the network altogether (engagement model). We show that under a simple formulation of celebrity rate competition, there is no pure strategy Nash equilibrium under the first model. We then identify special cases in both models when pure rate equilibria exist for the celebrities: For the followership model, we show existence of a pure rate equilibrium when there is a global ranking of the celebrities in terms of the quality of their updates to users. This result also generalizes to the case when there is a partial order consistent with all the linear orders of the celebrities based on their qualities to the users. Furthermore, these equilibria can be computed in polynomial time. For the engagement model, pure rate equilibria exist when all users are interested in the same number of celebrities, or when they are interested in at most two. Finally, we also give a finite though inefficient procedure to determine if pure equilibria exist in the general case of the followership model.

  16. Towards the creation of a multi-institutional HF Radar Network in the Gulf of Mexico.

    Science.gov (United States)

    Flores-vidal, X.; Flament, P. J.; Durazo, R.; Navarro, L. F.; Salles, P.; Alvarez, P.; Carrillo, L.; Kurczyn, J. A.; Ulloa, M. J.; Rodriguez, I.; Toro Valencia, V. G.; Marin, M.; Perales, H.; Sanay, R.

    2016-12-01

    The Gulf of Mexico is source of important resources for both Mexico and USA, its beaches and coasts bring economical resources for these countries through the generation of jobs on the fisheries, touristic and industrial sectors. However, systematic monitoring is still necessary to evaluate its health and dynamics. This work is part of a multi-institutional project named "Implementation of oceanographic observational networks (physical, geochemical and ecological) to generate scenarios for possible contingencies related to the exploration and production of hydrocarbons in the deep waters of the Gulf of Mexico" (funded by SENER-CONACyT) which is an unprecedented Mexican joint effort to better understand the dynamics in the Gulf of Mexico. We will present the first actions towards the creation of the Mexican multi-Institutional HF Radar Network, which will allow us to synoptically map in real time the sea surface currents up to 200 km offshore. We expect to attract collaborations with the active or ongoing USA HF radar stations and institutions along the Gulf of Mexico, as well as to share methodologies and to evaluate standard data formats. The Radar Network in the Gulf of Mexico is planned to be active during 2017-2018, and it is expected to be permanent.

  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. 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.

  19. 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

    2016-01-01

    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. PMID:27367700

  20. Characteristics of Social Network Gamers: in between Social Networking and Online Role-Playing Games

    Directory of Open Access Journals (Sweden)

    Olga eGeisel

    2015-07-01

    Full Text Available Current research on internet addiction (IA reported moderate to high prevalence rates of IA and comorbid psychiatric symptoms in users of social networking sites (SNS and online role-playing games. The aim of this study was to characterise adult users of an internet multiplayer strategy game within a SNS. Therefore, we conducted an exploratory study using an online survey to assess sociodemographic variables, psychopathology and the rate of IA in a sample of adult social network gamers by Young´s Internet Addiction Test (IAT, the Toronto Alexithymia Scale (TAS, the Beck Depression Inventory II (BDI-II, the Symptom Checklist-90-R (SCL-90-R and the WHO Quality of Life-BREF (WHOQOL-BREF. All participants were listed gamers of combat zone in the SNS Facebook. In the IAT analysis, 16.2 % of the participants (n = 60 were categorized as subjects with IA and 19.5 % (n = 72 fulfilled the criteria for alexithymia. Comparing study participants with and without IA, the IA group had significantly more subjects with alexithymia, reported more depressive symptoms, and showed poorer quality of life. These findings suggest that social network gaming might also be associated with maladaptive patterns of internet use. Furthermore, a relationship between IA, alexithymia and depressive symptoms was found that needs to be elucidated by future studies.

  1. Imbalanced functional link between executive control network and reward network explain the online-game seeking behaviors in Internet gaming disorder.

    Science.gov (United States)

    Dong, Guangheng; Lin, Xiao; Hu, Yanbo; Xie, Chunming; Du, Xiaoxia

    2015-03-17

    Literatures have shown that Internet gaming disorder (IGD) subjects show impaired executive control and enhanced reward sensitivities than healthy controls. However, how these two networks jointly affect the valuation process and drive IGD subjects' online-game-seeking behaviors remains unknown. Thirty-five IGD and 36 healthy controls underwent a resting-states scan in the MRI scanner. Functional connectivity (FC) was examined within control and reward network seeds regions, respectively. Nucleus accumbens (NAcc) was selected as the node to find the interactions between these two networks. IGD subjects show decreased FC in the executive control network and increased FC in the reward network when comparing with the healthy controls. When examining the correlations between the NAcc and the executive control/reward networks, the link between the NAcc - executive control network is negatively related with the link between NAcc - reward network. The changes (decrease/increase) in IGD subjects' brain synchrony in control/reward networks suggest the inefficient/overly processing within neural circuitry underlying these processes. The inverse proportion between control network and reward network in IGD suggest that impairments in executive control lead to inefficient inhibition of enhanced cravings to excessive online game playing. This might shed light on the mechanistic understanding of IGD.

  2. Evolutionary Game Analysis of Competitive Information Dissemination on Social Networks: An Agent-Based Computational Approach

    Directory of Open Access Journals (Sweden)

    Qing Sun

    2015-01-01

    Full Text Available Social networks are formed by individuals, in which personalities, utility functions, and interaction rules are made as close to reality as possible. Taking the competitive product-related information as a case, we proposed a game-theoretic model for competitive information dissemination in social networks. The model is presented to explain how human factors impact competitive information dissemination which is described as the dynamic of a coordination game and players’ payoff is defined by a utility function. Then we design a computational system that integrates the agent, the evolutionary game, and the social network. The approach can help to visualize the evolution of % of competitive information adoption and diffusion, grasp the dynamic evolution features in information adoption game over time, and explore microlevel interactions among users in different network structure under various scenarios. We discuss several scenarios to analyze the influence of several factors on the dissemination of competitive information, ranging from personality of individuals to structure of networks.

  3. Using elements of game engine architecture to simulate sensor networks for eldercare.

    Science.gov (United States)

    Godsey, Chad; Skubic, Marjorie

    2009-01-01

    When dealing with a real time sensor network, building test data with a known ground truth is a tedious and cumbersome task. In order to quickly build test data for such a network, a simulation solution is a viable option. Simulation environments have a close relationship with computer game environments, and therefore there is much to be learned from game engine design. In this paper, we present our vision for a simulated in-home sensor network and describe ongoing work on using elements of game engines for building the simulator. Validation results are included to show agreement on motion sensor simulation with the physical environment.

  4. Modeling Multiple Human-Automation Distributed Systems using Network-form Games

    Science.gov (United States)

    Brat, Guillaume

    2012-01-01

    The paper describes at a high-level the network-form game framework (based on Bayes net and game theory), which can be used to model and analyze safety issues in large, distributed, mixed human-automation systems such as NextGen.

  5. Dynamic Bayesian Network Modeling of Game Based Diagnostic Assessments. CRESST Report 837

    Science.gov (United States)

    Levy, Roy

    2014-01-01

    Digital games offer an appealing environment for assessing student proficiencies, including skills and misconceptions in a diagnostic setting. This paper proposes a dynamic Bayesian network modeling approach for observations of student performance from an educational video game. A Bayesian approach to model construction, calibration, and use in…

  6. 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

    2016-01-28

    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.

  7. CREATION OF THE SHUGHNANI DISCOURSE OF PUBLIC SPHERE IN THE MEDIA AND SOCIAL NETWORKS

    Directory of Open Access Journals (Sweden)

    П Ш Абдулхамидова

    2017-12-01

    Full Text Available Shughnani, one of the Pamiri languages of Tajikistan, is a minority language, and has no written script. Socio-economic and political changes in the lives of language speakers have affected the functioning of this small language, which was previously devoid of social significance. In the late 1980s, ideas began to emerge about the expansion of its functions, and attempts were made to use it in print media, television and radio. Observation of the functional development of Shugnani in these media led to the hypothesis of the emergence of a public sphere discourse, where it is possible to raise problems of social importance, and discuss them to search for eventual solutions. The main purpose of the article is to study attempts to create a discourse of the public sphere for Shugnani, in media and on the Facebook social network. The theoretical and methodological approaches of the study are based on the concept of the pub-lic sphere of Habermas, using the Critical Discourse Analysis paradigm (Fairclough. The data for the study were taken from Shughnani print media, from speeches on television and radio, and from postings by members of Shughnani Facebook groups. The findings reveal that the Shughnani presence in the media is limited, and construction of public opinion is more successfully carried out via Shughnani groups on Facebook. Analysis of the discursive practices involved shows that, despite the slow development of a media presence, the establishment of public discourse occurs through the creation of verbal units which have a journalistic character. Shugnani-speaking groups on Facebook contribute to the strengthening of the posi-tion of the language, through the formulation and discussion of issues relevant to members of the language community and the creation of language units that enhance confidence in the use of non-written Shugnani in the public sphere.

  8. Adaptive Selection of Cryptographic Protocols in Wireless Sensor Networks using Evolutionary Game Theory

    National Research Council Canada - National Science Library

    Arora, Srishti; Singh, Prabhjot; Gupta, Ashok Ji

    2016-01-01

    ... with contrary motives contend with each other. Various solutions basedon Game theory have been recently proposed which dealt with security aspects of wireless sensor networks(WSNs). However, th...

  9. Multiplayer Game for DDoS Attacks Resilience in Ad Hoc Networks

    DEFF Research Database (Denmark)

    Mikalas, Antonis; Komninos, Nikos; Prasad, Neeli R.

    2011-01-01

    This paper proposes a multiplayer game to prevent Distributed Denial of Service attack (DDoS) in ad hoc networks. The multiplayer game is based on game theory and cryptographic puzzles. We divide requests from nodes into separate groups which decreases the ability of malicious nodes to cooperate...... with one another in order to effectively make a DDoS attack. Finally, through our experiments we have shown that the total overhead of the multiplayer game as well as the the total time that each node needs to be served is affordable for devices that have limited resources and for environments like ad hoc...

  10. On using Artificial Neural Network models to predict game outcomes in Dota 2

    OpenAIRE

    Widin, Viktor; Adler, Julien

    2017-01-01

    Dota 2 is an online strategy game, played in a five versus five format. Its multitude of selectable characters, each with a unique set of abilities and spells, causes every new match to be different from the last and picking the right characters can ultimately decide whether a team wins or loses a game. This report investigates if Artificial Neural Networks can be used to predict game outcomes, based solely on the character selection made in each game. Additionally, the report will explore if...

  11. Entanglement guarantees emergence of cooperation in quantum prisoner's dilemma games on networks.

    Science.gov (United States)

    Li, Angsheng; Yong, Xi

    2014-09-05

    It was known that cooperation of evolutionary prisoner's dilemma games fails to emerge in homogenous networks such as random graphs. Here we proposed a quantum prisoner's dilemma game. The game consists of two players, in which each player has three choices of strategy: cooperator (C), defector (D) and super cooperator (denoted by Q). We found that quantum entanglement guarantees emergence of a new cooperation, the super cooperation of the quantum prisoner's dilemma games, and that entanglement is the mechanism of guaranteed emergence of cooperation of evolutionary prisoner's dilemma games on networks. We showed that for a game with temptation b, there exists a threshold arccos √b/b for a measurement of entanglement, beyond which, (super) cooperation of evolutionary quantum prisoner's dilemma games is guaranteed to quickly emerge, giving rise to stochastic convergence of the cooperations, that if the entanglement degree γ is less than the threshold arccos √b/b, then the equilibrium frequency of cooperations of the games is positively correlated to the entanglement degree γ, and that if γ is less than arccos √b/b and b is beyond some boundary, then the equilibrium frequency of cooperations of the games on random graphs decreases as the average degree of the graphs increases.

  12. Importance of tie strengths in the prisoner's dilemma game on social networks

    Science.gov (United States)

    Xu, Bo; Liu, Lu; You, Weijia

    2011-06-01

    Though numerous researches have shown that tie strengths play a key role in the formation of collective behavior in social networks, little work has been done to explore their impact on the outcome of evolutionary games. In this Letter, we studied the effect of tie strength in the dynamics of evolutionary prisoner's dilemma games by using online social network datasets. The results show that the fraction of cooperators has a non-trivial dependence on tie strength. Weak ties, just like previous researches on epidemics and information diffusion have shown, play a key role by the maintenance of cooperators in evolutionary prisoner's dilemma games.

  13. Interplay between social influence and competitive strategical games in multiplex networks.

    Science.gov (United States)

    Amato, Roberta; Díaz-Guilera, Albert; Kleineberg, Kaj-Kolja

    2017-08-01

    We present a model that takes into account the coupling between evolutionary game dynamics and social influence. Importantly, social influence and game dynamics take place in different domains, which we model as different layers of a multiplex network. We show that the coupling between these dynamical processes can lead to cooperation in scenarios where the pure game dynamics predicts defection. In addition, we show that the structure of the network layers and the relation between them can further increase cooperation. Remarkably, if the layers are related in a certain way, the system can reach a polarized metastable state. These findings could explain the prevalence of polarization observed in many social dilemmas.

  14. A game-theoretic approach to optimize ad hoc networks inspired by small-world network topology

    Science.gov (United States)

    Tan, Mian; Yang, Tinghong; Chen, Xing; Yang, Gang; Zhu, Guoqing; Holme, Petter; Zhao, Jing

    2018-03-01

    Nodes in ad hoc networks are connected in a self-organized manner. Limited communication radius makes information transmit in multi-hop mode, and each forwarding needs to consume the energy of nodes. Insufficient communication radius or exhaustion of energy may cause the absence of some relay nodes and links, further breaking network connectivity. On the other hand, nodes in the network may refuse to cooperate due to objective faulty or personal selfish, hindering regular communication in the network. This paper proposes a model called Repeated Game in Small World Networks (RGSWN). In this model, we first construct ad hoc networks with small-world feature by forming "communication shortcuts" between multiple-radio nodes. Small characteristic path length reduces average forwarding times in networks; meanwhile high clustering coefficient enhances network robustness. Such networks still maintain relative low global power consumption, which is beneficial to extend the network survival time. Then we use MTTFT strategy (Mend-Tolerance Tit-for-Tat) for repeated game as a rule for the interactions between neighbors in the small-world networks. Compared with other five strategies of repeated game, this strategy not only punishes the nodes' selfishness more reasonably, but also has the best tolerance to the network failure. This work is insightful for designing an efficient and robust ad hoc network.

  15. Stochastic noncooperative and cooperative evolutionary game strategies of a population of biological networks under natural selection.

    Science.gov (United States)

    Chen, Bor-Sen; Yeh, Chin-Hsun

    2017-12-01

    We review current static and dynamic evolutionary game strategies of biological networks and discuss the lack of random genetic variations and stochastic environmental disturbances in these models. To include these factors, a population of evolving biological networks is modeled as a nonlinear stochastic biological system with Poisson-driven genetic variations and random environmental fluctuations (stimuli). To gain insight into the evolutionary game theory of stochastic biological networks under natural selection, the phenotypic robustness and network evolvability of noncooperative and cooperative evolutionary game strategies are discussed from a stochastic Nash game perspective. The noncooperative strategy can be transformed into an equivalent multi-objective optimization problem and is shown to display significantly improved network robustness to tolerate genetic variations and buffer environmental disturbances, maintaining phenotypic traits for longer than the cooperative strategy. However, the noncooperative case requires greater effort and more compromises between partly conflicting players. Global linearization is used to simplify the problem of solving nonlinear stochastic evolutionary games. Finally, a simple stochastic evolutionary model of a metabolic pathway is simulated to illustrate the procedure of solving for two evolutionary game strategies and to confirm and compare their respective characteristics in the evolutionary process. Copyright © 2017 Elsevier B.V. All rights reserved.

  16. 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.

  17. Effective seeding strategy in evolutionary prisoner's dilemma games on online social networks

    Science.gov (United States)

    Xu, Bo; Shi, Huibin; Wang, Jianwei; Huang, Yun

    2015-04-01

    This paper explores effective seeding strategies in prisoner's dilemma game (PDG) on online social networks, i.e. the optimal strategy to obtain global cooperation with minimum cost. Three distinct seeding strategies are compared by performing computer simulations on real online social network datasets. Our finding suggests that degree centrality seeding outperforms other strategies regardless of the initial payoff setting or network size. Celebrities of online social networks play key roles in preserving cooperation.

  18. Short Serious Games Creation under the Paradigm of Software Process and Competencies as Software Requirements. Case Study: Elementary Math Competencies

    Science.gov (United States)

    Barajas-Saavedra, Arturo; Álvarez-Rodriguez, Francisco J.; Mendoza-González, Ricardo; Oviedo-De-Luna, Ana C.

    2015-01-01

    Development of digital resources is difficult due to their particular complexity relying on pedagogical aspects. Another aspect is the lack of well-defined development processes, experiences documented, and standard methodologies to guide and organize game development. Added to this, there is no documented technique to ensure correct…

  19. A Game-Theoretic Response Strategy for Coordinator Attack in Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    Jianhua Liu

    2014-01-01

    Full Text Available The coordinator is a specific node that controls the whole network and has a significant impact on the performance in cooperative multihop ZigBee wireless sensor networks (ZWSNs. However, the malicious node attacks coordinator nodes in an effort to waste the resources and disrupt the operation of the network. Attacking leads to a failure of one round of communication between the source nodes and destination nodes. Coordinator selection is a technique that can considerably defend against attack and reduce the data delivery delay, and increase network performance of cooperative communications. In this paper, we propose an adaptive coordinator selection algorithm using game and fuzzy logic aiming at both minimizing the average number of hops and maximizing network lifetime. The proposed game model consists of two interrelated formulations: a stochastic game for dynamic defense and a best response policy using evolutionary game formulation for coordinator selection. The stable equilibrium best policy to response defense is obtained from this game model. It is shown that the proposed scheme can improve reliability and save energy during the network lifetime with respect to security.

  20. Networking Vampires – Life in a social network seen through a game

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    Social networking sites and web services like Facebook, Second Life, Flickr, Del.icio.us, etc. can be seen as much more than merely functional spaces. Other spatial aspects can be highlighted. With our actions we also perform activities – we reach for objects in Second Life, we apply applications...... in Facebook, etc.; we take in space by moving and going to places – typically by RSS feeds or linking in LinkedIn, Del.icio.us, Facebook, etc.; we judge what we reach for and link to – by tagging, rating, social book marking as performed at digg.com e.g. These behaviours change the software space to a place......) that analysing the game’s dynamics may help us understand the network and its historical challenges in a broader perspective and C) that the game of Vampires invites us to read the game through the image of the vampire (for this the analysis will draw on Carl Th. Dreyer’s Vampyr from 1932). The analysis...

  1. Exploring social influence on evolutionary prisoner’s dilemma games in networks

    Science.gov (United States)

    Zong, Hengshan; Jia, Guozhu; Cheng, Yang

    2015-11-01

    Though numerous studies demonstrate the importance of social influence in deciding individual decision-making process in networks, little has been done to explore its impact on players’ behavioral patterns in evolutionary prisoner’s dilemma games (PDGs). This study investigates how social influenced strategy updating rules may affect the final equilibrium of game dynamics. The results show that weak social influence usually inhibits cooperation, while strong social influence has a mediating effect. The impacts of network structure and the existence of rebels in social influence scenarios are also tested. The paper provides a comprehensive interpretation on social influence effects on evolutionary PDGs in networks.

  2. Game theory and extremal optimization for community detection in complex dynamic networks.

    Directory of Open Access Journals (Sweden)

    Rodica Ioana Lung

    Full Text Available The detection of evolving communities in dynamic complex networks is a challenging problem that recently received attention from the research community. Dynamics clearly add another complexity dimension to the difficult task of community detection. Methods should be able to detect changes in the network structure and produce a set of community structures corresponding to different timestamps and reflecting the evolution in time of network data. We propose a novel approach based on game theory elements and extremal optimization to address dynamic communities detection. Thus, the problem is formulated as a mathematical game in which nodes take the role of players that seek to choose a community that maximizes their profit viewed as a fitness function. Numerical results obtained for both synthetic and real-world networks illustrate the competitive performance of this game theoretical approach.

  3. Game theory and extremal optimization for community detection in complex dynamic networks.

    Science.gov (United States)

    Lung, Rodica Ioana; Chira, Camelia; Andreica, Anca

    2014-01-01

    The detection of evolving communities in dynamic complex networks is a challenging problem that recently received attention from the research community. Dynamics clearly add another complexity dimension to the difficult task of community detection. Methods should be able to detect changes in the network structure and produce a set of community structures corresponding to different timestamps and reflecting the evolution in time of network data. We propose a novel approach based on game theory elements and extremal optimization to address dynamic communities detection. Thus, the problem is formulated as a mathematical game in which nodes take the role of players that seek to choose a community that maximizes their profit viewed as a fitness function. Numerical results obtained for both synthetic and real-world networks illustrate the competitive performance of this game theoretical approach.

  4. Game Theoretic Models of Competition and Upgrade Investments in Communication Networks

    Science.gov (United States)

    Wu, Shuang

    2010-01-01

    In the first part of this dissertation, we study the competition among network service providers in a parallel-link network with the presence of elastic user demand that diminishes both with higher prices and congestion. First we analyze a game where providers strategically price their service for single class of traffic. Later we analyze a game…

  5. Building a Foundation for Knowledge Co-Creation in Collaborative Water Governance: Dimensions of Stakeholder Networks Facilitated through Bridging Organizations

    Directory of Open Access Journals (Sweden)

    Wietske Medema

    2017-01-01

    Full Text Available The sustainable governance of water resources relies on processes of multi-stakeholder collaborations and interactions that facilitate the sharing and integration of diverse sources and types of knowledge. In this context, it is essential to fully recognize the importance of fostering and enhancing critical connections within and between networks of relationships between different government and non-government agencies, as well as the dynamics that are in support of the development of new knowledge and practices. In Quebec, a network of watershed organizations (WOs has been put in place to serve as bridging organizations (BOs for stakeholder groups in their watershed territories. Using the WOs as a case study, this research aims to contribute to a greater understanding of how stakeholder groups can be effectively connected to support knowledge co-creation through networked relationships facilitated by BOs. In line with this overall research aim, the following research objectives are proposed: (1 to assess the quality of the knowledge that is developed and shared through the WOs and their stakeholder networks; (2 to determine the characteristics of stakeholders participating in the WOs’ networks that either hinder or support collaborations and knowledge co-creation; (3 to describe the collaborative processes and mechanisms through which the WOs facilitate stakeholder interactions and knowledge co-creation; and (4 to assess the quality of the relationships and interactions between stakeholders participating in the WOs’ collaborative networks. A comprehensive literature review is provided of collaborative network dimensions that are in support of knowledge co-creation that forms the foundation of a research framework to assess knowledge co-creation processes that are facilitated through BOs and their collaborative networks. Documented experiences have been gathered through face-to-face semi-structured interviews, as well as a Quebec-wide survey

  6. Determining the Relationship Between Co-creation and Innovation by Neural Networks

    DEFF Research Database (Denmark)

    di Tollo, Giacomo; Tanev, Stoyan; Slim, Kassis Mohamed

    2014-01-01

    .r.t. the relationship between the perception of their innovativeness and the degree of their involvement in value co-creation activities — the extent to which they involve end users in the definition of their final products and services. We will show that businesses from specific sectors could have a higher degree...... of involvement in value co-creation. The mapping between the type of firms and the degree of their involvement in value co-creation is of particular interest since they describe attributes and activities and a completely different heuristic level. We have also studied businesses belonging to stock Exchange...

  7. Multiple effect of social influence on cooperation in interdependent network games

    Science.gov (United States)

    Jiang, Luo-Luo; Li, Wen-Jing; Wang, Zhen

    2015-10-01

    The social influence exists widely in the human society, where individual decision-making process (from congressional election to electronic commerce) may be affected by the attitude and behavior of others belonging to different social networks. Here, we couple the snowdrift (SD) game and the prisoner’s dilemma (PD) game on two interdependent networks, where strategies in both games are associated by social influence to mimick the majority rule. More accurately, individuals’ strategies updating refers to social learning (based on payoff difference) and above-mentioned social influence (related with environment of interdependent group), which is controlled by social influence strength s. Setting s = 0 decouples the networks and returns the traditional network game; while its increase involves the interactions between networks. By means of numerous Monte Carlo simulations, we find that such a mechanism brings multiple influence to the evolution of cooperation. Small s leads to unequal cooperation level in both games, because social learning is still the main updating rule for most players. Though intermediate and large s guarantees the synchronized evolution of strategy pairs, cooperation finally dies out and reaches a completely dominance in both cases. Interestingly, these observations are attributed to the expansion of cooperation clusters. Our work may provide a new understanding to the emergence of cooperation in intercorrelated social systems.

  8. Multiple effect of social influence on cooperation in interdependent network games.

    Science.gov (United States)

    Jiang, Luo-Luo; Li, Wen-Jing; Wang, Zhen

    2015-10-01

    The social influence exists widely in the human society, where individual decision-making process (from congressional election to electronic commerce) may be affected by the attitude and behavior of others belonging to different social networks. Here, we couple the snowdrift (SD) game and the prisoner's dilemma (PD) game on two interdependent networks, where strategies in both games are associated by social influence to mimick the majority rule. More accurately, individuals' strategies updating refers to social learning (based on payoff difference) and above-mentioned social influence (related with environment of interdependent group), which is controlled by social influence strength s. Setting s = 0 decouples the networks and returns the traditional network game; while its increase involves the interactions between networks. By means of numerous Monte Carlo simulations, we find that such a mechanism brings multiple influence to the evolution of cooperation. Small s leads to unequal cooperation level in both games, because social learning is still the main updating rule for most players. Though intermediate and large s guarantees the synchronized evolution of strategy pairs, cooperation finally dies out and reaches a completely dominance in both cases. Interestingly, these observations are attributed to the expansion of cooperation clusters. Our work may provide a new understanding to the emergence of cooperation in intercorrelated social systems.

  9. Video Games, Internet and Social Networks: A Study among French School students

    Science.gov (United States)

    Dany, Lionel; Moreau, Laure; Guillet, Clémentine; Franchina, Carmelo

    2016-11-25

    Aim : Screen-based media use is gradually becoming a public health issue, especially among young people.Method : A local descriptive observational study was conducted in 11 colleges of the Bouches-du-Rhône department. All middle high school students were asked to fill in a questionnaire comprising questions about their demographic characteristics, their screen-based media use (Internet, video games, social networks), any problematic use (video games and social networks), self-esteem and quality of life.Results : A total of 950 college students (mean age : 12.96 years) participated in the research. The results show a high level and a very diverse screen-based media use. Boys more frequently played video games and girls go more frequently used social networks. The levels of problematic use were relatively low for all middle high school students. The level of problematic video game use was significantly higher in boys, and the level of problematic social network use was higher in girls.Conclusion : Differences in the use of video games or social networks raise the general issue of gender differences in society. This study indicates the need for more specific preventive interventions for screen-based media use. The addictive “nature” of certain practices needs to be studied in more detail.

  10. Value co-creation within “card game encounters” : Facilitating the customer and supplier learning processes through interaction

    OpenAIRE

    Lindgren, Patrik

    2013-01-01

    Marketing is on the path of evolving to a Service-Dominant (S-D) Logic perspective. S-D Logic researchers have acknowledged that customers do not only receive value, they contribute to create value and subjectively assess it in use - a notion that challenge the logic of traditional marketing. In interaction, suppliers have the opportunity to reveal processes of customer value creation, and accordingly, align these with its own internal processes. From this perspective, the supplier is turned ...

  11. Playing Radio Resource Management Games in Dense Wireless 5G Networks

    OpenAIRE

    Paweł Sroka; Adrian Kliks

    2016-01-01

    This paper considers the problem of an efficient and flexible tool for interference mitigation in ultradense heterogeneous cellular 5G networks. Several game-theory based approaches are studied, focusing on noncooperative games, where each base station in the end tries to maximize its payoff. An analysis of backhaul requirements of investigated approaches is carried out, with a proposal of a mechanism for backhaul requirements reduction. Moreover, improvements in terms of energy use optimizat...

  12. Opinion formation in time-varying social networks: The case of Naming Game

    CERN Document Server

    Maity, Suman Kalyan; Mukherjee, Animesh

    2012-01-01

    We study the dynamics of the Naming Game as an opinion formation model on time-varying social networks. This agent-based model captures the essential features of the agreement dynamics by means of a memory-based negotiation process. Our study focuses on the impact of time-varying properties of the social network of the agents on the Naming Game dynamics. We investigate the outcomes of the dynamics on two different types of time-varying data - (i) the networks vary across days and (ii) the networks vary within very short intervals of time (20 seconds). In the first case, we find that networks with strong community structure hinder the system from reaching global agreement; the evolution of the Naming Game in these networks maintains clusters of coexisting opinions indefinitely leading to metastability. In the second case, we investigate the evolution of the Naming Game in perfect synchronization with the time evolution of the underlying social network shedding new light on the traditional emergent properties o...

  13. Game Theoretical Analysis on Cooperation Stability and Incentive Effectiveness in Community Networks.

    Directory of Open Access Journals (Sweden)

    Kaida Song

    Full Text Available Community networks, the distinguishing feature of which is membership admittance, appear on P2P networks, social networks, and conventional Web networks. Joining the network costs money, time or network bandwidth, but the individuals get access to special resources owned by the community in return. The prosperity and stability of the community are determined by both the policy of admittance and the attraction of the privileges gained by joining. However, some misbehaving users can get the dedicated resources with some illicit and low-cost approaches, which introduce instability into the community, a phenomenon that will destroy the membership policy. In this paper, we analyze on the stability using game theory on such a phenomenon. We propose a game-theoretical model of stability analysis in community networks and provide conditions for a stable community. We then extend the model to analyze the effectiveness of different incentive policies, which could be used when the community cannot maintain its members in certain situations. Then we verify those models through a simulation. Finally, we discuss several ways to promote community network's stability by adjusting the network's properties and give some proposal on the designs of these types of networks from the points of game theory and stability.

  14. Dynamics to equilibrium in network games: individual behavior and global response.

    Science.gov (United States)

    Cimini, Giulio; Castellano, Claudio; Sánchez, Angel

    2015-01-01

    Various social contexts can be depicted as games of strategic interactions on networks, where an individual's welfare depends on both her and her partners' actions. Whereas much attention has been devoted to Bayes-Nash equilibria in such games, here we look at strategic interactions from an evolutionary perspective. To this end, we present the results of a numerical simulations program for these games, which allows us to find out whether Nash equilibria are accessible by adaptation of player strategies, and in general to identify the attractors of the evolution. Simulations allow us to go beyond a global characterization of the cooperativeness at equilibrium and probe into individual behavior. We find that when players imitate each other, evolution does not reach Nash equilibria and, worse, leads to very unfavorable states in terms of welfare. On the contrary, when players update their behavior rationally, they self-organize into a rich variety of Nash equilibria, where individual behavior and payoffs are shaped by the nature of the game, the social network's structure and the players' position within the network. Our results allow to assess the validity of mean-field approaches we use to describe the dynamics of these games. Interestingly, our dynamically-found equilibria generally do not coincide with (but show qualitatively the same features of) those resulting from theoretical predictions in the context of one-shot games under incomplete information.

  15. Friend Inspector: A Serious Game to Enhance Privacy Awareness in Social Networks

    OpenAIRE

    Cetto, Alexandra; Netter, Michael; Pernul, Günther; Richthammer, Christian; Riesner, Moritz; Roth, Christian; Sänger, Johannes

    2014-01-01

    Currently, many users of Social Network Sites are insufficiently aware of who can see their shared personal items. Nonetheless, most approaches focus on enhancing privacy in Social Networks through improved privacy settings, neglecting the fact that privacy awareness is a prerequisite for privacy control. Social Network users first need to know about privacy issues before being able to make adjustments. In this paper, we introduce Friend Inspector, a serious game that allows its users to play...

  16. Friend Inspector: A Serious Game to Enhance Privacy Awareness in Social Networks (Best Paper Award)

    OpenAIRE

    Cetto, Alexandra; Netter, Michael; Pernul, Günther; Richthammer, Christian; Riesner, Moritz; Roth, Christian; Sänger, Johannes

    2014-01-01

    Currently, many users of Social Network Sites are insufficiently aware of who can see their shared personal items. Nonetheless, most approaches focus on enhancing privacy in Social Networks through improved privacy settings, neglecting the fact that privacy awareness is a prerequisite for privacy control. Social Network users first need to know about privacy issues before being able to make adjustments. In this paper, we introduce Friend Inspector, a serious game that allows its users to play...

  17. A Game Theoretic Approach for Balancing Energy Consumption in Clustered Wireless Sensor Networks.

    Science.gov (United States)

    Yang, Liu; Lu, Yinzhi; Xiong, Lian; Tao, Yang; Zhong, Yuanchang

    2017-11-17

    Clustering is an effective topology control method in wireless sensor networks (WSNs), since it can enhance the network lifetime and scalability. To prolong the network lifetime in clustered WSNs, an efficient cluster head (CH) optimization policy is essential to distribute the energy among sensor nodes. Recently, game theory has been introduced to model clustering. Each sensor node is considered as a rational and selfish player which will play a clustering game with an equilibrium strategy. Then it decides whether to act as the CH according to this strategy for a tradeoff between providing required services and energy conservation. However, how to get the equilibrium strategy while maximizing the payoff of sensor nodes has rarely been addressed to date. In this paper, we present a game theoretic approach for balancing energy consumption in clustered WSNs. With our novel payoff function, realistic sensor behaviors can be captured well. The energy heterogeneity of nodes is considered by incorporating a penalty mechanism in the payoff function, so the nodes with more energy will compete for CHs more actively. We have obtained the Nash equilibrium (NE) strategy of the clustering game through convex optimization. Specifically, each sensor node can achieve its own maximal payoff when it makes the decision according to this strategy. Through plenty of simulations, our proposed game theoretic clustering is proved to have a good energy balancing performance and consequently the network lifetime is greatly enhanced.

  18. Knowledge Creation Through Mobile Social Networks and Its Impact on Intentions to Use Innovative Mobile Services

    NARCIS (Netherlands)

    Kleijnen, M.H.P.; Lievens, A.; de Ruyter, K.; Wetzels, M.G.M.

    2009-01-01

    Taking a social network perspective, the authors investigate consumers' intentions to use innovative mobile services. With a sociometric survey, they empirically assess how consumers integrate and connect through mobile social networks, as well as how their network position influences knowledge

  19. New networks of technological creation in energy industries: reassessment of the roles of equipment suppliers and operators

    Energy Technology Data Exchange (ETDEWEB)

    Jacquier-Roux, V. [Institut de Recherche Economique sur la Production et le Developpement -IREPD, Universite Pierre Mendes-France, 38 - Grenoble (France); Bourgeois, B. [Institut d' Economie et de Politique de l' Energie - IEPE-CNRS/ Universite Pierre Mendes-France, 38 - Grenoble (France)

    2002-12-01

    Within a financial context of selection inducing either a decrease or a drop of their home research and development expenditures, energy industries companies have succeeded to maintain and even to increase their knowledge production during the last 15 years (1985 - 1998). To understand these apparently paradoxical changes, elements of analysis are looked for within an evolutionary framework, and more specially referring to the related developments to network-firms, user-supplier relationship, and interactive nature of innovation processes. Empirical data are set on granted patents to a sample of the top 15 world largest companies on both sides of operators and equipment suppliers, and for the two industries of oil production and power generation. Interpretation of the results suggests that two dynamics ought to be distinguished. On one side, dynamics of the networks of technological creation is characterized by an upstream going-up of the head of the network towards suppliers. On the other side networks of creation of competitive advantages and bargaining power continues to be based on the operators and their strategies of adaptation to the constraints and opportunities of their institutional, financial and competitive environment. (author)

  20. An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks.

    Science.gov (United States)

    Salim, Shelly; Moh, Sangman

    2016-06-30

    A cognitive radio sensor network (CRSN) is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD) scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead.

  1. An Energy-Efficient Game-Theory-Based Spectrum Decision Scheme for Cognitive Radio Sensor Networks

    Directory of Open Access Journals (Sweden)

    Shelly Salim

    2016-06-01

    Full Text Available A cognitive radio sensor network (CRSN is a wireless sensor network in which sensor nodes are equipped with cognitive radio. In this paper, we propose an energy-efficient game-theory-based spectrum decision (EGSD scheme for CRSNs to prolong the network lifetime. Note that energy efficiency is the most important design consideration in CRSNs because it determines the network lifetime. The central part of the EGSD scheme consists of two spectrum selection algorithms: random selection and game-theory-based selection. The EGSD scheme also includes a clustering algorithm, spectrum characterization with a Markov chain, and cluster member coordination. Our performance study shows that EGSD outperforms the existing popular framework in terms of network lifetime and coordination overhead.

  2. Study on Selfish Node Incentive Mechanism with a Forward Game Node in Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    Mohammed Ahmed Ahmed Al-Jaoufi

    2017-01-01

    Full Text Available In a wireless sensor network, some nodes may act selfishly and noncooperatively, such as not forwarding packets, in response to their own limited resources. If most of the nodes in a network exhibit this selfish behavior, the entire network will be paralyzed, and it will not be able to provide normal service. This paper considers implementing the idea of evolutionary game theory into the nodes of wireless sensor networks to effectively improve the reliability and stability of the networks. We present a new model for the selfish node incentive mechanism with a forward game node for wireless sensor networks, and we discuss applications of the replicator dynamics mechanism to analyze evolutionary trends of trust relationships among nodes. We analyzed our approach theoretically and conducted simulations based on the idea of evolutionary game theory. The results of the simulation indicated that a wireless sensor network that uses the incentive mechanism can forward packets well while resisting any slight variations. Thus, the stability and reliability of wireless sensor networks are improved. We conducted numerical experiments, and the results verified our conclusions based on the theoretical analysis.

  3. Game among interdependent networks: The impact of rationality on system robustness

    Science.gov (United States)

    Fan, Yuhang; Cao, Gongze; He, Shibo; Chen, Jiming; Sun, Youxian

    2016-12-01

    Many real-world systems are composed of interdependent networks that rely on one another. Such networks are typically designed and operated by different entities, who aim at maximizing their own payoffs. There exists a game among these entities when designing their own networks. In this paper, we study the game investigating how the rational behaviors of entities impact the system robustness. We first introduce a mathematical model to quantify the interacting payoffs among varying entities. Then we study the Nash equilibrium of the game and compare it with the optimal social welfare. We reveal that the cooperation among different entities can be reached to maximize the social welfare in continuous game only when the average degree of each network is constant. Therefore, the huge gap between Nash equilibrium and optimal social welfare generally exists. The rationality of entities makes the system inherently deficient and even renders it extremely vulnerable in some cases. We analyze our model for two concrete systems with continuous strategy space and discrete strategy space, respectively. Furthermore, we uncover some factors (such as weakening coupled strength of interdependent networks, designing a suitable topology dependence of the system) that help reduce the gap and the system vulnerability.

  4. Equilibria, information and frustration in heterogeneous network games with conflicting preferences

    Science.gov (United States)

    Mazzoli, M.; Sánchez, A.

    2017-11-01

    Interactions between people are the basis on which the structure of our society arises as a complex system and, at the same time, are the starting point of any physical description of it. In the last few years, much theoretical research has addressed this issue by combining the physics of complex networks with a description of interactions in terms of evolutionary game theory. We here take this research a step further by introducing a most salient societal factor such as the individuals’ preferences, a characteristic that is key to understanding much of the social phenomenology these days. We consider a heterogeneous, agent-based model in which agents interact strategically with their neighbors, but their preferences and payoffs for the possible actions differ. We study how such a heterogeneous network behaves under evolutionary dynamics and different strategic interactions, namely coordination games and best shot games. With this model we study the emergence of the equilibria predicted analytically in random graphs under best response dynamics, and we extend this test to unexplored contexts like proportional imitation and scale free networks. We show that some theoretically predicted equilibria do not arise in simulations with incomplete information, and we demonstrate the importance of the graph topology and the payoff function parameters for some games. Finally, we discuss our results with the available experimental evidence on coordination games, showing that our model agrees better with the experiment than standard economic theories, and draw hints as to how to maximize social efficiency in situations of conflicting preferences.

  5. Differential Neural Networks for Identification and Filtering in Nonlinear Dynamic Games

    Directory of Open Access Journals (Sweden)

    Emmanuel García

    2014-01-01

    Full Text Available This paper deals with the problem of identifying and filtering a class of continuous-time nonlinear dynamic games (nonlinear differential games subject to additive and undesired deterministic perturbations. Moreover, the mathematical model of this class is completely unknown with the exception of the control actions of each player, and even though the deterministic noises are known, their power (or their effect is not. Therefore, two differential neural networks are designed in order to obtain a feedback (perfect state information pattern for the mentioned class of games. In this way, the stability conditions for two state identification errors and for a filtering error are established, the upper bounds of these errors are obtained, and two new learning laws for each neural network are suggested. Finally, an illustrating example shows the applicability of this approach.

  6. Communication, opponents, and clan performance in online games: a social network approach.

    Science.gov (United States)

    Lee, Hong Joo; Choi, Jaewon; Kim, Jong Woo; Park, Sung Joo; Gloor, Peter

    2013-12-01

    Online gamers form clans voluntarily to play together and to discuss their real and virtual lives. Although these clans have diverse goals, they seek to increase their rank in the game community by winning more battles. Communications among clan members and battles with other clans may influence the performance of a clan. In this study, we compared the effects of communication structure inside a clan, and battle networks among clans, with the performance of the clans. We collected battle histories, posts, and comments on clan pages from a Korean online game, and measured social network indices for communication and battle networks. Communication structures in terms of density and group degree centralization index had no significant association with clan performance. However, the centrality of clans in the battle network was positively related to the performance of the clan. If a clan had many battle opponents, the performance of the clan improved.

  7. Effect of network topology on the evolutionary ultimatum game based on the net-profit decision

    Science.gov (United States)

    Ye, Shun-Qiang; Wang, Lu; Jones, Michael C.; Ye, Ye; Wang, Meng; Xie, Neng-Gang

    2016-04-01

    The ubiquity of altruist behavior amongst humans has long been a significant puzzle in the social sciences. Ultimatum game has proved to be a useful tool for explaining altruistic behavior among selfish individuals. In an ultimatum game where alternating roles exist, we suppose that players make their decisions based on the net profit of their own. In this paper, we specify a player's strategy with two parameters: offer level α ∈ [ 0,1) and net profit acceptance level β ∈ [ - 1,1). By Monte Carlo simulation, we analyze separately the effect of the size of the neighborhood, the small-world property and the heterogeneity of the degree distributions of the networks. Results show that compared with results observed for homogeneous networks, heterogeneous networks lead to more rational outcomes. Moreover, network structure has no effect on the evolution of kindness level, so moderate kindness is adaptable to any social groups and organizations.

  8. Smiling contributions : Social control in a public goods game with network decline

    NARCIS (Netherlands)

    Takacs, Karoly; Janky, Bela

    2007-01-01

    Previous models of collective action assume that the network structure of individual relations that transmit social control mechanisms promoting or inhibiting collective action is given. An extended game-theoretical model that incorporates social control mechanisms as side payments and allows for

  9. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

    Als Richard Duke sein Buch ""Gaming: The Future's Language"" 1974 veröffentlichte, war er ein Pionier für die Entwicklung und Anwendung von Planspielen in Politik, Strategieentwicklung und Management. Das Buch wurde zu einem viel zitierten Standardwerk. 2014 feiert die von Richard D. Duke gegründete International Simulation and Gaming Association (ISAGA) ihr 45-jähriges Bestehen. Gleichzeitig legt Richard D. Duke eine überarbeitete Auflage seines Klassikers vor.   Inhaltsverzeichnis TABLE OF CONTENTSAcknowledgments Preface SECTION I1. The ProblemSECTION II2. Modes of Human Communication3. Mode

  10. Degree distribution of position-dependent ball-passing networks in football games

    OpenAIRE

    Narizuka, Takuma; Yamamoto, Ken; Yamazaki, Yoshihiro

    2015-01-01

    We propose a simple stochastic model describing the position-dependent ball-passing network in football games. In this network, a player on a certain area in the divided fields is a node, and a pass between two nodes corresponds to an edge. Our model is characterized by the consecutive choice of a node dependent on its intrinsic fitness. We derive the explicit expression of the degree distribution, and find that the derived distribution reproduces the real data quit well.

  11. Power indices of influence games and new centrality measures for agent societies and social networks

    OpenAIRE

    Molinero Albareda, Xavier; Riquelme Csori, Fabián; Serna Iglesias, María José

    2014-01-01

    The final publication is available on http://link.springer.com We propose as centrality measures for social networks two classical power indices, Banzhaf and Shapley-Shubik, and two new measures, effort and satisfaction, related to the spread of influence process that emerge from the subjacent influence game. We perform a comparison of these measures with three well known centrality measures, degree, closeness and betweenness, applied to three simple social networks. Peer Reviewed

  12. Game Theoretic Solutions to Cyber Attack and Network Defense Problems

    National Research Council Canada - National Science Library

    Shen, Dan; Chen, Genshe; Cruz, Jr., , Jose B; Blasch, Erik; Kruger, Martin

    2007-01-01

    .... The protection and defense against cyber attacks to computer network is becoming inadequate as the hacker knowledge sophisticates and as the network and each computer system become more complex...

  13. Epidemics in Networks : Modeling, Optimization and Security Games

    NARCIS (Netherlands)

    Omic, J.

    2010-01-01

    Epidemic theory has wide range of applications in computer networks, from spreading of malware to the information dissemination algorithms. Our society depends more strongly than ever on such computer networks. Many of these networks rely to a large extent on decentralization and self-organization.

  14. Balancing emergency message dissemination and network lifetime in wireless body area network using ant colony optimization and Bayesian game formulation

    Directory of Open Access Journals (Sweden)

    R. Latha

    Full Text Available Nowadays, Wireless Body Area Network (WBAN is emerging very fast and so many new methods and algorithms are coming up for finding the optimal path for disseminating emergency messages. Ant Colony Optimization (ACO is one of the cultural algorithms for solving many hard problems such as Travelling Salesman Problem (TSP. ACO is a natural behaviour of ants, which work stochastically with the help of pheromone trails deposited in the shortest route to find their food. This optimization procedure involves adapting, positive feedback and inherent parallelism. Each ant will deposit certain amount of pheromone in the tour construction it makes searching for food. This type of communication is known as stigmetric communication. In addition, if a dense WBAN environment prevails, such as hospital, i.e. in the environment of overlapping WBAN, game formulation was introduced for analyzing the mixed strategy behaviour of WBAN. In this paper, the ant colony optimization approach to the travelling salesman problem was applied to the WBAN to determine the shortest route for sending emergency message to the doctor via sensor nodes; and also a static Bayesian game formulation with mixed strategy was analysed to enhance the network lifetime. Whenever the patient needs any critical care or any other medical issue arises, emergency messages will be created by the WBAN and sent to the doctor's destination. All the modes of communication were realized in a simulation environment using OMNet++. The authors investigated a balanced model of emergency message dissemination and network lifetime in WBAN using ACO and Bayesian game formulation. Keywords: Wireless body area network, Ant colony optimization, Bayesian game model, Sensor network, Message latency, Network lifetime

  15. A Game Theoretic Optimization Method for Energy Efficient Global Connectivity in Hybrid Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    JongHyup Lee

    2016-08-01

    Full Text Available For practical deployment of wireless sensor networks (WSN, WSNs construct clusters, where a sensor node communicates with other nodes in its cluster, and a cluster head support connectivity between the sensor nodes and a sink node. In hybrid WSNs, cluster heads have cellular network interfaces for global connectivity. However, when WSNs are active and the load of cellular networks is high, the optimal assignment of cluster heads to base stations becomes critical. Therefore, in this paper, we propose a game theoretic model to find the optimal assignment of base stations for hybrid WSNs. Since the communication and energy cost is different according to cellular systems, we devise two game models for TDMA/FDMA and CDMA systems employing power prices to adapt to the varying efficiency of recent wireless technologies. The proposed model is defined on the assumptions of the ideal sensing field, but our evaluation shows that the proposed model is more adaptive and energy efficient than local selections.

  16. A novel game theoretic approach for modeling competitive information diffusion in social networks with heterogeneous nodes

    Science.gov (United States)

    Agha Mohammad Ali Kermani, Mehrdad; Fatemi Ardestani, Seyed Farshad; Aliahmadi, Alireza; Barzinpour, Farnaz

    2017-01-01

    Influence maximization deals with identification of the most influential nodes in a social network given an influence model. In this paper, a game theoretic framework is developed that models a competitive influence maximization problem. A novel competitive influence model is additionally proposed that incorporates user heterogeneity, message content, and network structure. The proposed game-theoretic model is solved using Nash Equilibrium in a real-world dataset. It is shown that none of the well-known strategies are stable and at least one player has the incentive to deviate from the proposed strategy. Moreover, violation of Nash equilibrium strategy by each player leads to their reduced payoff. Contrary to previous works, our results demonstrate that graph topology, as well as the nodes' sociability and initial tendency measures have an effect on the determination of the influential node in the network.

  17. Chaotic evolution of prisoner's dilemma game with volunteering on interdependent networks

    Science.gov (United States)

    Luo, Chao; Zhang, Xiaolin; Zheng, YuanJie

    2017-06-01

    In this article, the evolution of prisoner's dilemma game with volunteering on interdependent networks is investigated. Different from the traditional two-strategy game, voluntary participation as an additional strategy is involved in repeated game, that can introduce more complex evolutionary dynamics. And, interdependent networks provide a more generalized network architecture to study the intricate variability of dynamics. We have showed that voluntary participation could effectively promote the density of co-operation, that is also greatly affected by interdependent strength between two coupled networks. We further discussed the influence of interdependent strength on the densities of different strategies and found that an intermediate interdependence would play a bigger role on the evolution of dynamics. Subsequently, the critical values of the defection temptation for phase transitions under different conditions have been studied. Moreover, the global oscillations induced by the circle of dominance of three strategies on interdependent networks have been quantitatively investigated. Counter-intuitively, the oscillations of strategy densities are not periodic or stochastic, but have rich dynamical behaviors. By means of various analysis tools, we have demonstrated the global oscillations of strategy densities possessed chaotic characteristics.

  18. Problem Gaming

    OpenAIRE

    Strate, Simon Wolter; Dreyer, Maria; Petersen, Freja Astrid; Willumsen, Ea Christina

    2013-01-01

    This paper investigates the psychological and social consequences of excessive online computer use. The study is based on an assumption that immoderate time spent on online gaming will have negative consequences for the identity creation processes and the ability to socialize in a non-gaming context. The paper argues that by asserting that gaming addiction exist a question of autonomy vs. beneficence will be raised, as some will search to find a treatment for such a diagnosis. By using differ...

  19. [The children of Latin America and the Caribbean: creation of a new network].

    Science.gov (United States)

    1995-01-01

    Argentina's Center for Population Studies (CENED), the Regional Office for UNICEF, and the Latin American Program of Population Activities (PROLAP) have agreed to create a regional network for children's problems. The focus on children requires including persons of other ages, especially mothers, and social groups, especially families, who are intimately involved in the situation of children. The objectives of the network will include increasing understanding of the living conditions of children and their interrelations with the conditions of women and families; promoting collaboration between different governments and organizations working for children; stimulating collection and exchange of relevant data; and encouraging an interdisciplinary focus on analysis of problems and program development. Specific objectives include designing and conducting the network of researchers, officials, and others; organizing an effective database to be utilized at local and higher levels; creating media for periodic dissemination of findings; and coordinating the network's objectives with those of existing networks.

  20. A Study on Standard Competition with Network Effect Based on Evolutionary Game Model

    Science.gov (United States)

    Wang, Ye; Wang, Bingdong; Li, Kangning

    Owing to networks widespread in modern society, standard competition with network effect is now endowed with new connotation. This paper aims to study the impact of network effect on standard competition; it is organized in the mode of "introduction-model setup-equilibrium analysis-conclusion". Starting from a well-structured model of evolutionary game, it is then extended to a dynamic analysis. This article proves both theoretically and empirically that whether or not a standard can lead the market trends depends on the utility it would bring, and the author also discusses some advisable strategies revolving around the two factors of initial position and border break.

  1. Protecting against network infections : A game theoretic perspective

    NARCIS (Netherlands)

    Omic, J.; Orda, A.; Van Mieghem, P.

    2009-01-01

    Security breaches and attacks are critical problems in today’s networking. A key-point is that the security of each host depends not only on the protection strategies it chooses to adopt but also on those chosen by other hosts in the network. The spread of Internet worms and viruses is only one

  2. Applying Game Theory in 802.11 Wireless Networks

    Directory of Open Access Journals (Sweden)

    Tomas Cuzanauskas

    2015-07-01

    Full Text Available IEEE 802.11 is one of the most popular wireless technologies in recent days. Due to easiness of adaption and relatively low cost the demand for IEEE 802.11 devices is increasing exponentially. IEEE works in two bands 2.4 GHz and 5 GHz, these bands are known as ISM band. The unlicensed bands are managed by authority which set simple rules to follow when using unlicensed bands, the rules includes requirements as maximum power, out-of-band emissions control as well as interference mitigation. However these rules became outdated as IEEE 802.11 technology is emerging and evolving in hours the rules aren’t well suited for current capabilities of IEEE 802.11 devices. In this article we present game theory based algorithm for IEEE 802.11 wireless devices, we will show that by using game theory it’s possible to achieve better usage of unlicensed spectrum as well as partially decline CSMA/CA. Finally by using this approach we might relax the currently applied maximum power rules for ISM bands, which enable IEEE 802.11 to work on longer distance and have better propagation characteristics.

  3. Cryptographic Puzzles and Game Theory against DoS and DDoS attacks in Networks

    DEFF Research Database (Denmark)

    Mikalas, Antonis; Komninos, Nikos; Prasad, Neeli R.

    2008-01-01

    In this chapter, we present techniques to defeat Denial of Service (DoS) and Distributed Denial of Service (DDoS) attacks. In the _rst part, we describe client puzzle techniques that are based on the idea of computationally exhausting a malicious user when he attempts to launch an attack. In the ......In this chapter, we present techniques to defeat Denial of Service (DoS) and Distributed Denial of Service (DDoS) attacks. In the _rst part, we describe client puzzle techniques that are based on the idea of computationally exhausting a malicious user when he attempts to launch an attack....... In the second part we are introducing some basic principles of game theory and we discuss how game theoretical frameworks can protect computer networks. Finally, we show techniques that combine client puzzles with game theory in order to provide DoS and DDoS resilience....

  4. Playing Radio Resource Management Games in Dense Wireless 5G Networks

    Directory of Open Access Journals (Sweden)

    Paweł Sroka

    2016-01-01

    Full Text Available This paper considers the problem of an efficient and flexible tool for interference mitigation in ultradense heterogeneous cellular 5G networks. Several game-theory based approaches are studied, focusing on noncooperative games, where each base station in the end tries to maximize its payoff. An analysis of backhaul requirements of investigated approaches is carried out, with a proposal of a mechanism for backhaul requirements reduction. Moreover, improvements in terms of energy use optimization are proposed to further increase the system gains. The presented simulation results of a detailed ultradense 5G wireless system show that the discussed game-theoretic approaches are very promising solutions for interference mitigation outperforming the algorithm proposed for LTE-Advanced in terms of the achieved spectral efficiency. Finally, it is proved that the introduction of energy-efficient and backhaul-optimized operation does not significantly degrade the performance achieved with the considered approaches.

  5. A neural network approach for the evaluation of the innovation outcomes of value co-creation practices in technology-driven firms

    DEFF Research Database (Denmark)

    di Tollo, Giacomo; Tanev, Stoyan

    2010-01-01

    Value co-creation is an emerging marketing and innovation paradigm describing a broader opening of the firm to its customers by providing them with the opportunity to become active participants in the design and development of personalized products, services and experiences. The aim of the present......-creation components and the frequency of firms’ online comments about their new products, processes and services. The present work focuses on using an Artificial Neural Network (ANN) approach to understand if the extent of value co-creation activities can be thought of as an indicator of the perception of innovation...

  6. Managing Co-operative Business Networks for Service Co-Creation in Rural Denmark

    DEFF Research Database (Denmark)

    Gretzinger, Susanne; Leick, Birgit

    . Thus, minimizing technician hours per year and windmill farm is one of the most important and, at the same time, most challenging targets for cooperative networks in order to control for costs (Baron, 2000, Martin et al., 2016, Sarker and Faiz, 2016, Scheu, 2012, Blanco, 2009). As most of the single...... and brokerage as appropriate tools for network managers to handle such conflicts and in doing so to support business networks in rural areas (Burt, 2005, Granovetter, 1985, Eklinder-Frick, et al. 2011, 2012, 2014)....

  7. A cooperative game framework for detecting overlapping communities in social networks

    Science.gov (United States)

    Jonnalagadda, Annapurna; Kuppusamy, Lakshmanan

    2018-02-01

    Community detection in social networks is a challenging and complex task, which received much attention from researchers of multiple domains in recent years. The evolution of communities in social networks happens merely due to the self-interest of the nodes. The interesting feature of community structure in social networks is the multi membership of the nodes resulting in overlapping communities. Assuming the nodes of the social network as self-interested players, the dynamics of community formation can be captured in the form of a game. In this paper, we propose a greedy algorithm, namely, Weighted Graph Community Game (WGCG), in order to model the interactions among the self-interested nodes of the social network. The proposed algorithm employs the Shapley value mechanism to discover the inherent communities of the underlying social network. The experimental evaluation on the real-world and synthetic benchmark networks demonstrates that the performance of the proposed algorithm is superior to the state-of-the-art overlapping community detection algorithms.

  8. Game-Theoretic Optimal Power-Link Quality Topology Control in Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    Evangelos D. SPYROU

    2017-05-01

    Full Text Available One of the most significant problems in Wireless Sensor Network (WSN deployment is the generation of topologies that maximize transmission reliability and guarantee network connectivity while also maximizing the network’s lifetime. Transmission power settings have a large impact on the aforementioned factors. Increasing transmission power to provide coverage is the intuitive solution yet with it may come with lower packet reception and shorter network lifetime. However, decreasing the transmission power may result in the network being disconnected. To balance these trade-offs we propose a discrete strategy game-theoretic solution, which we call TopGame that aims to maximize the reliability between nodes while using the most appropriate level of transmission power that guarantees connectivity. In this paper, we provide the conditions for the convergence of our algorithm to a pure Nash equilibrium as well as experimental results. Here we show, using the Indriya WSN testbed, that TopGame is more energy-efficient and approaches a similar packet reception ratio with the current closest state of the art protocol ART. Finally, we provide a methodology for further optimization of our work using an indicator function to distinguish between satisfactory and poor links.

  9. Metric clusters in evolutionary games on scale-free networks.

    Science.gov (United States)

    Kleineberg, Kaj-Kolja

    2017-12-01

    The evolution of cooperation in social dilemmas in structured populations has been studied extensively in recent years. Whereas many theoretical studies have found that a heterogeneous network of contacts favors cooperation, the impact of spatial effects in scale-free networks is still not well understood. In addition to being heterogeneous, real contact networks exhibit a high mean local clustering coefficient, which implies the existence of an underlying metric space. Here we show that evolutionary dynamics in scale-free networks self-organize into spatial patterns in the underlying metric space. The resulting metric clusters of cooperators are able to survive in social dilemmas as their spatial organization shields them from surrounding defectors, similar to spatial selection in Euclidean space. We show that under certain conditions these metric clusters are more efficient than the most connected nodes at sustaining cooperation and that heterogeneity does not always favor-but can even hinder-cooperation in social dilemmas.

  10. Robust Nash Dynamic Game Strategy for User Cooperation Energy Efficiency in Wireless Cellular Networks

    Directory of Open Access Journals (Sweden)

    Shuhuan Wen

    2012-01-01

    Full Text Available Recently, there is an emerging trend of addressing “energy efficiency” aspect of wireless communications. It has been shown that cooperating users relay each other's information to improve data rates. The energy is limited in the wireless cellular network, but the mobile users refuse to relay. This paper presents an approach that encourages user cooperation in order to improve the energy efficiency. The game theory is an efficient method to solve such conflicts. We present a cellular framework in which two mobile users, who desire to communicate with a common base station, may cooperate via decode-and-forward relaying. In the case of imperfect information assumption, cooperative Nash dynamic game is used between the two users' cooperation to tackle the decision making problems: whether to cooperate and how to cooperate in wireless networks. The scheme based on “cooperative game theory” can achieve general pareto-optimal performance for cooperative games, and thus, maximize the entire system payoff while maintaining fairness.

  11. Power Allocation and Pricing in Multi-User Relay Networks Using Stackelberg and Bargaining Games

    CERN Document Server

    Cao, Qian; Jing, Yindi

    2012-01-01

    This paper considers a multi-user single-relay wireless network, where the relay gets paid for helping the users forward signals, and the users pay to receive the relay service. We study the relay power allocation and pricing problems, and model the interaction between the users and the relay as a two-level Stackelberg game. In this game, the relay, modeled as the service provider and the leader of the game, sets the relay price to maximize its revenue; while the users are modeled as customers and the followers who buy power from the relay for higher transmission rates. We use a bargaining game to model the negotiation among users to achieve a fair allocation of the relay power. Based on the proposed fair relay power allocation rule, the optimal relay power price that maximizes the relay revenue is derived analytically. Simulation shows that the proposed power allocation scheme achieves higher network sum-rate and relay revenue than the even power allocation. Furthermore, compared with the sum-rate-optimal so...

  12. Self-organization of nodes in mobile ad hoc networks using evolutionary games and genetic algorithms

    Directory of Open Access Journals (Sweden)

    Janusz Kusyk

    2011-07-01

    Full Text Available In this paper, we present a distributed and scalable evolutionary game played by autonomous mobile ad hoc network (MANET nodes to place themselves uniformly over a dynamically changing environment without a centralized controller. A node spreading evolutionary game, called NSEG, runs at each mobile node, autonomously makes movement decisions based on localized data while the movement probabilities of possible next locations are assigned by a forced-based genetic algorithm (FGA. Because FGA takes only into account the current position of the neighboring nodes, our NSEG, combining FGA with game theory, can find better locations. In NSEG, autonomous node movement decisions are based on the outcome of the locally run FGA and the spatial game set up among it and the nodes in its neighborhood. NSEG is a good candidate for the node spreading class of applications used in both military tasks and commercial applications. We present a formal analysis of our NSEG to prove that an evolutionary stable state is its convergence point. Simulation experiments demonstrate that NSEG performs well with respect to network area coverage, uniform distribution of mobile nodes, and convergence speed.

  13. A Game-theoretic Framework for Network Coding Based Device-to-Device Communications

    KAUST Repository

    Douik, Ahmed

    2016-06-29

    This paper investigates the delay minimization problem for instantly decodable network coding (IDNC) based deviceto- device (D2D) communications. In D2D enabled systems, users cooperate to recover all their missing packets. The paper proposes a game theoretic framework as a tool for improving the distributed solution by overcoming the need for a central controller or additional signaling in the system. The session is modeled by self-interested players in a non-cooperative potential game. The utility functions are designed so as increasing individual payoff results in a collective behavior achieving both a desirable system performance in a shared network environment and the Nash equilibrium. Three games are developed whose first reduces the completion time, the second the maximum decoding delay and the third the sum decoding delay. The paper, further, improves the formulations by including a punishment policy upon collision occurrence so as to achieve the Nash bargaining solution. Learning algorithms are proposed for systems with complete and incomplete information, and for the imperfect feedback scenario. Numerical results suggest that the proposed game-theoretical formulation provides appreciable performance gain against the conventional point-to-multipoint (PMP), especially for reliable user-to-user channels.

  14. If you can't beat 'em, join 'em: Cooperative and non-cooperative games in network sharing

    NARCIS (Netherlands)

    Offergelt, F.H.S.; Berkers, F.T.H.M.; Hendrix, G.P.

    2011-01-01

    No Mobile Network Operator (MNO) will make the decision to share its network lightly. There are many financial and strategic considerations to this question. In this paper we outline a non-cooperative game which can be used to model the strategic decision of an MNO regarding mobile network sharing

  15. Evaluation of a Web-based Social Network Electronic Game in Enhancing Mental Health Literacy for Young People

    OpenAIRE

    Li, Tim MH; Chau, Michael; Wong, Paul WC; Lai, Eliza SY; Yip, Paul SF

    2013-01-01

    Background Internet-based learning programs provide people with massive health care information and self-help guidelines on improving their health. The advent of Web 2.0 and social networks renders significant flexibility to embedding highly interactive components, such as games, to foster learning processes. The effectiveness of game-based learning on social networks has not yet been fully evaluated. Objectives The aim of this study was to assess the effectiveness of a fully automated, Web-b...

  16. Action Video Game Experience Related to Altered Large-Scale White Matter Networks

    Directory of Open Access Journals (Sweden)

    Diankun Gong

    2017-01-01

    Full Text Available With action video games (AVGs becoming increasingly popular worldwide, the cognitive benefits of AVG experience have attracted continuous research attention over the past two decades. Research has repeatedly shown that AVG experience can causally enhance cognitive ability and is related to neural plasticity in gray matter and functional networks in the brain. However, the relation between AVG experience and the plasticity of white matter (WM network still remains unclear. WM network modulates the distribution of action potentials, coordinating the communication between brain regions and acting as the framework of neural networks. And various types of cognitive deficits are usually accompanied by impairments of WM networks. Thus, understanding this relation is essential in assessing the influence of AVG experience on neural plasticity and using AVG experience as an interventional tool for impairments of WM networks. Using graph theory, this study analyzed WM networks in AVG experts and amateurs. Results showed that AVG experience is related to altered WM networks in prefrontal networks, limbic system, and sensorimotor networks, which are related to cognitive control and sensorimotor functions. These results shed new light on the influence of AVG experience on the plasticity of WM networks and suggested the clinical applicability of AVG experience.

  17. Action Video Game Experience Related to Altered Large-Scale White Matter Networks.

    Science.gov (United States)

    Gong, Diankun; Ma, Weiyi; Gong, Jinnan; He, Hui; Dong, Li; Zhang, Dan; Li, Jianfu; Luo, Cheng; Yao, Dezhong

    2017-01-01

    With action video games (AVGs) becoming increasingly popular worldwide, the cognitive benefits of AVG experience have attracted continuous research attention over the past two decades. Research has repeatedly shown that AVG experience can causally enhance cognitive ability and is related to neural plasticity in gray matter and functional networks in the brain. However, the relation between AVG experience and the plasticity of white matter (WM) network still remains unclear. WM network modulates the distribution of action potentials, coordinating the communication between brain regions and acting as the framework of neural networks. And various types of cognitive deficits are usually accompanied by impairments of WM networks. Thus, understanding this relation is essential in assessing the influence of AVG experience on neural plasticity and using AVG experience as an interventional tool for impairments of WM networks. Using graph theory, this study analyzed WM networks in AVG experts and amateurs. Results showed that AVG experience is related to altered WM networks in prefrontal networks, limbic system, and sensorimotor networks, which are related to cognitive control and sensorimotor functions. These results shed new light on the influence of AVG experience on the plasticity of WM networks and suggested the clinical applicability of AVG experience.

  18. Game theoretic analysis of congestion, safety and security networks, air traffic and emergency departments

    CERN Document Server

    Zhuang, Jun

    2015-01-01

    Maximizing reader insights into the roles of intelligent agents in networks, air traffic and emergency departments, this volume focuses on congestion in systems where safety and security are at stake, devoting special attention to applying game theoretic analysis of congestion to: protocols in wired and wireless networks; power generation, air transportation and emergency department overcrowding. Reviewing exhaustively the key recent research into the interactions between game theory, excessive crowding, and safety and security elements, this book establishes a new research angle by illustrating linkages between the different research approaches and serves to lay the foundations for subsequent analysis. Congestion (excessive crowding) is defined in this work as all kinds of flows; e.g., road/sea/air traffic, people, data, information, water, electricity, and organisms. Analyzing systems where congestion occurs – which may be in parallel, series, interlinked, or interdependent, with flows one way or both way...

  19. Largest Laplacian eigenvalue predicts the emergence of costly punishment in the evolutionary ultimatum game on networks

    Science.gov (United States)

    Li, Xiang; Cao, Lang

    2009-12-01

    In recent years, there has been a growing interest in studying the role of costly punishment in promoting altruistic behaviors among selfish individuals. Rejections in ultimatum bargaining as a metaphor exemplify costly punishment, where the division of a sum of resources proposed by one side may be rejected by the other side, and both sides get nothing. Under a setting of the network of contacts among players, we find that the largest Laplacian eigenvalue of the network determines the critical division of players’ proposals, below which pure punishers who never accept any offers will emerge as a phase transition in the system. The critical division of offers that predicts the emergence of costly punishment is termed as the selfishness tolerance of a network within evolutionary ultimatum game, and extensive numerical simulations on the data of the science collaboration network, and computer-generated small-world/scale-free networks support the analytical findings.

  20. Application of stochastic automata networks for creation of continuous time Markov chain models of voltage gating of gap junction channels.

    Science.gov (United States)

    Snipas, Mindaugas; Pranevicius, Henrikas; Pranevicius, Mindaugas; Pranevicius, Osvaldas; Paulauskas, Nerijus; Bukauskas, Feliksas F

    2015-01-01

    The primary goal of this work was to study advantages of numerical methods used for the creation of continuous time Markov chain models (CTMC) of voltage gating of gap junction (GJ) channels composed of connexin protein. This task was accomplished by describing gating of GJs using the formalism of the stochastic automata networks (SANs), which allowed for very efficient building and storing of infinitesimal generator of the CTMC that allowed to produce matrices of the models containing a distinct block structure. All of that allowed us to develop efficient numerical methods for a steady-state solution of CTMC models. This allowed us to accelerate CPU time, which is necessary to solve CTMC models, ~20 times.

  1. Application of Stochastic Automata Networks for Creation of Continuous Time Markov Chain Models of Voltage Gating of Gap Junction Channels

    Directory of Open Access Journals (Sweden)

    Mindaugas Snipas

    2015-01-01

    Full Text Available The primary goal of this work was to study advantages of numerical methods used for the creation of continuous time Markov chain models (CTMC of voltage gating of gap junction (GJ channels composed of connexin protein. This task was accomplished by describing gating of GJs using the formalism of the stochastic automata networks (SANs, which allowed for very efficient building and storing of infinitesimal generator of the CTMC that allowed to produce matrices of the models containing a distinct block structure. All of that allowed us to develop efficient numerical methods for a steady-state solution of CTMC models. This allowed us to accelerate CPU time, which is necessary to solve CTMC models, ∼20 times.

  2. SBMLsqueezer 2: context-sensitive creation of kinetic equations in biochemical networks

    DEFF Research Database (Denmark)

    Draeger, Andreas; Zielinski, Daniel C.; Keller, Roland

    2015-01-01

    Background: The size and complexity of published biochemical network reconstructions are steadily increasing, expanding the potential scale of derived computational models. However, the construction of large biochemical network models is a laborious and error-prone task. Automated methods have...... simplified the network reconstruction process, but building kinetic models for these systems is still a manually intensive task. Appropriate kinetic equations, based upon reaction rate laws, must be constructed and parameterized for each reaction. The complex test-and-evaluation cycles that can be involved...... desired. Conclusions: The described approach fills a heretofore absent niche in workflows for large-scale biochemical kinetic model construction. In several applications the algorithm has already been demonstrated to be useful and scalable. SBMLsqueezer is platform independent and can be used as a stand...

  3. Distributed Convergence to Nash Equilibria in Two-Network Zero-Sum Games

    Science.gov (United States)

    2013-02-17

    convergence of discrete-time subgradient dy- namics to a saddle point. Continuous-time best-response dynamics for zero-sum games converges to the set of...convexity-concavity assumptions, continuous-time subgradient flow dynam- ics converges to a saddle point (Arrow et al., 1951, 1958). Asymptotic convergence...and M. Johansson. A random- ized incremental subgradient method for distributed optimization in networked systems. SIAM Journal on Control and

  4. Prospect Theory for Enhanced Cyber-Physical Security of Drone Delivery Systems: A Network Interdiction Game

    OpenAIRE

    Sanjab, Anibal; Saad, Walid; Başar, Tamer

    2017-01-01

    The use of unmanned aerial vehicles (UAVs) as delivery systems of online goods is rapidly becoming a global norm, as corroborated by Amazon's "Prime Air" and Google's "Project Wing" projects. However, the real-world deployment of such drone delivery systems faces many cyber-physical security challenges. In this paper, a novel mathematical framework for analyzing and enhancing the security of drone delivery systems is introduced. In this regard, a zero-sum network interdiction game is formulat...

  5. A framework for mapping, visualisation and automatic model creation of signal-transduction networks.

    Science.gov (United States)

    Tiger, Carl-Fredrik; Krause, Falko; Cedersund, Gunnar; Palmér, Robert; Klipp, Edda; Hohmann, Stefan; Kitano, Hiroaki; Krantz, Marcus

    2012-04-24

    Intracellular signalling systems are highly complex. This complexity makes handling, analysis and visualisation of available knowledge a major challenge in current signalling research. Here, we present a novel framework for mapping signal-transduction networks that avoids the combinatorial explosion by breaking down the network in reaction and contingency information. It provides two new visualisation methods and automatic export to mathematical models. We use this framework to compile the presently most comprehensive map of the yeast MAP kinase network. Our method improves previous strategies by combining (I) more concise mapping adapted to empirical data, (II) individual referencing for each piece of information, (III) visualisation without simplifications or added uncertainty, (IV) automatic visualisation in multiple formats, (V) automatic export to mathematical models and (VI) compatibility with established formats. The framework is supported by an open source software tool that facilitates integration of the three levels of network analysis: definition, visualisation and mathematical modelling. The framework is species independent and we expect that it will have wider impact in signalling research on any system.

  6. Naming games in two-dimensional and small-world-connected random geometric networks

    Science.gov (United States)

    Lu, Qiming; Korniss, G.; Szymanski, B. K.

    2008-01-01

    We investigate a prototypical agent-based model, the naming game, on two-dimensional random geometric networks. The naming game [Baronchelli , J. Stat. Mech.: Theory Exp. (2006) P06014] is a minimal model, employing local communications that captures the emergence of shared communication schemes (languages) in a population of autonomous semiotic agents. Implementing the naming games with local broadcasts on random geometric graphs, serves as a model for agreement dynamics in large-scale, autonomously operating wireless sensor networks. Further, it captures essential features of the scaling properties of the agreement process for spatially embedded autonomous agents. Among the relevant observables capturing the temporal properties of the agreement process, we investigate the cluster-size distribution and the distribution of the agreement times, both exhibiting dynamic scaling. We also present results for the case when a small density of long-range communication links are added on top of the random geometric graph, resulting in a “small-world”-like network and yielding a significantly reduced time to reach global agreement. We construct a finite-size scaling analysis for the agreement times in this case.

  7. A Comparative Study of Neural Networks and ANFIS for Forecasting Attendance Rate of Soccer Games

    Directory of Open Access Journals (Sweden)

    Mehmet Şahin

    2017-11-01

    Full Text Available The main purpose of this study was to develop and apply a neural network (NN approach and an adaptive neuro-fuzzy inference system (ANFIS model for forecasting the attendance rates at soccer games. The models were designed based on the characteristics of the problem. Past real data was used. Training data was used for training the models, and the testing data was used for evaluating the performance of the forecasting models. The obtained forecasting results were compared to the actual data and to each other. To evaluate the performance of the models, two statistical indicators, Mean Absolute Deviation (MAD and mean absolute percent error (MAPE, were used. Based on the results, the proposed neural network approach and the ANFIS model were shown to be effective in forecasting attendance at soccer games. The neural network approach performed better than the ANFIS model. The main contribution of this study is to introduce two effective techniques for estimating attendance at sports games. This is the first attempt to use an ANFIS model for that purpose.

  8. Local communities obstruct global consensus: Naming game on multi-local-world networks

    Science.gov (United States)

    Lou, Yang; Chen, Guanrong; Fan, Zhengping; Xiang, Luna

    2018-02-01

    Community structure is essential for social communications, where individuals belonging to the same community are much more actively interacting and communicating with each other than those in different communities within the human society. Naming game, on the other hand, is a social communication model that simulates the process of learning a name of an object within a community of humans, where the individuals can generally reach global consensus asymptotically through iterative pair-wise conversations. The underlying network indicates the relationships among the individuals. In this paper, three typical topologies, namely random-graph, small-world and scale-free networks, are employed, which are embedded with the multi-local-world community structure, to study the naming game. Simulations show that (1) the convergence process to global consensus is getting slower as the community structure becomes more prominent, and eventually might fail; (2) if the inter-community connections are sufficiently dense, neither the number nor the size of the communities affects the convergence process; and (3) for different topologies with the same (or similar) average node-degree, local clustering of individuals obstruct or prohibit global consensus to take place. The results reveal the role of local communities in a global naming game in social network studies.

  9. Game Theory-Based Cooperation for Underwater Acoustic Sensor Networks: Taxonomy, Review, Research Challenges and Directions.

    Science.gov (United States)

    Muhammed, Dalhatu; Anisi, Mohammad Hossein; Zareei, Mahdi; Vargas-Rosales, Cesar; Khan, Anwar

    2018-02-01

    Exploring and monitoring the underwater world using underwater sensors is drawing a lot of attention these days. In this field cooperation between acoustic sensor nodes has been a critical problem due to the challenging features such as acoustic channel failure (sound signal), long propagation delay of acoustic signal, limited bandwidth and loss of connectivity. There are several proposed methods to improve cooperation between the nodes by incorporating information/game theory in the node's cooperation. However, there is a need to classify the existing works and demonstrate their performance in addressing the cooperation issue. In this paper, we have conducted a review to investigate various factors affecting cooperation in underwater acoustic sensor networks. We study various cooperation techniques used for underwater acoustic sensor networks from different perspectives, with a concentration on communication reliability, energy consumption, and security and present a taxonomy for underwater cooperation. Moreover, we further review how the game theory can be applied to make the nodes cooperate with each other. We further analyze different cooperative game methods, where their performance on different metrics is compared. Finally, open issues and future research direction in underwater acoustic sensor networks are highlighted.

  10. Game Theory-Based Cooperation for Underwater Acoustic Sensor Networks: Taxonomy, Review, Research Challenges and Directions

    Directory of Open Access Journals (Sweden)

    Dalhatu Muhammed

    2018-02-01

    Full Text Available Exploring and monitoring the underwater world using underwater sensors is drawing a lot of attention these days. In this field cooperation between acoustic sensor nodes has been a critical problem due to the challenging features such as acoustic channel failure (sound signal, long propagation delay of acoustic signal, limited bandwidth and loss of connectivity. There are several proposed methods to improve cooperation between the nodes by incorporating information/game theory in the node’s cooperation. However, there is a need to classify the existing works and demonstrate their performance in addressing the cooperation issue. In this paper, we have conducted a review to investigate various factors affecting cooperation in underwater acoustic sensor networks. We study various cooperation techniques used for underwater acoustic sensor networks from different perspectives, with a concentration on communication reliability, energy consumption, and security and present a taxonomy for underwater cooperation. Moreover, we further review how the game theory can be applied to make the nodes cooperate with each other. We further analyze different cooperative game methods, where their performance on different metrics is compared. Finally, open issues and future research direction in underwater acoustic sensor networks are highlighted.

  11. Naming games in two-dimensional and small-world-connected random geometric networks.

    Science.gov (United States)

    Lu, Qiming; Korniss, G; Szymanski, B K

    2008-01-01

    We investigate a prototypical agent-based model, the naming game, on two-dimensional random geometric networks. The naming game [Baronchelli, J. Stat. Mech.: Theory Exp. (2006) P06014] is a minimal model, employing local communications that captures the emergence of shared communication schemes (languages) in a population of autonomous semiotic agents. Implementing the naming games with local broadcasts on random geometric graphs, serves as a model for agreement dynamics in large-scale, autonomously operating wireless sensor networks. Further, it captures essential features of the scaling properties of the agreement process for spatially embedded autonomous agents. Among the relevant observables capturing the temporal properties of the agreement process, we investigate the cluster-size distribution and the distribution of the agreement times, both exhibiting dynamic scaling. We also present results for the case when a small density of long-range communication links are added on top of the random geometric graph, resulting in a "small-world"-like network and yielding a significantly reduced time to reach global agreement. We construct a finite-size scaling analysis for the agreement times in this case.

  12. A Game Theoretic Approach to Minimize the Completion Time of Network Coded Cooperative Data Exchange

    KAUST Repository

    Douik, Ahmed S.

    2014-05-11

    In this paper, we introduce a game theoretic framework for studying the problem of minimizing the completion time of instantly decodable network coding (IDNC) for cooperative data exchange (CDE) in decentralized wireless network. In this configuration, clients cooperate with each other to recover the erased packets without a central controller. Game theory is employed herein as a tool for improving the distributed solution by overcoming the need for a central controller or additional signaling in the system. We model the session by self-interested players in a non-cooperative potential game. The utility function is designed such that increasing individual payoff results in a collective behavior achieving both a desirable system performance in a shared network environment and the Pareto optimal solution. Through extensive simulations, our approach is compared to the best performance that could be found in the conventional point-to-multipoint (PMP) recovery process. Numerical results show that our formulation largely outperforms the conventional PMP scheme in most practical situations and achieves a lower delay.

  13. Creation of a virtual antidotes network between pharmacy departments of catalan hospitals.

    Science.gov (United States)

    Aguilar-Salmerón, Raquel; Fernández de Gamarra-Martínez, Edurne; García-Peláez, Milagros; Broto-Sumalla, Antoni; Martínez-Sánchez, Lidia; Nogué-Xarau, Santiago

    2017-05-01

    Objetive: To design a virtual antidote network between hospitals that could help to locate on-line those hospitals that stocked those antidotes with the highest difficulty in terms of availability, and ensured that the medication was loaned in case of necessity. The application was developed by four hospital pharmacists and two clinical toxicologists with the support of a Healthcare Informatics Consultant Company. The antidotes network in Catalonia, Spain, was launched in July 2015. It can be accessed through the platform: www.xarxaantidots.org. The application has an open area with overall information about the project and the option to ask toxicological questions of non-urgent nature. The private area is divided into four sections: 1) Antidotes: data of interest about the 15 antidotes included in the network and their recommended stock depending on the complexity of the hospital, 2) Antidote stock management: virtual formulary, 3) Loans: location of antidotes through the on-line map application Google Maps, and virtual loan request, and 4) Documentation: As of June, 2016, 40 public and private hospitals have joined the network, from all four provinces of Catalonia, which have accessed the private area 2 102 times, requested two loans of silibinin, one of hydroxocobalamin, three of antiophidic serum and three of botulism antitoxin. Thirteen toxicological consultations have been received. The implementation of this network improves the communication between centers that manage poisoned patients, adapts and standardizes the stock of antidotes in hospitals, speeds up loans if necessary, and improves the quality of care for poisoned patients. Copyright AULA MEDICA EDICIONES 2017. Published by AULA MEDICA. All rights reserved.

  14. Creation of a virtual antidotes network between pharmacy departments of catalan hospitals

    Directory of Open Access Journals (Sweden)

    Raquel Aguilar-Salmerón

    2017-05-01

    Full Text Available Objetive: To design a virtual antidote network between hospitals that could help to locate on-line those hospitals that stocked those antidotes with the highest difficulty in terms of availability, and ensured that the medication was loaned in case of necessity.Methods: The application was developed by four hospital pharmacists and two clinical toxicologists with the support of a Healthcare Informatics Consultant Company.Results: The antidotes network in Catalonia, Spain, was launched in July 2015. It can be accessed through the platform: www.xarxaantidots.org. The application has an open area with overall information about the project and the option to ask toxicological questions of non-urgent nature. The private area is divided into four sections: 1 Antidotes: data of interest about the 15 antidotes included in the network and their recommended stock depending on the complexity of the hospital, 2 Antidote stock management: virtual formulary, 3 Loans: location of antidotes through the on-line map application Google Maps, and virtual loan request, and 4 Documentation: As of June, 2016, 40 public and private hospitals have joined the network, from all four provinces of Catalonia, which have accessed the private area 2 102 times, requested two loans of silibinin, one of hydroxocobalamin, three of antiophidic serum and three of botulism antitoxin. Thirteen toxicological consultations have been received.Conclusions: The implementation of this network improves the communication between centers that manage poisoned patients, adapts and standardizes the stock of antidotes in hospitals, speeds up loans if necessary, and improves the quality of care for poisoned patients.

  15. Turning text into research networks: information retrieval and computational ontologies in the creation of scientific databases.

    Science.gov (United States)

    Ceci, Flávio; Pietrobon, Ricardo; Gonçalves, Alexandre Leopoldo

    2012-01-01

    Web-based, free-text documents on science and technology have been increasing growing on the web. However, most of these documents are not immediately processable by computers slowing down the acquisition of useful information. Computational ontologies might represent a possible solution by enabling semantically machine readable data sets. But, the process of ontology creation, instantiation and maintenance is still based on manual methodologies and thus time and cost intensive. We focused on a large corpus containing information on researchers, research fields, and institutions. We based our strategy on traditional entity recognition, social computing and correlation. We devised a semi automatic approach for the recognition, correlation and extraction of named entities and relations from textual documents which are then used to create, instantiate, and maintain an ontology. We present a prototype demonstrating the applicability of the proposed strategy, along with a case study describing how direct and indirect relations can be extracted from academic and professional activities registered in a database of curriculum vitae in free-text format. We present evidence that this system can identify entities to assist in the process of knowledge extraction and representation to support ontology maintenance. We also demonstrate the extraction of relationships among ontology classes and their instances. We have demonstrated that our system can be used for the conversion of research information in free text format into database with a semantic structure. Future studies should test this system using the growing number of free-text information available at the institutional and national levels.

  16. Competitive Advantage in the Creation of a Network of Solidarity Based Economy: the case of Ceará Bee Network

    Directory of Open Access Journals (Sweden)

    Rosângela Andrade Pessoa

    2009-12-01

    Full Text Available The fast growth of solidarity based economic networks and their acting power within businesses’ development is one of the remarkable phenomena of the last decade. The Bee Network of economic solidarity illustrates the dynamics of this new form of productive organization, in which entrepreneurs get together, in cooperation, aiming at raising their competitiveness. The main research objective in this study was to investigate the perception of the Bee Network members about the competitive advantages resulting from their participation in the network. Furthermore, the study sought to identify the solutions reached by the Bee Network in relation to solidarity based cooperation that creates competitiveness. Porter´s (1996 model of five forces was used as a theoretical framework. The methodology was a case study and the data analyzed through descriptive and content analysis. The results indicated that the network formation has become a competitive advantage for the group of honey producers, who emphasized its benefits for their business, especially related to scale gains from the group´s purchases, governmental support for financing and training for honey production.

  17. Degree Distribution of Position-Dependent Ball-Passing Networks in Football Games

    Science.gov (United States)

    Narizuka, Takuma; Yamamoto, Ken; Yamazaki, Yoshihiro

    2015-08-01

    We propose a simple stochastic model describing the position-dependent ball-passing network in football (soccer) games. In this network, a player in a certain area in a divided field is a node, and a pass between two nodes corresponds to an edge. Our stochastic process model is characterized by the consecutive choice of a node depending on its intrinsic fitness. We derive an explicit expression for the degree distribution and find that the derived distribution reproduces that for actual data reasonably well.

  18. Value co-creation in retail through the use of social networks

    Directory of Open Access Journals (Sweden)

    Alessandra Thoms Santos

    2016-01-01

    Full Text Available This study focused on understanding how the retail companies co-create with consumers through social networks. A study of an exploratory/qualitative, character was used which and it was conducted by a study of multiple cases with three retail companies in the city of Santa Cruz do Sul, RS. The technique used for the data collection was a semi-structured interview. It was analyzed that the companies surveyed use social networks to co-create value with the customers, each of the three companies with their target audience and specific strategies. However, they are aware that the consumer is very present on social media and that retailers need to get adapted to these tools which the customers are sticking to. The detected results emphasize the importance of maintaining close relationship with consumers, even if the process is online.

  19. Creation of an SWMM Toolkit for Its Application in Urban Drainage Networks Optimization

    Directory of Open Access Journals (Sweden)

    F. Javier Martínez-Solano

    2016-06-01

    Full Text Available The Storm Water Management Model (SWMM is a dynamic simulation engine of flow in sewer systems developed by the USEPA. It has been successfully used for analyzing and designing both storm water and waste water systems. However, despite including some interfacing functions, these functions are insufficient for certain simulations. This paper describes some new functions that have been added to the existing ones to form a library of functions (Toolkit. The Toolkit presented here will allow the direct modification of network data during simulation without the need to access the input file. To support the use of this library, a testing protocol was performed in order to evaluate both calculation time and accuracy of results. Finally, a case study is presented. In this application, this library will be used for the design of a sewerage network by using a genetic algorithm based on successive iterations.

  20. SBMLsqueezer 2: context-sensitive creation of kinetic equations in biochemical networks.

    Science.gov (United States)

    Dräger, Andreas; Zielinski, Daniel C; Keller, Roland; Rall, Matthias; Eichner, Johannes; Palsson, Bernhard O; Zell, Andreas

    2015-10-09

    The size and complexity of published biochemical network reconstructions are steadily increasing, expanding the potential scale of derived computational models. However, the construction of large biochemical network models is a laborious and error-prone task. Automated methods have simplified the network reconstruction process, but building kinetic models for these systems is still a manually intensive task. Appropriate kinetic equations, based upon reaction rate laws, must be constructed and parameterized for each reaction. The complex test-and-evaluation cycles that can be involved during kinetic model construction would thus benefit from automated methods for rate law assignment. We present a high-throughput algorithm to automatically suggest and create suitable rate laws based upon reaction type according to several criteria. The criteria for choices made by the algorithm can be influenced in order to assign the desired type of rate law to each reaction. This algorithm is implemented in the software package SBMLsqueezer 2. In addition, this program contains an integrated connection to the kinetics database SABIO-RK to obtain experimentally-derived rate laws when desired. The described approach fills a heretofore absent niche in workflows for large-scale biochemical kinetic model construction. In several applications the algorithm has already been demonstrated to be useful and scalable. SBMLsqueezer is platform independent and can be used as a stand-alone package, as an integrated plugin, or through a web interface, enabling flexible solutions and use-case scenarios.

  1. Chains, Shops and Networks: Official Statistics and the Creation of Public Value

    Directory of Open Access Journals (Sweden)

    Asle Rolland

    2015-06-01

    Full Text Available The paper concerns offi cial statistics, particularly as produced by the NSIs. Their contribution to the society is considered well captured by the concept of public value. Official statistics create value for the democracy as foundation for evidence-based politics. Democracies and autocracies alike need statistics to govern the public. Unique for the democracy is the need of statistics to govern the governors, for which the independence of the NSI is crucial. Three ways of creating public value are the value chain, the value shop and the value network. The chain is appropriate for the production, the shop for the interpretation and the network for the dissemination of statistics. Automation reduces the need to rely on the value chain as core business model. Thereto automation increases the statistical output, which in turn increases the need of shop and network activities. Replacing the chain with the shop as core model will elevate the NSIs from commodity producers to a processing industry.

  2. GTRF: a game theory approach for regulating node behavior in real-time wireless sensor networks.

    Science.gov (United States)

    Lin, Chi; Wu, Guowei; Pirozmand, Poria

    2015-06-04

    The selfish behaviors of nodes (or selfish nodes) cause packet loss, network congestion or even void regions in real-time wireless sensor networks, which greatly decrease the network performance. Previous methods have focused on detecting selfish nodes or avoiding selfish behavior, but little attention has been paid to regulating selfish behavior. In this paper, a Game Theory-based Real-time & Fault-tolerant (GTRF) routing protocol is proposed. GTRF is composed of two stages. In the first stage, a game theory model named VA is developed to regulate nodes' behaviors and meanwhile balance energy cost. In the second stage, a jumping transmission method is adopted, which ensures that real-time packets can be successfully delivered to the sink before a specific deadline. We prove that GTRF theoretically meets real-time requirements with low energy cost. Finally, extensive simulations are conducted to demonstrate the performance of our scheme. Simulation results show that GTRF not only balances the energy cost of the network, but also prolongs network lifetime.

  3. Turning text into research networks: information retrieval and computational ontologies in the creation of scientific databases.

    Directory of Open Access Journals (Sweden)

    Flávio Ceci

    Full Text Available BACKGROUND: Web-based, free-text documents on science and technology have been increasing growing on the web. However, most of these documents are not immediately processable by computers slowing down the acquisition of useful information. Computational ontologies might represent a possible solution by enabling semantically machine readable data sets. But, the process of ontology creation, instantiation and maintenance is still based on manual methodologies and thus time and cost intensive. METHOD: We focused on a large corpus containing information on researchers, research fields, and institutions. We based our strategy on traditional entity recognition, social computing and correlation. We devised a semi automatic approach for the recognition, correlation and extraction of named entities and relations from textual documents which are then used to create, instantiate, and maintain an ontology. RESULTS: We present a prototype demonstrating the applicability of the proposed strategy, along with a case study describing how direct and indirect relations can be extracted from academic and professional activities registered in a database of curriculum vitae in free-text format. We present evidence that this system can identify entities to assist in the process of knowledge extraction and representation to support ontology maintenance. We also demonstrate the extraction of relationships among ontology classes and their instances. CONCLUSION: We have demonstrated that our system can be used for the conversion of research information in free text format into database with a semantic structure. Future studies should test this system using the growing number of free-text information available at the institutional and national levels.

  4. CyFall: A Cyber-Network Game Scenario

    Science.gov (United States)

    2014-08-01

    vi INTENTIONALLY LEFT BLANK. 1 1. Background There is a need to protect one’s organization from attacks and attempts to intrude in the...outside of the organization. There are two main approaches to defending and protecting the organization: host-based and network-based ID systems (3...central processing unit (CPU) utilization, and disk space utilization to detect malicious activity. Such applications include a firewall, antivirus

  5. A Dynamic Game on Network Topology for Counterinsurgency Applications

    Science.gov (United States)

    2015-03-26

    many potential applications within military operations. Miller (2013) presents a novel application of network analysis in the Islamic Maghreb , Mali...particular node, and can be thought of all the union of all local neighborhoods. It is designated as Nki (g) = Ni(g) ∪ (⋃ j∈Ni(g)N k−1 j (g) ) . Table 1...Conflict in the Maghreb . Tech. rept. DTIC Document. Montgomery, Douglas C. 2008. Design and analysis of experiments. John Wiley & Sons. 88 Morris, James

  6. Functional Integration between Salience and Central Executive Networks: A Role for Action Video Game Experience.

    Science.gov (United States)

    Gong, Diankun; He, Hui; Ma, Weiyi; Liu, Dongbo; Huang, Mengting; Dong, Li; Gong, Jinnan; Li, Jianfu; Luo, Cheng; Yao, Dezhong

    2016-01-01

    Action video games (AVGs) have attracted increasing research attention as they offer a unique perspective into the relation between active learning and neural plasticity. However, little research has examined the relation between AVG experience and the plasticity of neural network mechanisms. It has been proposed that AVG experience is related to the integration between Salience Network (SN) and Central Executive Network (CEN), which are responsible for attention and working memory, respectively, two cognitive functions essential for AVG playing. This study initiated a systematic investigation of this proposition by analyzing AVG experts' and amateurs' resting-state brain functions through graph theoretical analyses and functional connectivity. Results reveal enhanced intra- and internetwork functional integrations in AVG experts compared to amateurs. The findings support the possible relation between AVG experience and the neural network plasticity.

  7. Functional Integration between Salience and Central Executive Networks: A Role for Action Video Game Experience

    Directory of Open Access Journals (Sweden)

    Diankun Gong

    2016-01-01

    Full Text Available Action video games (AVGs have attracted increasing research attention as they offer a unique perspective into the relation between active learning and neural plasticity. However, little research has examined the relation between AVG experience and the plasticity of neural network mechanisms. It has been proposed that AVG experience is related to the integration between Salience Network (SN and Central Executive Network (CEN, which are responsible for attention and working memory, respectively, two cognitive functions essential for AVG playing. This study initiated a systematic investigation of this proposition by analyzing AVG experts’ and amateurs’ resting-state brain functions through graph theoretical analyses and functional connectivity. Results reveal enhanced intra- and internetwork functional integrations in AVG experts compared to amateurs. The findings support the possible relation between AVG experience and the neural network plasticity.

  8. A Game Theoretic Approach for Modeling Privacy Settings of an Online Social Network

    Directory of Open Access Journals (Sweden)

    Jundong Chen

    2014-05-01

    Full Text Available Users of online social networks often adjust their privacy settings to control how much information on their profiles is accessible to other users of the networks. While a variety of factors have been shown to affect the privacy strategies of these users, very little work has been done in analyzing how these factors influence each other and collectively contribute towards the users’ privacy strategies. In this paper, we analyze the influence of attribute importance, benefit, risk and network topology on the users’ attribute disclosure behavior by introducing a weighted evolutionary game model. Results show that: irrespective of risk, users aremore likely to reveal theirmost important attributes than their least important attributes; when the users’ range of influence is increased, the risk factor plays a smaller role in attribute disclosure; the network topology exhibits a considerable effect on the privacy in an environment with risk.

  9. Connecting game theory and evolutionary network control for the computational control of soccer matches

    Directory of Open Access Journals (Sweden)

    Alessandro Ferrarini

    2015-03-01

    Full Text Available Game theory, also known as interactive decision theory, is an umbrella term for the logical side of decision science, including both human and non-human events. In this paper a new game theory model is introduced in order to tame complex human events like soccer matches. Soccer-Decoder is a math algorithm recently introduced in order to simulate soccer matches by merging together 3 scientific methods: game theory, differential calculus and stochastic simulations. The philosophy behind Soccer-Decoder is that even very complex real world events, when turned into their irreducible essence, can be understood and predicted. In this work, Soccer-Decoder is combined with Evolutionary Network Control in order to provide a proficient tool to decide the most proper game strategies for determining winning strategies in soccer events. An illustrative example is given. The ratio behind this work is that even very complex real world events can be simulated and then controlled when using appropriate scientific tools.

  10. CREATION OF EXPORT-ORIENTED NETWORK OF GRAIN ELEVATORS IN UKRAINE

    Directory of Open Access Journals (Sweden)

    D. M. Kozachenko

    2017-04-01

    Full Text Available Purpose. The scientific paper highlights improving the efficiency of export rail transportation of grain cargoes in Ukraine by introducing shipper routing and concentration of loading at the terminal grain elevators. Methodology. According to the experience of the USA and Canada, one of the most effective ways to reduce costs in the grain to-port supply chain is a shipper routing of the rail traffic. Shipper routing for transportation of grain cargoes involves the concentration of their loading on the multiple junctions. The junctions are proposed to be selected with the use of cluster analysis methods. For the formation of the grain loading concentration areas the authors used methods of set theory and multi-criteria optimization. Findings. Based on agglomerative cluster analysis algorithm, the junctions on a network of Ukrainian railways are selected and the areas of possible concentration of grain loading are formed. DSU-algorithm allowed distinguishing the overlapping and non-overlapping areas of concentration. The problem of selecting non-overlapping areas of the grain loading concentration is formalized as the problem of multiobjective integer programming with boolean variables. The solution of this problem by a modified simplex algorithm allows selecting on the railway network of Ukraine 24 districts of possible grain loading concentration, which cover 70 stations and at minimal additional cost provide routing of about 7.5 million tons of grain per year. Originality. The originality of the work lies in the fact that the authors developed the mathematical procedure for selection of junctions and concentration areas of grain loading at the Ukrainian railway network, taking into account the economic efficiency of the process. Practicalvalue. Application of the developed method of grain loading concentration for the formation of unit trains will significantly reduce the logistics costs in the supply chain of grain to Ukrainian ports for

  11. [The effects of narcissism and self-esteem on immersion in social network games and massively multiplayer online role-playing games].

    Science.gov (United States)

    Jin, Kato; Igarashi, Tasuku

    2016-04-01

    Recent research has shown growing interest in the process by which narcissism triggers immersion in social network games (SNG). Highly narcissistic individuals are motivated not only by the achievement of goals and monopoly of materials (i:e., self-enhancement), but also by comparison and competition with others (i.e., social comparison) We predicted that the common rules and environments of SNG and massively multiplayer online role-playing games (MMORPG), such as systems of exchanging items and ranking players, facilitate immersion of highly narcissistic individuals during the game. Structural equation modeling of data from 378 SNG players and 150 MMORPG players recruited online showed that self-esteem inhibited game immersion, whereas narcissism increased game immersion via motivation for goal attainment. SNG players were more likely to be immersed in the game via motivation for goal attainment than MMORPG players. These findings suggest that, compared with MMORPG, the environments of SNG provide strong incentives not for those high in self-esteem who seek acceptance of others, but for those high in narcissism who are motivated by self-enhancement via competition with others.

  12. A General Bayesian Network Approach to Analyzing Online Game Item Values and Its Influence on Consumer Satisfaction and Purchase Intention

    Science.gov (United States)

    Lee, Kun Chang; Park, Bong-Won

    Many online game users purchase game items with which to play free-to-play games. Because of a lack of research into which there is no specified framework for categorizing the values of game items, this study proposes four types of online game item values based on an analysis of literature regarding online game characteristics. It then proposes to investigate how online game users perceive satisfaction and purchase intention from the proposed four types of online game item values. Though regression analysis has been used frequently to answer this kind of research question, we propose a new approach, a General Bayesian Network (GBN), which can be performed in an understandable way without sacrificing predictive accuracy. Conventional techniques, such as regression analysis, do not provide significant explanation for this kind of problem because they are fixed to a linear structure and are limited in explaining why customers are likely to purchase game items and if they are satisfied with their purchases. In contrast, the proposed GBN provides a flexible underlying structure based on questionnaire survey data and offers robust decision support on this kind of research question by identifying its causal relationships. To illustrate the validity of GBN in solving the research question in this study, 327 valid questionnaires were analyzed using GBN with what-if and goal-seeking approaches. The experimental results were promising and meaningful in comparison with regression analysis results.

  13. Analysis of naming game over networks in the presence of memory loss

    Science.gov (United States)

    Fu, Guiyuan; Cai, Yunze; Zhang, Weidong

    2017-08-01

    In this paper, we study the dynamics of naming game where individuals are under the influence of memory loss. An extended naming game incorporating memory loss is proposed. Different from the existing naming game models, the individual in the proposed model would forget some words with a probability in his memory during interaction and keep his conveyed word unchanged until he reaches a local agreement. We analyze the dynamics of the proposed model through extensive and comprehensive simulations, where four typical networks with different configuration are employed. The influence of memory loss as well as the population size on the performance of the proposed model is investigated. The simulation results show that (i) the stronger memory loss, the larger convergence time; (ii) as the strength of memory loss becomes stronger, maximum number of total words will decrease, while the maximum number of different words among the population remains almost unchanged; (iii) the maximum number of different words increases linearly with the increase of the population size and coincides with each other under different strength of memory loss. The findings in the proposed model may give an insight to understand better the influence of memory loss on the transient dynamics of language evolution and opinion formation over networks.

  14. Price-Based Resource Allocation for Spectrum-Sharing Femtocell Networks: A Stackelberg Game Approach

    CERN Document Server

    Kang, Xin; Motani, Mehul

    2011-01-01

    This paper investigates the price-based resource allocation strategies for the uplink transmission of a spectrum-sharing femtocell network, in which a central macrocell is underlaid with distributed femtocells, all operating over the same frequency band as the macrocell. Assuming that the macrocell base station (MBS) protects itself by pricing the interference from the femtocell users, a Stackelberg game is formulated to study the joint utility maximization of the macrocell and the femtocells subject to a maximum tolerable interference power constraint at the MBS. Especially, two practical femtocell channel models: sparsely deployed scenario for rural areas and densely deployed scenario for urban areas, are investigated. For each scenario, two pricing schemes: uniform pricing and non-uniform pricing, are proposed. Then, the Stackelberg equilibriums for these proposed games are studied, and an effective distributed interference price bargaining algorithm with guaranteed convergence is proposed for the uniform-...

  15. Beyond the Player: A User-Centered Approach to Analyzing Digital Games and Players Using Actor-Network Theory

    Science.gov (United States)

    Hung, Aaron Chia Yuan

    2016-01-01

    The paper uses actor-network theory (ANT) to analyze the sociotechnical networks of three groups of adolescents who played online games in different physical and social contexts. These include: an internet café, which allowed the players to be co-present; a personal laptop, which gave the player more control over how he played; and at home through…

  16. Smartphone use and smartphone addiction in middle school students in Korea: Prevalence, social networking service, and game use.

    Science.gov (United States)

    Cha, Seong-Soo; Seo, Bo-Kyung

    2018-01-01

    This study aimed to examine smartphone use patterns, smartphone addiction characteristics, and the predictive factors of the smartphone addiction in middle school students in South Korea. According to the Smartphone Addiction Proneness Scale scores, 563 (30.9%) were classified as a risk group for smartphone addiction and 1261 (69.1%) were identified as a normal user group. The adolescents used mobile messengers for the longest, followed by Internet surfing, gaming, and social networking service use. The two groups showed significant differences in smartphone use duration, awareness of game overuse, and purposes of playing games. The predictive factors of smartphone addiction were daily smartphone and social networking service use duration, and the awareness of game overuse.

  17. Inside the Huddle: The Phenomenology and Sociology of Team Play in Networked Computer Games

    DEFF Research Database (Denmark)

    Witkowski, Emma

    , and the associations between designers, software and technologies. From this exploration, the players emphasize that the game extends beyond the packaged product, and the product of their high performance team work relates to more than hand‐eye coordination and time spent in front of the machine. Though more...... looking at the players, organizations, and technologies involved in producing networked team play from the sites World of Warcraft Arena tournament high performance competitions. Throughout three years of multi‐sited fieldwork, this study has probed at how networked team play is lived and produced, asking......: What are the practices of networked team play(ers)? How are such practices shaping team play culture(s)? And how do those involved make sense of their engagements? The exploration draws on events which took place between 2008 and 2012 using qualitative research, including ad‐hoc and in‐depth interviews...

  18. A Game for Energy-Aware Allocation of Virtualized Network Functions

    Directory of Open Access Journals (Sweden)

    Roberto Bruschi

    2016-01-01

    Full Text Available Network Functions Virtualization (NFV is a network architecture concept where network functionality is virtualized and separated into multiple building blocks that may connect or be chained together to implement the required services. The main advantages consist of an increase in network flexibility and scalability. Indeed, each part of the service chain can be allocated and reallocated at runtime depending on demand. In this paper, we present and evaluate an energy-aware Game-Theory-based solution for resource allocation of Virtualized Network Functions (VNFs within NFV environments. We consider each VNF as a player of the problem that competes for the physical network node capacity pool, seeking the minimization of individual cost functions. The physical network nodes dynamically adjust their processing capacity according to the incoming workload, by means of an Adaptive Rate (AR strategy that aims at minimizing the product of energy consumption and processing delay. On the basis of the result of the nodes’ AR strategy, the VNFs’ resource sharing costs assume a polynomial form in the workflows, which admits a unique Nash Equilibrium (NE. We examine the effect of different (unconstrained and constrained forms of the nodes’ optimization problem on the equilibrium and compare the power consumption and delay achieved with energy-aware and non-energy-aware strategy profiles.

  19. Evaluation of a Web-based social network electronic game in enhancing mental health literacy for young people.

    Science.gov (United States)

    Li, Tim M H; Chau, Michael; Wong, Paul W C; Lai, Eliza S Y; Yip, Paul S F

    2013-05-15

    Internet-based learning programs provide people with massive health care information and self-help guidelines on improving their health. The advent of Web 2.0 and social networks renders significant flexibility to embedding highly interactive components, such as games, to foster learning processes. The effectiveness of game-based learning on social networks has not yet been fully evaluated. The aim of this study was to assess the effectiveness of a fully automated, Web-based, social network electronic game on enhancing mental health knowledge and problem-solving skills of young people. We investigated potential motivational constructs directly affecting the learning outcome. Gender differences in learning outcome and motivation were also examined. A pre/posttest design was used to evaluate the fully automated Web-based intervention. Participants, recruited from a closed online user group, self-assessed their mental health literacy and motivational constructs before and after completing the game within a 3-week period. The electronic game was designed according to cognitive-behavioral approaches. Completers and intent-to-treat analyses, using multiple imputation for missing data, were performed. Regression analysis with backward selection was employed when examining the relationship between knowledge enhancement and motivational constructs. The sample included 73 undergraduates (42 females) for completers analysis. The gaming approach was effective in enhancing young people's mental health literacy (d=0.65). The finding was also consistent with the intent-to-treat analysis, which included 127 undergraduates (75 females). No gender differences were found in learning outcome (P=.97). Intrinsic goal orientation was the primary factor in learning motivation, whereas test anxiety was successfully alleviated in the game setting. No gender differences were found on any learning motivation subscales (P>.10). We also found that participants' self-efficacy for learning and

  20. Emergence of synchronization induced by the interplay between two prisoner's dilemma games with volunteering in small-world networks.

    Science.gov (United States)

    Chen, Yong; Qin, Shao-Meng; Yu, Lianchun; Zhang, Shengli

    2008-03-01

    We studied synchronization between prisoner's dilemma games with voluntary participation in two Newman-Watts small-world networks. It was found that there are three kinds of synchronization: partial phase synchronization, total phase synchronization, and complete synchronization, for varied coupling factors. Besides, two games can reach complete synchronization for the large enough coupling factor. We also discussed the effect of the coupling factor on the amplitude of oscillation of cooperator density.

  1. HIN3/396: Experience of Creation of the National (Regional) Telematics Medical Corporate Network in Ukraine

    Science.gov (United States)

    Mayorov, O; Ponomarenko, V; Kalnish, V

    1999-01-01

    the creation of a common informational space and its integration into the European one. Results 'UkrMedNet' has a three-level structure. The first level consists of the National and four Inter-Regional nodes, which have a similar structure and service 5 or 6 Districts. All Inter- Regional nodes are directly connected to: a) National node and b) one of Inter-Regional ones. Such connection layout ensures the "doubling" of the connections of the first level nodes. The second level is formed on the basis of the District Healthcare Departments. Nodes are connected to the nearest Inter- Regional node. They ensure connection to the net of medical organisations located in the district. The third level is Regional nodes and end users. They are connected to the District nodes. Discussion The goal of the "UkrMed- Net' is to supply an infrastructure for all medical networks and Telemedicine Centres in Ukraine. It accelerates the integration of the country into the world informational space.

  2. iSPEX: the creation of an aerosol sensor network of smartphone spectropolarimeters

    Science.gov (United States)

    Snik, F.; Heikamp, S.; de Boer, J.; Keller, C. U.; van Harten, G.; Smit, J. M.; Rietjens, J. H. H.; Hasekamp, O.; Stam, D. M.; Volten, H.; iSPEX Team

    2012-04-01

    An increasing amount people carry a mobile phone with internet connection, camera and large computing power. iSPEX, a spectropolarimetric add-on with complementary app, instantly turns a smartphone into a scientific instrument to measure dust and other aerosols in our atmosphere. A measurement involves scanning the blue sky, which yields the angular behavior of the degree of linear polarization as a function of wavelength, which can unambiguously be interpreted in terms of size, shape and chemical composition of the aerosols in the sky directly above. The measurements are tagged with location and pointing information, and submitted to a central database where they will be interpreted and compiled into an aerosol map. Through crowdsourcing, many people will thus be able to contribute to a better assessment of health risks of particulate matter and of whether or not volcanic ash clouds are dangerous for air traffic. It can also contribute to the understanding of the relationship between atmospheric aerosols and climate change. To set the scene for iSPEX, we present data from our new ground-based SPEX instrument that will be deployed at the Cabauw meteorological site, which is also host to complementary aerosol measurement equipment (e.g. sunphotometers and LIDARs). We interpret the data using a modified version of the POLDER algorithm. The data from a ground-based SPEX instrument add significantly to the current suite of aerosol measurement equipment, but the data are necessarily very localized. By distributing many iSPEX units, a measurement network can be created that has both large coverage and the potential for detecting localized effects. Obviously, such a smartphone spectropolarimeter is less accurate than its official counterpart at a meteorological site, but we show how many measurements allow for suppression of errors through averaging. At the poster, we will give a live presentation of the first iSPEX prototype. We hope to convince you that iSPEX is not

  3. Best response game of traffic on road network of non-signalized intersections

    Science.gov (United States)

    Yao, Wang; Jia, Ning; Zhong, Shiquan; Li, Liying

    2018-01-01

    This paper studies the traffic flow in a grid road network with non-signalized intersections. The nature of the drivers in the network is simulated such that they play an iterative snowdrift game with other drivers. A cellular automata model is applied to study the characteristics of the traffic flow and the evolution of the behaviour of the drivers during the game. The drivers use best-response as their strategy to update rules. Three major findings are revealed. First, the cooperation rate in simulation experiences staircase-shaped drop as cost to benefit ratio r increases, and cooperation rate can be derived analytically as a function of cost to benefit ratio r. Second, we find that higher cooperation rate corresponds to higher average speed, lower density and higher flow. This reveals that defectors deteriorate the efficiency of traffic on non-signalized intersections. Third, the system experiences more randomness when the density is low because the drivers will not have much opportunity to update strategy when the density is low. These findings help to show how the strategy of drivers in a traffic network evolves and how their interactions influence the overall performance of the traffic system.

  4. Altered functional connectivity in default mode network in Internet gaming disorder: Influence of childhood ADHD.

    Science.gov (United States)

    Lee, Deokjong; Lee, Junghan; Lee, Jung Eun; Jung, Young-Chul

    2017-04-03

    Internet gaming disorder (IGD) is a type of behavioral addiction characterized by abnormal executive control, leading to loss of control over excessive gaming. Attention deficit and hyperactivity disorder (ADHD) is one of the most common comorbid disorders in IGD, involving delayed development of the executive control system, which could predispose individuals to gaming addiction. We investigated the influence of childhood ADHD on neural network features of IGD. Resting-state functional magnetic resonance imaging analysis was performed on 44 young, male IGD subjects with and without childhood ADHD and 19 age-matched, healthy male controls. Posterior cingulate cortex (PCC)-seeded connectivity was evaluated to assess abnormalities in default mode network (DMN) connectivity, which is associated with deficits in executive control. IGD subjects without childhood ADHD showed expanded functional connectivity (FC) between DMN-related regions (PCC, medial prefrontal cortex, thalamus) compared with controls. These subjects also exhibited expanded FC between the PCC and brain regions implicated in salience processing (anterior insula, orbitofrontal cortex) compared with IGD subjects with childhood ADHD. IGD subjects with childhood ADHD showed expanded FC between the PCC and cerebellum (crus II), a region involved in executive control. The strength of connectivity between the PCC and cerebellum (crus II) was positively correlated with self-reporting scales reflecting impulsiveness. Individuals with IGD showed altered PCC-based FC, the characteristics of which might be dependent upon history of childhood ADHD. Our findings suggest that altered neural networks for executive control in ADHD would be a predisposition for developing IGD. Copyright © 2017 Elsevier Inc. All rights reserved.

  5. Hybrid protection algorithms based on game theory in multi-domain optical networks

    Science.gov (United States)

    Guo, Lei; Wu, Jingjing; Hou, Weigang; Liu, Yejun; Zhang, Lincong; Li, Hongming

    2011-12-01

    With the network size increasing, the optical backbone is divided into multiple domains and each domain has its own network operator and management policy. At the same time, the failures in optical network may lead to a huge data loss since each wavelength carries a lot of traffic. Therefore, the survivability in multi-domain optical network is very important. However, existing survivable algorithms can achieve only the unilateral optimization for profit of either users or network operators. Then, they cannot well find the double-win optimal solution with considering economic factors for both users and network operators. Thus, in this paper we develop the multi-domain network model with involving multiple Quality of Service (QoS) parameters. After presenting the link evaluation approach based on fuzzy mathematics, we propose the game model to find the optimal solution to maximize the user's utility, the network operator's utility, and the joint utility of user and network operator. Since the problem of finding double-win optimal solution is NP-complete, we propose two new hybrid protection algorithms, Intra-domain Sub-path Protection (ISP) algorithm and Inter-domain End-to-end Protection (IEP) algorithm. In ISP and IEP, the hybrid protection means that the intelligent algorithm based on Bacterial Colony Optimization (BCO) and the heuristic algorithm are used to solve the survivability in intra-domain routing and inter-domain routing, respectively. Simulation results show that ISP and IEP have the similar comprehensive utility. In addition, ISP has better resource utilization efficiency, lower blocking probability, and higher network operator's utility, while IEP has better user's utility.

  6. A Game Theoretic Framework for Power Control in Wireless Sensor Networks (POSTPRINT)

    Science.gov (United States)

    2010-02-01

    K. Basu, “ARC: An Integrated Admission and Rate Control Framework for CDMA Data Net- works Based on Non-Cooperative Games,” Proc. Ninth Ann. Int’l...Economic Framework for Dynamic Spectrum Access and Service Pricing,” IEEE/ACM Trans. Networking, vol. 17, no. 4, pp. 1200-1213, Aug. 2009. [12] M. Kubisch ...D. Pados, M. Chatterjee, and S. Philip, “An Integrated Cross-Layer Study of Wireless CDMA Sensor Net- works,” IEEE J. Selected Areas in Comm. (JSAC

  7. Game Theoretical Approaches for Transport-Aware Channel Selection in Cognitive Radio Networks

    Directory of Open Access Journals (Sweden)

    Chen Shih-Ho

    2010-01-01

    Full Text Available Effectively sharing channels among secondary users (SUs is one of the greatest challenges in cognitive radio network (CRN. In the past, many studies have proposed channel selection schemes at the physical or the MAC layer that allow SUs swiftly respond to the spectrum states. However, they may not lead to enhance performance due to slow response of the transport layer flow control mechanism. This paper presents a cross-layer design framework called Transport Aware Channel Selection (TACS scheme to optimize the transport throughput based on states, such as RTT and congestion window size, of TCP flow control mechanism. We formulate the TACS problem as two different game theoretic approaches: Selfish Spectrum Sharing Game (SSSG and Cooperative Spectrum Sharing Game (CSSG and present novel distributed heuristic algorithms to optimize TCP throughput. Computer simulations show that SSSG and CSSG could double the SUs throughput of current MAC-based scheme when primary users (PUs use their channel infrequently, and with up to 12% to 100% throughput increase when PUs are more active. The simulation results also illustrated that CSSG performs up to 20% better than SSSG in terms of the throughput.

  8. Decreased functional connectivity of insula-based network in young adults with internet gaming disorder.

    Science.gov (United States)

    Zhang, Yanzhen; Mei, Wei; Zhang, John X; Wu, Qiulin; Zhang, Wei

    2016-09-01

    The insula is a region that integrates interoception and drug urges, but little is known about its role in behavioral addiction such as internet addiction. We investigated insula-based functional connectivity in participants with internet gaming disorder (IGD) and healthy controls (HC) using resting-state functional MRI. The right and left insula subregions (posterior, ventroanterior, and dorsoanterior) were used as seed regions in a connectivity analysis. Compared with the HC group, the IGD group showed decreased functional connectivity between left posterior insula and bilateral supplementary motor area and middle cingulated cortex, between right posterior insula and right superior frontal gyrus, and decreased functional integration between insular subregions. The finding of reduced functional connectivity between the interoception and the motor/executive control regions is interpreted to reflect reduced ability to inhibit motor responses to internet gaming or diminished executive control over craving for internet gaming in IGD. The results support the hypothesis that IGD is associated with altered insula-based network, similar to substance addiction such as smoking.

  9. Reconstructing Networks from Profit Sequences in Evolutionary Games via a Multiobjective Optimization Approach with Lasso Initialization

    Science.gov (United States)

    Wu, Kai; Liu, Jing; Wang, Shuai

    2016-11-01

    Evolutionary games (EG) model a common type of interactions in various complex, networked, natural and social systems. Given such a system with only profit sequences being available, reconstructing the interacting structure of EG networks is fundamental to understand and control its collective dynamics. Existing approaches used to handle this problem, such as the lasso, a convex optimization method, need a user-defined constant to control the tradeoff between the natural sparsity of networks and measurement error (the difference between observed data and simulated data). However, a shortcoming of these approaches is that it is not easy to determine these key parameters which can maximize the performance. In contrast to these approaches, we first model the EG network reconstruction problem as a multiobjective optimization problem (MOP), and then develop a framework which involves multiobjective evolutionary algorithm (MOEA), followed by solution selection based on knee regions, termed as MOEANet, to solve this MOP. We also design an effective initialization operator based on the lasso for MOEA. We apply the proposed method to reconstruct various types of synthetic and real-world networks, and the results show that our approach is effective to avoid the above parameter selecting problem and can reconstruct EG networks with high accuracy.

  10. A Game Theory Based Congestion Control Protocol for Wireless Personal Area Networks

    Directory of Open Access Journals (Sweden)

    Chuang Ma

    2016-01-01

    Full Text Available In wireless sensor networks (WSNs, the presence of congestion increases the ratio of packet loss and energy consumption and reduces the network throughput. Particularly, this situation will be more complex in Internet of Things (IoT environment, which is composed of thousands of heterogeneous nodes. RPL is an IPv6 routing protocol in low power and lossy networks standardized by IETF. However, the RPL can induce problems under network congestion, such as frequently parent changing and throughput degradation. In this paper, we address the congestion problem between parent nodes and child nodes in RPL-enabled networks, which typically consist of low power and resource constraint devices. To mitigate the effect of network congestion, we design a parent-change procedure by game theory strategy, by which the child nodes can change next hop neighbors toward the sink. Comparing to the ContikiRPL implementation, the simulation results show that our protocol can achieve more than two times improvement in throughput and reduce packet loss rate with less increasing of average hop count.

  11. Computer Games and Art

    Directory of Open Access Journals (Sweden)

    Anton Sukhov

    2015-10-01

    Full Text Available This article devoted to the search of relevant sources (primary and secondary and characteristics of computer games that allow to include them in the field of art (such as the creation of artistic games, computer graphics, active interaction with other forms of art, signs of spiritual aesthetic act, own temporality of computer games, “aesthetic illusion”, interactivity. In general, modern computer games can be attributed to commercial art and popular culture (blockbuster games and to elite forms of contemporary media art (author’s games, visionary games.

  12. Being a Game Changer

    Science.gov (United States)

    Herrig, Brian; Taranto, Greg

    2012-01-01

    One of the key features that draws many people to play video games is the fact that they are interactive. Video games allow the user to be actively engaged and in control of the action (Prensky, 2006). Seventh grade students at Canonsburg Middle School are actively engaging in the creation of video games. The students are engaged at a much deeper…

  13. A failure of suppression within the default mode network in depressed adolescents with compulsive internet game play.

    Science.gov (United States)

    Han, Doug Hyun; Kim, Sun Mi; Bae, Sujin; Renshaw, Perry F; Anderson, Jeffrey S

    2016-04-01

    Individuals who are chronic, compulsive video game players experience an elevated incidence of major depression. Excessive or problematic game play can interact with depression clinically, and may magnify impulsive behavior associated with video gaming. Functional brain imaging was performed during a Wisconsin Card Sorting Test (WCST) task in 42 healthy control and 95 volunteers seeking treatment for compulsive video game playing, including 60 participants without major depression (pure internet gaming disorder, pure IGD) and 35 participants comorbid with major depression (IGD+MDD). In response to the WCST in contrast to fixation, activation was observed in canonical brain attentional networks including bilateral intraparietal sulcus, frontal eye fields, and middle temporal cortical regions as well as dorsolateral prefrontal, inferior parietal and anterior insula, anterior cingulate cortex in all participants. For WCST>Fixation contrasts, the IGD+MDD group exhibited greater relative activation within the left hippocampus, compared to healthy control participants. For WCST>Fixation contrasts, the IGD+MDD group exhibited greater relative activation within the left hippocampus and the right parahippocampal gyrus immediately posterior to the hippocampus, compared to the pure IGD group. In cohorts of individuals with a history of compulsive internet game play, individuals with depression showed failure to suppress default mode network activity during an attentionally demanding task, compared to individuals without depression, including comparison groups with and without a history of compulsive video gaming. This reduced suppression of the brain regions within the default mode network may be a consequence of depressive neurophysiology or represent a predisposition for depression within compulsive game players. Copyright © 2016 Elsevier B.V. All rights reserved.

  14. Coalitional Games in Partition Form for Joint Spectrum Sensing and Access in Cognitive Radio Networks

    CERN Document Server

    Saad, Walid; Zheng, Rong; Hjørungnes, Are; Başar, Tamer; Poor, H Vincent

    2012-01-01

    Unlicensed secondary users (SUs) in cognitive radio networks are subject to an inherent tradeoff between spectrum sensing and spectrum access. Although each SU has an incentive to sense the primary user (PU) channels for locating spectrum holes, this exploration of the spectrum can come at the expense of a shorter transmission time, and, hence, a possibly smaller capacity for data transmission. This paper investigates the impact of this tradeoff on the cooperative strategies of a network of SUs that seek to cooperate in order to improve their view of the spectrum (sensing), reduce the possibility of interference among each other, and improve their transmission capacity (access). The problem is modeled as a coalitional game in partition form and an algorithm for coalition formation is proposed. Using the proposed algorithm, the SUs can make individual distributed decisions to join or leave a coalition while maximizing their utilities which capture the average time spent for sensing as well as the capacity achi...

  15. Diversity of reproduction rate supports cooperation in the prisoner's dilemma game on complex networks

    CERN Document Server

    Szolnoki, A; Szabó, G

    2008-01-01

    In human societies the probability of strategy adoption from a given person may be affected by the personal features. Now we investigate how an artificially imposed restricted ability to reproduce, overruling ones fitness, affects an evolutionary process. For this purpose we employ the evolutionary prisoner's dilemma game on different complex graphs. Reproduction restrictions can have a facilitative effect on the evolution of cooperation that sets in irrespective of particularities of the interaction network. Indeed, an appropriate fraction of less fertile individuals may lead to full supremacy of cooperators where otherwise defection would be widespread. By studying cooperation levels within the group of individuals having full reproduction capabilities, we reveal that the recent mechanism for the promotion of cooperation is conceptually similar to the one reported previously for scale-free networks. Our results suggest that the diversity in the reproduction capability, related to inherently different attitu...

  16. Game theoretic wireless resource allocation for H.264 MGS video transmission over cognitive radio networks

    Science.gov (United States)

    Fragkoulis, Alexandros; Kondi, Lisimachos P.; Parsopoulos, Konstantinos E.

    2015-03-01

    We propose a method for the fair and efficient allocation of wireless resources over a cognitive radio system network to transmit multiple scalable video streams to multiple users. The method exploits the dynamic architecture of the Scalable Video Coding extension of the H.264 standard, along with the diversity that OFDMA networks provide. We use a game-theoretic Nash Bargaining Solution (NBS) framework to ensure that each user receives the minimum video quality requirements, while maintaining fairness over the cognitive radio system. An optimization problem is formulated, where the objective is the maximization of the Nash product while minimizing the waste of resources. The problem is solved by using a Swarm Intelligence optimizer, namely Particle Swarm Optimization. Due to the high dimensionality of the problem, we also introduce a dimension-reduction technique. Our experimental results demonstrate the fairness imposed by the employed NBS framework.

  17. A new SIR-based sigmoid power control game in cognitive radio networks.

    Science.gov (United States)

    Al-Gumaei, Yousef Ali; Noordin, Kamarul Ariffin; Reza, Ahmed Wasif; Dimyati, Kaharudin

    2014-01-01

    Interference resulting from Cognitive Radios (CRs) is the most important aspect of cognitive radio networks that leads to degradation in Quality of Service (QoS) in both primary and CR systems. Power control is one of the efficient techniques that can be used to reduce interference and satisfy the Signal-to-Interference Ratio (SIR) constraint among CRs. This paper proposes a new distributed power control algorithm based on game theory approach in cognitive radio networks. The proposal focuses on the channel status of cognitive radio users to improve system performance. A new cost function for SIR-based power control via a sigmoid weighting factor is introduced. The existence of Nash Equilibrium and convergence of the algorithm are also proved. The advantage of the proposed algorithm is the possibility to utilize and implement it in a distributed manner. Simulation results show considerable savings on Nash Equilibrium power compared to relevant algorithms while reduction in achieved SIR is insignificant.

  18. Resource Allocation for Multicell Device-to-Device Communications in Cellular Network: A Game Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Jun Huang

    2015-08-01

    Full Text Available Device-to-Device (D2D communication has recently emerged as a promising technology to improve the capacity and coverage of cellular systems. To successfully implement D2D communications underlaying a cellular network, resource allocation for D2D links plays a critical role. While most of prior resource allocation mechanisms for D2D communications have focused on interference within a single-cell system, this paper investigates the resource allocation problem for a multicell cellular network in which a D2D link reuses available spectrum resources of multiple cells. A repeated game theoretic approach is proposed to address the problem. In this game, the base stations (BSs act as players that compete for resource supply of D2D, and the utility of each player is formulated as revenue collected from both cellular and D2D users using resources. Extensive simulations are conducted to verify the proposed approach and the results show that it can considerably enhance the system performance in terms of sum rate and sum rate gain.

  19. Evolving dynamics of trading behavior based on coordination game in complex networks

    Science.gov (United States)

    Bian, Yue-tang; Xu, Lu; Li, Jin-sheng

    2016-05-01

    This work concerns the modeling of evolvement of trading behavior in stock markets. Based on the assumption of the investors' limited rationality, the evolution mechanism of trading behavior is modeled according to the investment strategy of coordination game in network, that investors are prone to imitate their neighbors' activity through comprehensive analysis on the risk dominance degree of certain investment behavior, the network topology of their relationship and its heterogeneity. We investigate by mean-field analysis and extensive simulations the evolution of investors' trading behavior in various typical networks under different risk dominance degree of investment behavior. Our results indicate that the evolution of investors' behavior is affected by the network structure of stock market and the effect of risk dominance degree of investment behavior; the stability of equilibrium states of investors' behavior dynamics is directly related with the risk dominance degree of some behavior; connectivity and heterogeneity of the network plays an important role in the evolution of the investment behavior in stock market.

  20. An analysis of the structure and evolution of the scientific collaboration network of computer intelligence in games

    Science.gov (United States)

    Lara-Cabrera, R.; Cotta, C.; Fernández-Leiva, A. J.

    2014-02-01

    Games constitute a research domain that is attracting the interest of scientists from numerous disciplines. This is particularly true from the perspective of computational intelligence. In order to examine the growing importance of this area in the gaming domain, we present an analysis of the scientific collaboration network of researchers working on computational intelligence in games (CIG). This network has been constructed from bibliographical data obtained from the Digital Bibliography & Library Project (DBLP). We have analyzed from a temporal perspective several properties of the CIG network at the macroscopic, mesoscopic and microscopic levels, studying the large-scale structure, the growth mechanics, and collaboration patterns among other features. Overall, computational intelligence in games exhibits similarities with other collaboration networks such as for example a log-normal degree distribution and sub-linear preferential attachment for new authors. It also has distinctive features, e.g. the number of papers co-authored is exponentially distributed, the internal preferential attachment (new collaborations among existing authors) is linear, and fidelity rates (measured as the relative preference for publishing with previous collaborators) grow super-linearly. The macroscopic and mesoscopic evolution of the network indicates the field is very active and vibrant, but it is still at an early developmental stage. We have also analyzed communities and central nodes and how these are reflected in research topics, thus identifying active research subareas.

  1. [Principle directions for the creation and organization of the system of sanitary-epidemiological safety during the preparations for the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishchenko, G G; Bragina, I V; Ezhlova, E B; Demina, V P; Gorskiĭ, A A; Gus'kov, A S; Aksenova, O I; Ivanov, G E; Klindukhov, V P; Nikolaevich, P N; Grechanaia, T B; Kulichenko, A N; Maletskaia, O V; Manin, E A; Parkhomenko, V V; Kulichenko, O A

    2015-01-01

    The paper generalizes the experience of formation of protection system against biological threats and ensuring sanitary and epidemiological welfare during preparation for the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi. The basic steps for creating this system, since 2007, participation and role of Rospotrebnadzor in this process are shown. The paper deals with such questions as the governmental and administrative structures with federal agencies interaction, development of a regulatory framework governing the safety system of the Olympic Games, development of algorithms of information exchange and management decisions, biological safety in developing infrastructure in Sochi.

  2. Cascading failures and the emergence of cooperation in evolutionary-game based models of social and economical networks.

    Science.gov (United States)

    Wang, Wen-Xu; Lai, Ying-Cheng; Armbruster, Dieter

    2011-09-01

    We study catastrophic behaviors in large networked systems in the paradigm of evolutionary games by incorporating a realistic "death" or "bankruptcy" mechanism. We find that a cascading bankruptcy process can arise when defection strategies exist and individuals are vulnerable to deficit. Strikingly, we observe that, after the catastrophic cascading process terminates, cooperators are the sole survivors, regardless of the game types and of the connection patterns among individuals as determined by the topology of the underlying network. It is necessary that individuals cooperate with each other to survive the catastrophic failures. Cooperation thus becomes the optimal strategy and absolutely outperforms defection in the game evolution with respect to the "death" mechanism. Our results can be useful for understanding large-scale catastrophe in real-world systems and in particular, they may yield insights into significant social and economical phenomena such as large-scale failures of financial institutions and corporations during an economic recession.

  3. The AttentionTrip: A game-like tool for measuring the networks of attention.

    Science.gov (United States)

    Klein, Raymond M; Hassan, Tariq; Wilson, Graham; Ishigami, Yoko; Mulle, Jonathan

    2017-09-01

    Recognizing that attention is not a unitary system, the Attention Network Test (ANT) and its variants were developed to measure the efficacy of the multiple components of attention. One potential weakness of these tests (ANTs) is that they are unengaging. This poses a problem when particular groups are tested (e.g., young children), when more stable measures of performance are desirable (and can only be achieved in longer testing sessions) and when repeated testing is necessary. Here we describe the evolution of a game-like tool, which we call the AttentionTrip©, that is suitable for investigating three isolable attentional networks (alerting, orienting, and executive functions). Utilizing this tool we were able to generate reasonable network scores for alerting, executive control (from both the flanker and Simon effects), endogenous orienting and, after some motivated modifications, exogenous orienting. Split-half reliabilities of the alerting and executive (flanker) network scores were considerably higher than those reported by MacLeod et al. (2010) in their psychometric review of the ANT. Informal observations (e.g., some participants asking if they could keep doing the task when their session was over) suggesting that the AttentionTrip is considerably more engaging than the traditional ANT have been confirmed in a head-to-head comparison (Vallis & Klein, 2016). The AttentionTrip@ is available now for research purposes. A tablet version, which will have greater clinical utility, is under development. Copyright © 2017 Elsevier B.V. All rights reserved.

  4. A Model for Critical Games Literacy

    Science.gov (United States)

    Apperley, Tom; Beavis, Catherine

    2013-01-01

    This article outlines a model for teaching both computer games and videogames in the classroom for teachers. The model illustrates the connections between in-game actions and youth gaming culture. The article explains how the out-of-school knowledge building, creation and collaboration that occurs in gaming and gaming culture has an impact on…

  5. Adaptive cyclically dominating game on co-evolving networks: numerical and analytic results

    Science.gov (United States)

    Choi, Chi Wun; Xu, Chen; Hui, Pak Ming

    2017-10-01

    A co-evolving and adaptive Rock (R)-Paper (P)-Scissors (S) game (ARPS) in which an agent uses one of three cyclically dominating strategies is proposed and studied numerically and analytically. An agent takes adaptive actions to achieve a neighborhood to his advantage by rewiring a dissatisfying link with a probability p or switching strategy with a probability 1 - p. Numerical results revealed two phases in the steady state. An active phase for p pc has three separate clusters of agents using only R, P, and S, respectively with terminated adaptive actions. A mean-field theory based on the link densities in co-evolving network is formulated and the trinomial closure scheme is applied to obtain analytical solutions. The analytic results agree with simulation results on ARPS well. In addition, the different probabilities of winning, losing, and drawing a game among the agents are identified as the origin of the small discrepancy between analytic and simulation results. As a result of the adaptive actions, agents of higher degrees are often those being taken advantage of. Agents with a smaller (larger) degree than the mean degree have a higher (smaller) probability of winning than losing. The results are informative for future attempts on formulating more accurate theories.

  6. A Game Theory Algorithm for Intra-Cluster Data Aggregation in a Vehicular Ad Hoc Network.

    Science.gov (United States)

    Chen, Yuzhong; Weng, Shining; Guo, Wenzhong; Xiong, Naixue

    2016-02-19

    Vehicular ad hoc networks (VANETs) have an important role in urban management and planning. The effective integration of vehicle information in VANETs is critical to traffic analysis, large-scale vehicle route planning and intelligent transportation scheduling. However, given the limitations in the precision of the output information of a single sensor and the difficulty of information sharing among various sensors in a highly dynamic VANET, effectively performing data aggregation in VANETs remains a challenge. Moreover, current studies have mainly focused on data aggregation in large-scale environments but have rarely discussed the issue of intra-cluster data aggregation in VANETs. In this study, we propose a multi-player game theory algorithm for intra-cluster data aggregation in VANETs by analyzing the competitive and cooperative relationships among sensor nodes. Several sensor-centric metrics are proposed to measure the data redundancy and stability of a cluster. We then study the utility function to achieve efficient intra-cluster data aggregation by considering both data redundancy and cluster stability. In particular, we prove the existence of a unique Nash equilibrium in the game model, and conduct extensive experiments to validate the proposed algorithm. Results demonstrate that the proposed algorithm has advantages over typical data aggregation algorithms in both accuracy and efficiency.

  7. Interdependency enriches the spatial reciprocity in prisoner's dilemma game on weighted networks

    Science.gov (United States)

    Meng, Xiaokun; Sun, Shiwen; Li, Xiaoxuan; Wang, Li; Xia, Chengyi; Sun, Junqing

    2016-01-01

    To model the evolution of cooperation under the realistic scenarios, we propose an interdependent network-based game model which simultaneously considers the difference of individual roles in the spatial prisoner's dilemma game. In our model, the system is composed of two lattices on which an agent designated as a cooperator or defector will be allocated, meanwhile each agent will be endowed as a specific weight taking from three typical distributions on one lattice (i.e., weighted lattice), and set to be 1.0 on the other one (i.e., un-weighted or standard lattice). In addition, the interdependency will be built through the utility coupling between point-to-point partners. Extensive simulations indicate that the cooperation will be continuously elevated for the weighted lattice as the utility coupling strength (α) increases; while the cooperation will take on a nontrivial evolution on the standard lattice as α varies, and will be still greatly promoted when compared to the case of α = 0. At the same time, the full T - K phase diagrams are also explored to illustrate the evolutionary behaviors, and it is powerfully shown that the interdependency drives the defectors to survive within the narrower range, but individual weighting of utility will further broaden the coexistence space of cooperators and defectors, which renders the nontrivial evolution of cooperation in our model. Altogether, the current consequences about the evolution of cooperation will be helpful for us to provide the insights into the prevalent cooperation phenomenon within many real-world systems.

  8. Empathy emerges spontaneously in the ultimatum game: small groups and networks.

    Directory of Open Access Journals (Sweden)

    Jaime Iranzo

    Full Text Available The Ultimatum game, in which one subject proposes how to share a pot and the other has veto power on the proposal, in which case both lose everything, is a paradigmatic scenario to probe the degree of cooperation and altruism in human subjects. It has been shown that if individuals are empathic, i.e., they play the game having in mind how their opponent will react by offering an amount that they themselves would accept, then non-rational large offers well above the smallest possible ones are evolutionarily selected. We here show that empathy itself may be selected and need not be exogenously imposed provided that interactions take place only with a fraction of the total population, and that the role of proposer or responder is randomly changed from round to round. These empathic agents, that displace agents with independent (uncorrelated offers and proposals, behave far from what is expected rationally, offering and accepting sizable fractions of the amount to be shared. Specific values for the typical offer depend on the details of the interacion network and on the existence of hubs, but they are almost always significantly larger than zero, indicating that the mechanism at work here is quite general and could explain the emergence of empathy in very many different contexts.

  9. A novel utility function for energy-efficient power control game in cognitive radio networks.

    Science.gov (United States)

    Al-Gumaei, Yousef Ali; Noordin, Kamarul Ariffin; Reza, Ahmed Wasif; Dimyati, Kaharudin

    2015-01-01

    Spectrum scarcity is a major challenge in wireless communications systems requiring efficient usage and utilization. Cognitive radio network (CRN) is found as a promising technique to solve this problem of spectrum scarcity. It allows licensed and unlicensed users to share the same licensed spectrum band. Interference resulting from cognitive radios (CRs) has undesirable effects on quality of service (QoS) of both licensed and unlicensed systems where it causes degradation in received signal-to-noise ratio (SIR) of users. Power control is one of the most important techniques that can be used to mitigate interference and guarantee QoS in both systems. In this paper, we develop a new approach of a distributed power control for CRN based on utility and pricing. QoS of CR user is presented as a utility function via pricing and a distributed power control as a non-cooperative game in which users maximize their net utility (utility-price). We define the price as a real function of transmit power to increase pricing charge of the farthest CR users. We prove that the power control game proposed in this study has Nash Equilibrium as well as it is unique. The obtained results show that the proposed power control algorithm based on a new utility function has a significant reduction in transmit power consumption and high improvement in speed of convergence.

  10. A Game Theory Algorithm for Intra-Cluster Data Aggregation in a Vehicular Ad Hoc Network

    Directory of Open Access Journals (Sweden)

    Yuzhong Chen

    2016-02-01

    Full Text Available Vehicular ad hoc networks (VANETs have an important role in urban management and planning. The effective integration of vehicle information in VANETs is critical to traffic analysis, large-scale vehicle route planning and intelligent transportation scheduling. However, given the limitations in the precision of the output information of a single sensor and the difficulty of information sharing among various sensors in a highly dynamic VANET, effectively performing data aggregation in VANETs remains a challenge. Moreover, current studies have mainly focused on data aggregation in large-scale environments but have rarely discussed the issue of intra-cluster data aggregation in VANETs. In this study, we propose a multi-player game theory algorithm for intra-cluster data aggregation in VANETs by analyzing the competitive and cooperative relationships among sensor nodes. Several sensor-centric metrics are proposed to measure the data redundancy and stability of a cluster. We then study the utility function to achieve efficient intra-cluster data aggregation by considering both data redundancy and cluster stability. In particular, we prove the existence of a unique Nash equilibrium in the game model, and conduct extensive experiments to validate the proposed algorithm. Results demonstrate that the proposed algorithm has advantages over typical data aggregation algorithms in both accuracy and efficiency.

  11. Spreading Code and Widely-Linear Receiver Design: Non-Cooperative Games for Wireless CDMA Networks

    CERN Document Server

    Buzzi, Stefano; Zappone, Alessio

    2009-01-01

    The issue of non-cooperative transceiver optimization in the uplink of a multiuser wireless code division multiple access data network with widely-linear detection at the receiver is considered. While previous work in this area has focused on a simple real signal model, in this paper a baseband complex representation of the data is used, so as to properly take into account the I and Q components of the received signal. For the case in which the received signal is improper, a widely-linear reception structure, processing separately the data and their complex conjugates, is considered. Several non-cooperative resource allocation games are considered for this new scenario, and the performance gains granted by the use of widely-linear detection are assessed through theoretical analysis. Numerical results confirm the validity of the theoretical findings, and show that exploiting the improper nature of the data in non-cooperative resource allocation brings remarkable performance improvements in multiuser wireless s...

  12. Motivating students' participation in a computer networks course by means of magic, drama and games.

    Science.gov (United States)

    Hilas, Constantinos S; Politis, Anastasios

    2014-01-01

    The recent economic crisis has forced many universities to cut down expenses by packing students into large lecture groups. The problem with large auditoria is that they discourage dialogue between students and faculty and they burden participation. Adding to this, students in computer science courses usually find the field to be full of theoretical and technical concepts. Lack of understanding leads them to lose interest and / or motivation. Classroom experience shows that the lecturer could employ alternative teaching methods, especially for early-year undergraduate students, in order to grasp their interest and introduce basic concepts. This paper describes some of the approaches that may be used to keep students interested and make them feel comfortable as they comprehend basic concepts in computer networks. The lecturing procedure was enriched with games, magic tricks and dramatic representations. This approach was used experimentally for two semesters and the results were more than encouraging.

  13. An evolutionary inspection game with labour unions on small-world networks

    Science.gov (United States)

    Kamal, Salahuddin M.; Al-Hadeethi, Yas; Abolaban, Fouad A.; Al-Marzouki, Fahd M.; Perc, Matjaž

    2015-03-01

    We study an evolutionary inspection game where agents can chose between working and shirking. The evolutionary process is staged on a small-world network, through which agents compare their incomes and, based on the outcome, decide which strategy to adopt. Moreover, we introduce union members that have certain privileges, of which the extent depends on the bargaining power of the union. We determine how the union affects the overall performance of the firm that employs the agents, and what are its influences on the employees. We find that, depending on its bargaining power, the union has significant leverage to deteriorate the productivity of a firm, and consequently also to lower the long-run benefits of the employees.

  14. The Spectrum Sharing in Cognitive Radio Networks Based on Competitive Price Game

    Directory of Open Access Journals (Sweden)

    Y. B. Li

    2012-09-01

    Full Text Available The competitive price game model is used to analyze the spectrum sharing problem in the cognitive radio networks, and the spectrum sharing problem with the constraints of available spectrum resource from primary users is further discussed in this paper. The Rockafeller multiplier method is applied to deal with the constraints of available licensed spectrum resource, and the improved profits function is achieved, which can be used to measure the impact of shared spectrum price strategies on the system profit. However, in the competitive spectrum sharing problem of practical cognitive radio network, primary users have to determine price of the shared spectrum without the acknowledgement of the other primary user’s price strategies. Thus a fast gradient iterative calculation method of equilibrium price is proposed, only with acknowledgement of the price strategies of shared spectrum during last cycle. Through the adaptive iteration at the direction with largest gradient of improved profit function, the equilibrium price strategies can be achieved rapidly. It can also avoid the predefinition of adjustment factor according to the parameters of communication system in conventional linear iteration method. Simulation results show that the proposed competitive price spectrum sharing model can be applied in the cognitive radio networks with constraints of available licensed spectrum, and it has better convergence performance.

  15. Robustness of coevolution in resolving prisoner's dilemma games on interdependent networks subject to attack

    Science.gov (United States)

    Liu, Penghui; Liu, Jing

    2017-08-01

    Recently, coevolution between strategy and network structure has been established as a rule to resolve social dilemmas and reach optimal situations for cooperation. Many follow-up researches have focused on studying how coevolution helps networks reorganize to deter the defectors and many coevolution methods have been proposed. However, the robustness of the coevolution rules against attacks have not been studied much. Since attacks may directly influence the original evolutionary process of cooperation, the robustness should be an important index while evaluating the quality of a coevolution method. In this paper, we focus on investigating the robustness of an elementary coevolution method in resolving the prisoner's dilemma game upon the interdependent networks. Three different types of time-independent attacks, named as edge attacks, instigation attacks and node attacks have been employed to test its robustness. Through analyzing the simulation results obtained, we find this coevolution method is relatively robust against the edge attack and the node attack as it successfully maintains cooperation in the population over the entire attack range. However, when the instigation probability of the attacked individuals is large or the attack range of instigation attack is wide enough, coevolutionary rule finally fails in maintaining cooperation in the population.

  16. A game theoretical approach for cooperative environmentally friendly cellular networks powered by the smart grid

    KAUST Repository

    Ghazzai, Hakim

    2014-11-01

    This paper investigates the collaboration between multiple mobile operators to optimize the energy efficiency of cellular networks, maximize their profits or achieve or tradeoff between both objectives. Mobile operators cooperate together by eliminating redundant base stations (BSs) using a low complexity algorithm that aims to maximize their objective functions subject to a quality of service constraint. The problem is modeled as a two-level Stackelberg game: a mobile operator level and a smart grid level. Indeed, in our framework, we assume that cellular networks are powered by multiple energy providers existing in the smart grid characterized by different pollutant levels in addition to renewable energy source deployed in BS sites. The objective is to find the best active BS combination and the optimal procurement decision needed to the network operation during collaboration by considering electricity real-time pricing. Our study includes the daily traffic variation in addition to the daily green energy availability. Our simulation results show a significant saving in terms of CO2 emissions compared to the non-collaboration case and that cooperative mobile operators exploiting renewables are more awarded than traditional operators. © 2014 IEEE.

  17. Spectrum Sharing Based on a Bertrand Game in Cognitive Radio Sensor Networks.

    Science.gov (United States)

    Zeng, Biqing; Zhang, Chi; Hu, Pianpian; Wang, Shengyu

    2017-01-07

    In the study of power control and allocation based on pricing, the utility of secondary users is usually studied from the perspective of the signal to noise ratio. The study of secondary user utility from the perspective of communication demand can not only promote the secondary users to meet the maximum communication needs, but also to maximize the utilization of spectrum resources, however, research in this area is lacking, so from the viewpoint of meeting the demand of network communication, this paper designs a two stage model to solve spectrum leasing and allocation problem in cognitive radio sensor networks (CRSNs). In the first stage, the secondary base station collects the secondary network communication requirements, and rents spectrum resources from several primary base stations using the Bertrand game to model the transaction behavior of the primary base station and secondary base station. The second stage, the subcarriers and power allocation problem of secondary base stations is defined as a nonlinear programming problem to be solved based on Nash bargaining. The simulation results show that the proposed model can satisfy the communication requirements of each user in a fair and efficient way compared to other spectrum sharing schemes.

  18. Opposing Creationism: Scientists Organize.

    Science.gov (United States)

    Saladin, Kenneth S.

    1982-01-01

    Describes the response of the scientific community to creationist activism. A symposium entitled "Science and Belief" was held at the annual meeting of the American Association for the Advancement of Science to debate creationism. A network was organized to facilitate communication and political efficiency among anticreationist citizen…

  19. [Sociabilities, networks and the circulation of knowledges in the creation of a "psy scope" in Argentina during the inter-war period (Santa Fe, 1919-1943)].

    Science.gov (United States)

    Allevi, José Ignacio

    2016-01-01

    This article presents the findings of a research study on the construction of a psy scientific field in Argentina during the inter-war period, with a focus on subnational spaces. After 1920, the mental hygiene movement, in its different disciplinary manifestations, became notable in the public sphere, in university education and - belatedly - in healthcare policies, in an expansion that led to the creation of an autonomous field with its own logic. I argue that the creation of this "psy field" - while it was as yet inexistent - was largely due to the strength of sociability networks that facilitated the management of resources and institutional spaces of power, making it possible for the field to become independent and established.

  20. Kinect Technology Game Play to Mimic Quake Catcher Network (QCN) Sensor Deployment During a Rapid Aftershock Mobilization Program (RAMP)

    Science.gov (United States)

    Kilb, D. L.; Yang, A.; Rohrlick, D.; Cochran, E. S.; Lawrence, J.; Chung, A. I.; Neighbors, C.; Choo, Y.

    2011-12-01

    The Kinect technology allows for hands-free game play, greatly increasing the accessibility of gaming for those uncomfortable using controllers. How it works is the Kinect camera transmits invisible near-infrared light and measures its "time of flight" to reflect off an object, allowing it to distinguish objects within 1 centimeter in depth and 3 mm in height and width. The middleware can also respond to body gestures and voice commands. Here, we use the Kinect Windows SDK software to create a game that mimics how scientists deploy seismic instruments following a large earthquake. The educational goal of the game is to allow the players to explore 3D space as they learn about the Quake Catcher Network's (QCN) Rapid Aftershock Mobilization Program (RAMP). Many of the scenarios within the game are taken from factual RAMP experiences. To date, only the PC platform (or a Mac running PC emulator software) is available for use, but we hope to move to other platforms (e.g., Xbox 360, iPad, iPhone) as they become available. The game is written in programming language C# using Microsoft XNA and Visual Studio 2010, graphic shading is added using High Level Shader Language (HLSL), and rendering is produced using XNA's graphics libraries. Key elements of the game include selecting sensor locations, adequately installing the sensor, and monitoring the incoming data. During game play aftershocks can occur unexpectedly, as can other problems that require attention (e.g., power outages, equipment failure, and theft). The player accrues points for quickly deploying the first sensor (recording as many initial aftershocks as possible), correctly installing the sensors (orientation with respect to north, properly securing, and testing), distributing the sensors adequately in the region, and troubleshooting problems. One can also net points for efficient use of game play time. Setting up for game play in your local environment requires: (1) the Kinect hardware ( $145); (2) a computer

  1. Analysis of context dependence in social interaction networks of a massively multiplayer online role-playing game.

    Directory of Open Access Journals (Sweden)

    Seokshin Son

    Full Text Available Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs, here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.

  2. Analysis of context dependence in social interaction networks of a massively multiplayer online role-playing game.

    Science.gov (United States)

    Son, Seokshin; Kang, Ah Reum; Kim, Hyun-chul; Kwon, Taekyoung; Park, Juyong; Kim, Huy Kang

    2012-01-01

    Rapid advances in modern computing and information technology have enabled millions of people to interact online via various social network and gaming services. The widespread adoption of such online services have made possible analysis of large-scale archival data containing detailed human interactions, presenting a very promising opportunity to understand the rich and complex human behavior. In collaboration with a leading global provider of Massively Multiplayer Online Role-Playing Games (MMORPGs), here we present a network science-based analysis of the interplay between distinct types of user interaction networks in the virtual world. We find that their properties depend critically on the nature of the context-interdependence of the interactions, highlighting the complex and multilayered nature of human interactions, a robust understanding of which we believe may prove instrumental in the designing of more realistic future virtual arenas as well as provide novel insights to the science of collective human behavior.

  3. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men.

    Science.gov (United States)

    Zvyagintsev, M; Klasen, M; Weber, R; Sarkheil, P; Esposito, F; Mathiak, K A; Schwenzer, M; Mathiak, K

    2016-04-21

    In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  4. Special Issue on ActorNetwork Theory, Value CoCreation and Design in Open Innovation Environments

    DEFF Research Database (Denmark)

    Tanev, Stoyan; Storni, Cristiano; Stuedahl, Dagny

    2015-01-01

    The present special issue focuses on the application of ANT to the articulation of a cocreative perspective on design in open innovation environments. The Editors invited submissions by authors using ANT to explore and discuss the link between value co-creation, design and innovation and especially...

  5. Path Creation

    DEFF Research Database (Denmark)

    Karnøe, Peter; Garud, Raghu

    2012-01-01

    . Competencies emerged through processes and mechanisms such as co-creation that implicated multiple learning processes. The process was not an orderly linear one as emergent contingencies influenced the learning processes. An implication is that public policy to catalyse clusters cannot be based......This paper employs path creation as a lens to follow the emergence of the Danish wind turbine cluster. Supplier competencies, regulations, user preferences and a market for wind power did not pre-exist; all had to emerge in a tranformative manner involving multiple actors and artefacts...

  6. Community Participation, Natural Resource Management and the Creation of Innovative Tourism Products: Evidence from Italian Networks of Reserves in the Alps

    Directory of Open Access Journals (Sweden)

    Umberto Martini

    2017-12-01

    Full Text Available The paper analyses value co-creation and social innovation focusing on a new approach to the management of Natura 2000 areas: the Networks of Reserves (NoRs. NoRs have been set up in Trentino (an Italian alpine area to create an ecological network within the territory, with a particular focus on the socio-economic dimensions of nature conservation and with a bottom-up approach. The research investigates the role of NoRs by using a quali-quantitative approach to analyse the attitudes and awareness of private stakeholders, public actors and local communities. In-depth interviews with NoRs coordinators and key players in tourism organizations were carried out. 167 online questionnaires were sent out to local stakeholders. The research investigates community participation and stakeholder engagement in NoRs’ projects and activities, whether and how socio-economic development has occurred, and whether and how innovative sustainable tourism offers have been created. It confirms the role of NoRs in relation to the conservation and valorisation of natural resources through the stimulation of activities such as environmental interpretation and education. The research demonstrates the effectiveness of bottom-up processes for the co-creation of sustainable tourism offers and the fostering of social innovation. NoRs have proved to be successful in overcoming the major impediments to the functioning of the Natura 2000 network highlighted in the literature.

  7. The Application of Cognitive Diagnostic Approaches via Neural Network Analysis of Serious Educational Games

    Science.gov (United States)

    Lamb, Richard L.

    2013-01-01

    Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity…

  8. Game Theory Based Security in Wireless Body Area Network with Stackelberg Security Equilibrium.

    Science.gov (United States)

    Somasundaram, M; Sivakumar, R

    2015-01-01

    Wireless Body Area Network (WBAN) is effectively used in healthcare to increase the value of the patient's life and also the value of healthcare services. The biosensor based approach in medical care system makes it difficult to respond to the patients with minimal response time. The medical care unit does not deploy the accessing of ubiquitous broadband connections full time and hence the level of security will not be high always. The security issue also arises in monitoring the user body function records. Most of the systems on the Wireless Body Area Network are not effective in facing the security deployment issues. To access the patient's information with higher security on WBAN, Game Theory with Stackelberg Security Equilibrium (GTSSE) is proposed in this paper. GTSSE mechanism takes all the players into account. The patients are monitored by placing the power position authority initially. The position authority in GTSSE is the organizer and all the other players react to the organizer decision. Based on our proposed approach, experiment has been conducted on factors such as security ratio based on patient's health information, system flexibility level, energy consumption rate, and information loss rate. Stackelberg Security considerably improves the strength of solution with higher security.

  9. An evolutionary game for the diffusion of rumor in complex networks

    Science.gov (United States)

    Li, Dandan; Ma, Jing; Tian, Zihao; Zhu, Hengmin

    2015-09-01

    In this paper, we investigate the rumor diffusion process according to the evolutionary game framework. By using three real social network datasets, we find that increasing the judgment ability of individuals could curb the diffusion of rumor effectively. Under the same level of punishment cost, there are more spreaders in the network that has larger average degree. Moreover, the punishment fraction has more significant impact than the risk coefficient on the controlling of rumor diffusion. There exist some optimal risk coefficients and punishment fractions that could help more people refusing to spread rumor. In addition, the effect of the tie strength on the final fraction of spreaders is investigated. The results indicate that the rumor can be suppressed soon if the individuals preferentially select the neighbor either weaker or stronger ties persistently to update their strategy. However, choosing neighbor blindly may promote the spread of rumor. Finally, by comparing three kinds of punishment mechanisms, we show that taking the lead in punishing the higher degree nodes is the most effective measure to reduce the coverage of rumor.

  10. Having mentors and campus social networks moderates the impact of worries and video gaming on depressive symptoms: a moderated mediation analysis

    National Research Council Canada - National Science Library

    Lee, Jong-Sun; Jeong, Bumseok

    2014-01-01

    .... The aim of the present study was to investigate a resilience model in the relationship between worry, daily internet video game playing, daily sleep duration, mentors, social networks and depression...

  11. Digital Games as a Corner Stone of the Networked Social Space and Community: Re-Appraisal of the Transformation of Social Spaces

    National Research Council Canada - National Science Library

    Serhat Ahmet Kaymas

    2017-01-01

    ... ethnography studies on the digital games. Although, social networking sites have rapidly expanded and diffused into the daily life practices in the modern societies and as a result of this academic inquires are gradually increase on digital...

  12. The Application of Cognitive Diagnostic Approaches via Neural Network Analysis of Serious Educational Games

    Science.gov (United States)

    Lamb, Richard L.

    Serious Educational Games (SEGs) have been a topic of increased popularity within the educational realm since the early millennia. SEGs are generalized form of Serious Games to mean games for purposes other than entertainment but, that also specifically include training, educational purpose and pedagogy within their design. This rise in popularity (for SEGs) has occurred at a time when school systems have increased the type, number, and presentations of student achievement tests for decision-making purposes. These tests often task the form of end of course (year) tests and periodic benchmark testing. As the use of these tests, has increased policymakers have suggested their use as a measure for teacher accountability. The change in testing resulted from a push by school districts and policy makers at various component levels for a data-driven decision-making (D3M) approach. With the data-driven decision making approaches by school districts, there has been an increased focus on the measurement and assessment of student content knowledge with little focus on the contributing factors and cognitive attributes within learning that cross multiple-content areas. One-way to increase the focus on these aspects of learning (factors and attributes) that are additional to content learning is through assessments based in cognitive diagnostics. Cognitive diagnostics are a family of methodological approaches in which tasks tie to specific cognitive attributes for analytical purposes. This study explores data derived from computer data logging (n=158,000) in an observational design, using traditional statistical techniques such as clustering (exploratory and confirmatory), item response theory and through data mining techniques such as artificial neural network analysis. From these analyses, a model of student learning emerges illustrating student thinking and learning while engaged in SEG Design. This study seeks to use cognitive diagnostic type approaches to measure student

  13. Recovery and Resource Allocation Strategies to Maximize Mobile Network Survivability by Using Game Theories and Optimization Techniques

    Directory of Open Access Journals (Sweden)

    Pei-Yu Chen

    2013-01-01

    Full Text Available With more and more mobile device users, an increasingly important and critical issue is how to efficiently evaluate mobile network survivability. In this paper, a novel metric called Average Degree of Disconnectivity (Average DOD is proposed, in which the concept of probability is calculated by the contest success function. The DOD metric is used to evaluate the damage degree of the network, where the larger the value of the Average DOD, the more the damage degree of the network. A multiround network attack-defense scenario as a mathematical model is used to support network operators to predict all the strategies both cyber attacker and network defender would likely take. In addition, the Average DOD would be used to evaluate the damage degree of the network. In each round, the attacker could use the attack resources to launch attacks on the nodes of the target network. Meanwhile, the network defender could reallocate its existing resources to recover compromised nodes and allocate defense resources to protect the survival nodes of the network. In the approach to solving this problem, the “gradient method” and “game theory” are adopted to find the optimal resource allocation strategies for both the cyber attacker and mobile network defender.

  14. Entropic Creation

    DEFF Research Database (Denmark)

    Kragh, Helge

    1860s it was pointed out that, as a consequence of the heat death scenario, the universe can have existed only for a finite period of time. According to the 'entropic creation argument', thermodynamics warrants the conclusion that the world once begun or was created. It is these two scenarios......Entropic Creation is the first English-language book to consider the cultural and religious responses to the second law of thermodynamics, from around 1860 to 1920. According to the second law of thermodynamics, as formulated by the German physicist Rudolf Clausius, the entropy of any closed system...... will inevitably increase in time, meaning that the system will decay and eventually end in a dead state of equilibrium. Application of the law to the entire universe, first proposed in the 1850s, led to the prediction of a future 'heat death', where all life has ceased and all organization dissolved. In the late...

  15. The influence of scoring targets and outer-floaters on attacking and defending team dispersion, shape and creation of space during small-sided soccer games.

    Science.gov (United States)

    Castellano, Julen; Silva, Pedro; Usabiaga, Oidui; Barreira, Daniel

    2016-06-01

    The effect of altered game formats on team performances during soccer practice can be harnessed by coaches to stimulate specific tactical behaviours. The aim of the present study was to analyse the influence of using (i) small goals [SG], (ii) goalkeepers [7G] and (iii) floaters [7GF] on the dispersion, shape and available space of teams during small-sided games (SSGs). Twenty-four male soccer players were distributed into four teams composed of five players, two goalkeepers and two floaters that performed six SSG bouts of 6 min, interspersed with 6 min of passive recovery. Offensive and defensive phases were also analysed separately in order to verify the preservation of basic principles of attacking (teams more stretched to create free space) and defending (teams more compact to tie-up space) during SSGs. The variables used to characterize the collective behaviour were: length [L], width [W], team shape [Sh], and team separateness [TS]. Results revealed that the teams showed different collective behaviours depending on SSG format and a playing phase: a) L and W were higher in attack than in defence in all SSGs; b) team shapes were more elongated in defence in all SSGs except SG; c) the space separating players from their closest opponents (TS) was shorter in 7G; and d) SG and 7GF elicited greater defensive openness due to increased team width. The results suggest that manipulating task constraints, such as goal size, presence or absence of goalkeepers and floaters can be harnessed by coaches to shape distinct team tactical behaviours in SSGs while preserving the basic principles of attacking and defending.

  16. Addiction to Internet Use, Online Gaming, and Online Social Networking Among Young Adults in China, Singapore, and the United States.

    Science.gov (United States)

    Tang, Catherine So-Kum; Koh, Yee Woen; Gan, YiQun

    2017-11-01

    The current study investigated the rates of addictions to Internet use, online gaming, and online social networking as well as their associations with depressive symptoms among young adults in China, Singapore, and the United States. A total of 3267 undergraduate students were recruited. Psychological instruments were used to assess various Internet-related addictions and depressive symptoms. Male students were more addicted to Internet and online gaming whereas female students were more addicted to online social networking. Compared with students in the United States, Chinese and Singaporean students were more addicted to Internet use and online social networking but less to online gaming. The odds of depression among students with addiction to various Internet-related addictions were highest in China. Internet-related addiction is a new public health concern of young adults, especially in the Asia-Pacific regions. It is found to associate with depressive symptoms. Strategies should address this phenomenon with attention to specific needs of gender and region while managing mood disturbances.

  17. Olympic Games volunteering genesis

    Directory of Open Access Journals (Sweden)

    Oleksandr Tomenko

    2017-04-01

    Full Text Available Purpose: to consider the development of volunteer activity in relation to the Olympic Games. Material & Methods: theoretical scientific works of domestic and foreign scientists on the development of volunteer activities regarding their participation in the Olympic Games are analyzed, considered the main legal documents relating to the Olympic sport. Results: Statistical indicators of participation of volunteers in the Winter and Summer Olympics Games are analyzed and presented. The role and significance of volunteers' activity in the organization and holding of the Olympic Games are revealed. Conclusion: evolution of the volunteer movement, with reference to the Olympic Games, originates from the first games that took place in 1896 in Athens. To date, volunteers are an integral part of the organization and holding of the Olympic Games, their activities help to solve a number of organizational issues, the creation of a corresponding atmosphere and image at a sporting event, largely determine the success of games.

  18. Assessing the Use of Game-Based Exercises in the Staff Attack-the-Network Course

    Science.gov (United States)

    2015-06-01

    effective game-based training in military settings exist when games are used as primary instruction (Pleban & Salter , 2001; Ratwani, et al., 2010) or as...factor to game-based training effectiveness is instructor/leader facilitation of the training (Beal, 2009; Pleban & Salter , 2001; Ratwani, et al...ultimate extreme environment. Journal of Human Performance in Extreme Environments, 7, 57-62. Pleban, R. J., & Salter , M. S. (2001). Training and

  19. Protocols for Detection and Removal of Wormholes for Secure Routing and Neighborhood Creation in Wireless Ad Hoc Networks

    Science.gov (United States)

    Hayajneh, Thaier Saleh

    2009-01-01

    Wireless ad hoc networks are suitable and sometimes the only solution for several applications. Many applications, particularly those in military and critical civilian domains (such as battlefield surveillance and emergency rescue) require that ad hoc networks be secure and stable. In fact, security is one of the main barriers to the extensive use…

  20. Game-Theory-Based Approach for Energy Routing in a Smart Grid Network

    Directory of Open Access Journals (Sweden)

    June S. Hong

    2016-01-01

    Full Text Available Small power plants and buildings with renewable power generation capability have recently been added to traditional central power plants. Through these facilities, prosumers appear to have a concurrent role in both energy production and consumption. Based on bidirectional power transfers by large numbers of prosumers, a smart microgrid has become an important factor in efficiently controlling the microgrids used in power markets and in conducting effective power trades among grids. In this paper, we present an approach utilizing the game theory for effective and efficient energy routing, which is a novel and challenging procedure for a smart microgrid network. First, we propose strategies for choosing the desired transaction price for both electricity surpluses and shortages to maximize profits through energy transactions. An optimization scheme is utilized to search for an energy route with minimum cost using the solving method used in a traditional transportation problem by treating the sale and purchase quantities as transportation supply and demand, respectively. To evaluate the effect of the proposed decision strategies, we simulated our mechanism, and the results proved that our mechanism yields results pursued by each strategy. Our proposed strategies will contribute to spreading a smart microgrid for enhancing the utilization of microgrids.

  1. Investigating the differential effects of social networking site addiction and Internet gaming disorder on psychological health.

    Science.gov (United States)

    Pontes, Halley M

    2017-12-01

    Background and aims Previous studies focused on examining the interrelationships between social networking site (SNS) addiction and Internet gaming disorder (IGD) in isolation. Moreover, little is known about the potential simultaneous differential effects of SNS addiction and IGD on psychological health. This study investigated the interplay between these two technological addictions and ascertained how they can uniquely and distinctively contribute to increasing psychiatric distress when accounting for potential effects stemming from sociodemographic and technology-related variables. Methods A sample of 509 adolescents (53.5% males) aged 10-18 years (mean = 13.02, SD = 1.64) were recruited. Results It was found that key demographic variables can play a distinct role in explaining SNS addiction and IGD. Furthermore, it was found that SNS addiction and IGD can augment the symptoms of each other, and simultaneously contribute to deterioration of overall psychological health in a similar fashion, further highlighting potentially common etiological and clinical course between these two phenomena. Finally, the detrimental effects of IGD on psychological health were found to be slightly more pronounced than those produced by SNS addiction, a finding that warrants additional scientific scrutiny. Discussion and conclusion The implications of these results are further discussed in light of the existing evidence and debates regarding the status of technological addictions as primary and secondary disorders.

  2. An evolutionary vaccination game in the modified activity driven network by considering the closeness

    Science.gov (United States)

    Han, Dun; Sun, Mei

    2016-02-01

    In this paper, we explore an evolutionary vaccination game in the modified activity driven network by considering the closeness. We set a closeness parameter p which is used to describe the way of connection between two individuals. The simulation results show that the closeness p may have an active role in weakening both the spreading of epidemic and the vaccination. Besides, when vaccination is not allowed, the final recovered density increases with the value of the ratio of the infection rate to the recovery rate λ / μ. However, when vaccination is allowed the final density of recovered individual first increases and then decreases with the value of λ / μ. Two variables are designed to identify the relation between the individuals' activities and their states. The results draw that both recovered and vaccinated frequency increase with the increase of the individuals' activities. Meanwhile, the immune fee has less impact on the individuals' vaccination than the closeness. While the λ / μ is in a certain range, with the increase of the value of λ / μ, the recovered frequency of the whole crowds reduces. Our results, therefore, reveal the fact that the best of intentions may lead to backfire.

  3. Practical application of game theory based production flow planning method in virtual manufacturing networks

    Science.gov (United States)

    Olender, M.; Krenczyk, D.

    2016-08-01

    Modern enterprises have to react quickly to dynamic changes in the market, due to changing customer requirements and expectations. One of the key area of production management, that must continuously evolve by searching for new methods and tools for increasing the efficiency of manufacturing systems is the area of production flow planning and control. These aspects are closely connected with the ability to implement the concept of Virtual Enterprises (VE) and Virtual Manufacturing Network (VMN) in which integrated infrastructure of flexible resources are created. In the proposed approach, the players role perform the objects associated with the objective functions, allowing to solve the multiobjective production flow planning problems based on the game theory, which is based on the theory of the strategic situation. For defined production system and production order models ways of solving the problem of production route planning in VMN on computational examples for different variants of production flow is presented. Possible decision strategy to use together with an analysis of calculation results is shown.

  4. 77 FR 29637 - Game Show Network, LLC v. Cablevision Systems Corp.

    Science.gov (United States)

    2012-05-18

    ... Cablevision. The complaint alleges that Cablevision, a vertically integrated multichannel video programming... of it, consisting of games of skill and chance and reality programs of various kinds), which...

  5. MetNetMaker: a free and open-source tool for the creation of novel metabolic networks in SBML format.

    Science.gov (United States)

    Forth, Thomas; McConkey, Glenn A; Westhead, David R

    2010-09-15

    An application has been developed to help with the creation and editing of Systems Biology Markup Language (SBML) format metabolic networks up to the organism scale. Networks are defined as a collection of Kyoto Encyclopedia of Genes and Genomes (KEGG) LIGAND reactions with an optional associated Enzyme Classification (EC) number for each reaction. Additional custom reactions can be defined by the user. Reactions within the network can be assigned flux constraints and compartmentalization is supported for each reaction in addition to the support for reactions that occur across compartment boundaries. Exported networks are fully SBML L2V4 compatible with an optional L2V1 export for compatibility with old versions of the COBRA toolbox. The software runs in the free Microsoft Access 2007 Runtime (Microsoft Inc.), which is included with the installer and works on Windows XP SP2 or better. Full source code is viewable in the full version of Access 2007 or 2010. Users must have a license to use the KEGG LIGAND database (free academic licensing is available). Please go to www.bioinformatics.leeds.ac.uk/~pytf/metnetmaker for software download, help and tutorials.

  6. Perturbation waves in proteins and protein networks: Applications of percolation and game theories in signaling and drug design

    CERN Document Server

    Antal, Miklos A; Csermely, Peter

    2008-01-01

    The network paradigm is increasingly used to describe the dynamics of complex systems. Here we review the current results and propose future development areas in the assessment of perturbation waves, i.e. propagating structural changes in amino acid networks building individual protein molecules and in protein-protein interaction networks (interactomes). We assess the possibilities and critically review the initial attempts for the application of game theory to the often rather complicated process, when two protein molecules approach each other, mutually adjust their conformations via multiple communication steps and finally, bind to each other. We also summarize available data on the application of percolation theory for the prediction of amino acid network- and interactome-dynamics. Furthermore, we give an overview of the dissection of signals and noise in the cellular context of various perturbations. Finally, we propose possible applications of the reviewed methodologies in drug design.

  7. 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.

  8. Beyond the magic circle : A network perspective on role-play in online games

    NARCIS (Netherlands)

    Copier, M.

    2007-01-01

    Currently, game research is characterized by the (re)construction of contested boundaries such as the “magic circle” of the game experience. These boundaries create dichotomies, for instance, between the real and the imaginary that hide the complexity of actual play, design and research. In this

  9. RICH Economic Games for Networked Relationships and Communities: Development and Preliminary Validation in Yasawa, Fiji

    Science.gov (United States)

    Gervais, Matthew M.

    2017-01-01

    Experimental economic games reveal significant population variation in human social behavior. However, most protocols involve anonymous recipients, limiting their validity to fleeting interactions. Understanding human relationship dynamics will require methods with the virtues of economic games that also tap recipient identity-conditioned…

  10. Experimental comparisons of face-to-face and anonymous real-time team competition in a networked gaming learning environment.

    Science.gov (United States)

    Yu, Fu-Yun; Han, Chialing; Chan, Tak-Wai

    2008-08-01

    This study investigates the impact of anonymous, computerized, synchronized team competition on students' motivation, satisfaction, and interpersonal relationships. Sixty-eight fourth-graders participated in this study. A synchronous gaming learning system was developed to have dyads compete against each other in answering multiple-choice questions set in accordance with the school curriculum in two conditions (face-to-face and anonymous). The results showed that students who were exposed to the anonymous team competition condition responded significantly more positively than those in the face-to-face condition in terms of motivation and satisfaction at the 0.050 and 0.056 levels respectively. Although further studies regarding the effects of anonymous interaction in a networked gaming learning environment are imperative, the positive effects detected in this preliminary study indicate that anonymity is a viable feature for mitigating the negative effects that competition may inflict on motivation and satisfaction as reported in traditional face-to-face environments.

  11. Co-Creation of Value in Higher Education: Using Social Network Marketing in the Recruitment of Students

    Science.gov (United States)

    Fagerstrom, Asle; Ghinea, Gheorghita

    2013-01-01

    A social network recruitment campaign was prepared where applicants for information technology bachelor studies at a Norwegian university college were invited to join a Facebook group related to the subject of interest. Each Facebook group was assigned a contact person who received training to facilitate activities and in answering questions from…

  12. A Network-Agnostic and Cheat-Resistant Framework for Multiplayer Online Games

    OpenAIRE

    Kabus, Patric

    2009-01-01

    "Video games are kids' stuff" may be still in the minds of many people. But the video games industry is far beyond its infancy and has already grown into a multi-billion dollar business. The NPD Group reports that in 2007 the revenues generated in the U.S. with video game soft- and hardware for consoles and personal computers reached a total of 18.8 billion dollars, a 40 percent increase over 2006. According to PricewaterhouseCoopers, the global sales will even surpass those of the music indu...

  13. Game on, science - how video game technology may help biologists tackle visualization challenges

    National Research Council Canada - National Science Library

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games...

  14. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    National Research Council Canada - National Science Library

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games...

  15. Empathy emerges spontaneously in the ultimatum game: small groups and networks

    National Research Council Canada - National Science Library

    Iranzo, Jaime; Floría, Luis M; Moreno, Yamir; Sánchez, Angel

    2012-01-01

    The Ultimatum game, in which one subject proposes how to share a pot and the other has veto power on the proposal, in which case both lose everything, is a paradigmatic scenario to probe the degree...

  16. Games Design as Learning Tool for Science - the Photonics Games Competition Experience

    OpenAIRE

    Chiarello, Fabio

    2017-01-01

    The presentation gives an overview of the photonics games competition for High School students. The goal of the competition is the creation of an original board game having photonics and light as the central theme. This presentation gives insights into the implementation of the photonics games competition and presents the different games developed within this competition, including the winners.

  17. Aligning Game Activity with Educational Goals: Following a Constrained Design Approach to Instructional Computer Games

    Science.gov (United States)

    Shelton, Brett E.; Scoresby, Jon

    2011-01-01

    We discuss the design, creation and implementation of an instructional game for use in a high school poetry class following a commitment to an educational game design principle of "alignment". We studied groups of instructional designers and an interactive fiction computer game they built. The game was implemented in a 9th grade English classroom…

  18. The co-evolution of networks and prisoner’s dilemma game by considering sensitivity and visibility

    Science.gov (United States)

    Li, Dandan; Ma, Jing; Han, Dun; Sun, Mei; Tian, Lixin; Stanley, H. Eugene

    2017-03-01

    Strategies adopted by individuals in a social network significantly impact the network, and they strongly affect relationships between individuals in the network. Links between individuals also heavily influence their levels of cooperation. Taking into account the evolution of each individual’s connection, we explore how sensitivity and visibility affect the prisoner’s dilemma game. The so-called ‘sensitivity’ and ‘visibility’ respectively present one’s self-protection consciousness and the ability of gaining information. We find that at moderate levels of player sensitivity cooperative behavior increases, but that at high levels it is inhibited. We also find that the heterogeneity of the weight of individuals at the end of the game is higher when sensitivity and visibility are increased, but that the successful-defection-payoff has less impact on the weight of individuals and on the relationship between the heterogeneity of the weight of individuals and the density of cooperators. This framework can be used to clarify the interaction mechanism between the micro-level of individual behavior and the macro-level of individual co-evolutionary processes.

  19. Assessment of the territorial suitability for the creation of the greenways networks: Methodological application in the Sicilian landscape context

    Directory of Open Access Journals (Sweden)

    Marzia Quattrone

    2017-09-01

    Full Text Available The proposal to create greenways networks for the enhancement of more or less vast areas is of great importance to territory planning. The paths, which are overlaid on pre-existing linear patterns, promote the development of endogenous resources and facilitate direct learning of the territory’s historical, cultural, environmental and landscaping assets. Rural areas can be strongly influenced by setting up a greenways network, as their use not only promotes the exchange of knowledge between users and inhabitants, but also encourages the enjoyment of various areas (agricultural landscapes, scattered cultural heritage, protected environments that would otherwise be inaccessible due to their distance from the traditional routes. Altogether, this favours the introduction of economic activities based on their typical characteristics. This work identifies the appropriate road infrastructure, available in the former Province of Syracuse (East Sicily, for building greenways networks that will best contribute to the valorisation of their surrounding territory. This work assigns great importance to landscape features as factors of tourist and cultural attraction. We have used the multi-criteria analysis associated with geographic information system (GIS. We have weighed and mapped numerous indicators to define the territory’s infrastructural, landscape, cultural, and tourist resources, meaning those able to increase the use of the territory and/or that determine attractiveness for the population. The GIS analysis allowed us to develop numerous intermediate maps, whose information helped us to draw up the final map illustrating the suitability of the existing infrastructures that could be useful while planning of a greenway network. Such infrastructures could be the subject of specific plans or detailed projects aimed at enhancing the pre-existing resources of a rural territory. This study, although referring to a defined territory, is methodologically

  20. Systems and methods for creation of conducting networks of magnetic particles through dynamic self-assembly process

    Energy Technology Data Exchange (ETDEWEB)

    Snezhko, Oleksiy [Woodridge, IL; Aronson, Igor [Darien, IL; Kwok, Wai-Kwong [Downers Grove, IL

    2011-01-25

    Self-assembly of magnetic microparticles in AC magnetic fields. Excitation of the system by an AC magnetic field provides a variety of patterns that can be controlled by adjusting the frequency and the amplitude of the field. At low particle densities the low-frequency magnetic excitation favors cluster phase formation, while high frequency excitation favors chains and netlike structures. For denser configurations, an abrupt transition to the network phase was obtained.

  1. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things.

    Science.gov (United States)

    Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin

    2015-09-18

    With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified.

  2. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things

    Directory of Open Access Journals (Sweden)

    Lusheng Wang

    2015-09-01

    Full Text Available With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI. In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG, forming a congestion game with ICI (CGI and a congestion game with capacity (CGC. For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE. Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell is profoundly revealed, and the collapse points are identified.

  3. Cell Selection Game for Densely-Deployed Sensor and Mobile Devices In 5G Networks Integrating Heterogeneous Cells and the Internet of Things

    Science.gov (United States)

    Wang, Lusheng; Wang, Yamei; Ding, Zhizhong; Wang, Xiumin

    2015-01-01

    With the rapid development of wireless networking technologies, the Internet of Things and heterogeneous cellular networks (HCNs) tend to be integrated to form a promising wireless network paradigm for 5G. Hyper-dense sensor and mobile devices will be deployed under the coverage of heterogeneous cells, so that each of them could freely select any available cell covering it and compete for resource with others selecting the same cell, forming a cell selection (CS) game between these devices. Since different types of cells usually share the same portion of the spectrum, devices selecting overlapped cells can experience severe inter-cell interference (ICI). In this article, we study the CS game among a large amount of densely-deployed sensor and mobile devices for their uplink transmissions in a two-tier HCN. ICI is embedded with the traditional congestion game (TCG), forming a congestion game with ICI (CGI) and a congestion game with capacity (CGC). For the three games above, we theoretically find the circular boundaries between the devices selecting the macrocell and those selecting the picocells, indicated by the pure strategy Nash equilibria (PSNE). Meanwhile, through a number of simulations with different picocell radii and different path loss exponents, the collapse of the PSNE impacted by severe ICI (i.e., a large number of picocell devices change their CS preferences to the macrocell) is profoundly revealed, and the collapse points are identified. PMID:26393617

  4. A study of the dynamics of multi-player games on small networks using territorial interactions.

    Science.gov (United States)

    Broom, Mark; Lafaye, Charlotte; Pattni, Karan; Rychtář, Jan

    2015-12-01

    Recently, the study of structured populations using models of evolutionary processes on graphs has begun to incorporate a more general type of interaction between individuals, allowing multi-player games to be played among the population. In this paper, we develop a birth-death dynamics for use in such models and consider the evolution of populations for special cases of very small graphs where we can easily identify all of the population states and carry out exact analyses. To do so, we study two multi-player games, a Hawk-Dove game and a public goods game. Our focus is on finding the fixation probability of an individual from one type, cooperator or defector in the case of the public goods game, within a population of the other type. We compare this value for both games on several graphs under different parameter values and assumptions, and identify some interesting general features of our model. In particular there is a very close relationship between the fixation probability and the mean temperature, with high temperatures helping fitter individuals and punishing unfit ones and so enhancing selection, whereas low temperatures give a levelling effect which suppresses selection.

  5. What games do

    DEFF Research Database (Denmark)

    Jessen, Jari Due; Jessen, Carsten

    2014-01-01

    When interacting with computer games, users are forced to follow the rules of the game in return of the excitement, joy, fun, or other pursued experiences. In this paper, we investigate how games achieve these experiences in the perspective of Actor Network Theory (ANT). Based on a qualitative...... study we conclude that both board games and computer games are actors that produce experiences by exercising power over the user’s abilities, for example their cognitive functions. Games are designed to take advantage of the characteristics of the human players....

  6. Digital Games as a Corner Stone of the Networked Social Space and Community: Re-Appraisal of the Transformation of Social Spaces

    Directory of Open Access Journals (Sweden)

    Serhat Ahmet Kaymas

    2017-06-01

    Full Text Available This study is concerned with the methodological problems of digital games studies; especially studies on gaming experiences in the social media ecology. In this sense, the article is seeking a proper answer to this question: In the 21st century and especially in the conditions of new media ecology, social media researchers, who deal with social networking sites and gaming experiences, how tackle with the media ethnography studies on the digital games. Although, social networking sites have rapidly expanded and diffused into the daily life practices in the modern societies and as a result of this academic inquires are gradually increase on digital games and gaming practices, a few studies directly addressed the interaction between online social network sites and the user’s personal experiences. Thus, this study is aiming to open a discussion on this axis of the SNSs and proposed a new methodology for the investigation on the SNSs and users interaction. Having discussed the relationship between users and social media nexus, the writer of this article is seeking an answer to this question: With regard to the technological changes and gamers “migration” from real spaces into the new media ecology, how they implemented of the reconstructing of users ethnography in the new media world? In accordance with the gaming practices in the social networking sites (SNSs, the question has become increasingly urgent and required meaningful answers from digital games researchers. In this sense, the question, which is seeking an answer in this study, paves the way for inquires the researchers’ interest in the complex changes in social forms and practices they provoked. Prior to this study, there are already a few of the researchers are addressed new ethnography and user’s personal experiences. Therefore the study has argued that new media studies are required a new methodology especially reappraisal (in this sense, rethinking of the new media ethnography

  7. Information Literacy Through Digital Games

    Directory of Open Access Journals (Sweden)

    Jerremie Clyde

    2008-12-01

    Full Text Available The video is available by cutting and pasting mms://media.lib.uoguelph.ca/partnership/DGBLILPartnership.wmv into Windows Media Player. Please contact the section editor if you experience any difficulties or have any questions about proceeding with this submission. This presentation, originally given at WILU in May of 2008 examines the use and creation of digital games for introducing students to digital games. For an educational game to be effective it still has to be, above all else a game, and the authors focus on what makes a game a game. The application of those game attributes are then demonstrated using Benevolent Blue, their own information literacy first person shooter based on Half Life 2. They finish up with discussing what resources are necessary to start a digital game project and how if modifing a commerical off the shelf game it can be done with minimal computer training or funding.

  8. Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking

    Directory of Open Access Journals (Sweden)

    Luis de-Marcos

    2017-04-01

    Full Text Available This paper reports data about the learning performance of students using four different motivational tools: an educational game, a gamified plugin, a social networking website and a gamified social networking website. It also reports a control group. The data pertain to 379 students of an undergraduate course that covers basic Information and Communication Technology (ICT skills in Spain. Data corresponds to different learning modules of the European Computer Driving License (ECDL initiative. The data include variables of four pre-test scores, four post-test scores and a final examination. It was gathered using a quasi-experimental research design during 2014. Data reported here refers to the research paper in (de-Marcos et al., 2016 [1].

  9. Dataset on the learning performance of ECDL digital skills of undergraduate students for comparing educational gaming, gamification and social networking.

    Science.gov (United States)

    de-Marcos, Luis; García-López, Eva; García-Cabot, Antonio

    2017-04-01

    This paper reports data about the learning performance of students using four different motivational tools: an educational game, a gamified plugin, a social networking website and a gamified social networking website. It also reports a control group. The data pertain to 379 students of an undergraduate course that covers basic Information and Communication Technology (ICT) skills in Spain. Data corresponds to different learning modules of the European Computer Driving License (ECDL) initiative. The data include variables of four pre-test scores, four post-test scores and a final examination. It was gathered using a quasi-experimental research design during 2014. Data reported here refers to the research paper in (de-Marcos et al., 2016) [1].

  10. High Lithium Transference Number Electrolytes via Creation of 3-Dimensional, Charged, Nanoporous Networks from Dense Functionalized Nanoparticle Composites

    KAUST Repository

    Schaefer, Jennifer L.

    2013-03-26

    High lithium transference number, tLi+, electrolytes are desired for use in both lithium-ion and lithium metal rechargeable battery technologies. Historically, low tLi+ electrolytes have hindered device performance by allowing ion concentration gradients within the cell, leading to high internal resistances that ultimately limit cell lifetime, charging rates, and energy density. Herein, we report on the synthesis and electrochemical features of electrolytes based on nanoparticle salts designed to provide high tLi+. The salts are created by cofunctionalization of metal oxide nanoparticles with neutral organic ligands and tethered lithium salts. When dispersed in a conducting fluid such as tetraglyme, they spontaneously form a charged, nanoporous network of particles at moderate nanoparticle loadings. Modification of the tethered anion chemistry from -SO3 - to -SO3BF3 - is shown to enhance ionic conductivity of the electrolytes by facilitating ion pair dissociation. At a particle volume fraction of 0.15, the electrolyte exists as a self-supported, nanoporous gel with an optimum ionic conductivity of 10 -4 S/cm at room temperature. Galvanostatic polarization measurements on symmetric lithium metal cells containing the electrolyte show that the cell short circuit time, tSC, is inversely proportional to the square of the applied current density tSC ∼ J-2, consistent with previously predicted results for traditional polymer-in-salt electrolytes with low tLi+. Our findings suggest that electrolytes with tLi+ ≈ 1 and good ion-pair dissociation delay lithium dendrite nucleation and may lead to improved lithium plating in rechargeable batteries with metallic lithium anodes. © 2013 American Chemical Society.

  11. What Drives Consumers to Pass Along Marketer-Generated eWOM in Social Network Games? Social and Game Factors in Play

    National Research Council Canada - National Science Library

    Sara S Hansen; Jin K Lee

    2013-01-01

    ...). Marketers in SNGs offer economic incentives of game currency or virtual goods in exchange for consumer interactions with ads, often encouraging consumers to forward marketer-generated messages...

  12. CityVille: collaborative game play, communication and skill development in social networks

    Directory of Open Access Journals (Sweden)

    María-Esther Del-Moral Pérez

    2014-01-01

    Full Text Available This paper has as its aim to analyze how CityVille, a videogame hosted on Facebook and oriented to the construction of a virtual city, can favor collaboration between gamers along with the exchange of strategies, equally contributing to learning transfer and skill acquisition. The first step consists in identifying the opportunities which the said game can offer in order to develop skills and promote learning formats linked with planning and resource management, after which a presentation is made of the opinions expressed by a sample of gamers (N=105 –belonging to the Fans-CityVille community– about the priorities established by them to communicate with their neighbors and the skills that they believe to have acquired playing this game. 85.7% of them state that they communicate with others to share strategies and expand their city. Unlike women, who value collaboration, men prioritize competition. Designing their city has enhanced a number of gamer skills in different proportions: creative skills (71.4%; organizational ones (68.0%; skills associated with decision-making and problem-solving (67.0%; and interpersonal skills through interaction with others (61.9%. The CityVille game mode favors skill development and helps to create a ludic atmosphere of collaboration and optimal strategy exchange through communication between neighbors by strengthening their mutual relationships. Its formula moves away from the often-criticized competitive practices of other games.  

  13. Evolutionary Artificial Neural Network Weight Tuning to Optimize Decision Making for an Abstract Game

    Science.gov (United States)

    2010-03-01

    the rather imprecise stochastic math , filled with assumptions, that plays an important role in GAs. Trends Genetic Algorithms operate over large...To use a sports analogy, if a novice basketball player plays one-on-one against a professional basketball player for one thousand games, he will in

  14. Learning-by-Teaching in Educational Game: Educational Outcome, User Experience, and Social Networks

    Science.gov (United States)

    Ketamo, Harri; Suominen, Marko

    2010-01-01

    This paper summarizes the pedagogical design, product development and empirical evaluations of the game series, Animal Class, in terms of design study. The design phases, as well as the evaluation phases (N=2718), were carried out between the years of 2005-2007. The pedagogical idea of Animal Class is to place a learner in the role of teacher in a…

  15. Analysis of The Game Mechanism in The Field of Network Security between China and the US and The Prospect of The Future

    Directory of Open Access Journals (Sweden)

    Wang Xiang

    2016-12-01

    Full Text Available In the field of Sino-US relations, the network space plays a very important role during a very short period of time. In recent years, the intensity and frequency of Chinese and American network security game has increased significantly, which has increased the instability of Sino-US relations. This paper reviews the network security game events between China and the US in recent years, and points out that network security has become a high risk problem in the relationship between China and the US and it has become the factors affecting the whole area. Network security issues need cooperation between China and the US to develop guidelines for the conduct of Cyberspace. As regards the prospect of Sino-US cyber security relations in the future, this paper argues that the strength and strategy in the Internet field of China and the US lead to the likelihood that China and the US fall into the “prisoner’s dilemma”. China and the US have to control the network security game to prevent damage to the overall situation of Sino-US relations; this is very urgent. Strengthening the network security fields of cooperation between China and the US is an inevitable choice both in terms of necessity and possibility.

  16. Having mentors and campus social networks moderates the impact of worries and video gaming on depressive symptoms: a moderated mediation analysis.

    Science.gov (United States)

    Lee, Jong-Sun; Jeong, Bumseok

    2014-05-05

    Easy access to the internet has spawned a wealth of research to investigate the effects of its use on depression. However, one limitation of many previous studies is that they disregard the interactive mechanisms of risk and protective factors. The aim of the present study was to investigate a resilience model in the relationship between worry, daily internet video game playing, daily sleep duration, mentors, social networks and depression, using a moderated mediation analysis. 6068 Korean undergraduate and graduate students participated in this study. The participants completed a web-based mental health screening questionnaire including the Beck Depression Inventory (BDI) and information about number of worries, number of mentors, number of campus social networks, daily sleep duration, daily amount of internet video game playing and daily amount of internet searching on computer or smartphone. A moderated mediation analysis was carried out using the PROCESS macro which allowed the inclusion of mediators and moderator in the same model. The results showed that the daily amount of internet video game playing and daily sleep duration partially mediated the association between the number of worries and the severity of depression. In addition, the mediating effect of the daily amount of internet video game playing was moderated by both the number of mentors and the number of campus social networks. The current findings indicate that the negative impact of worry on depression through internet video game playing can be buffered when students seek to have a number of mentors and campus social networks. Interventions should therefore target individuals who have higher number of worries but seek only a few mentors or campus social networks. Social support via campus mentorship and social networks ameliorate the severity of depression in university students.

  17. Minority Game With Peer Pressure

    OpenAIRE

    Chau, H. F.; Chow, F. K.; Ho, K. H.

    2003-01-01

    To study the interplay between global market choice and local peer pressure, we construct a minority-game-like econophysical model. In this so-called networked minority game model, every selfish player uses both the historical minority choice of the population and the historical choice of one's neighbors in an unbiased manner to make decision. Results of numerical simulation show that the level of cooperation in the networked minority game differs remarkably from the original minority game as...

  18. Regret of Multi-Channel Bandit Game in Cognitive Radio Networks

    Directory of Open Access Journals (Sweden)

    Ma Jun

    2016-01-01

    Full Text Available The problem of how to evaluate the rate of convergence to Nash equilibrium solutions in the process of channel selection under incomplete information is studied. In this paper, the definition of regret is used to reflect the convergence rates of online algorithms. The process of selecting an idle channel for each secondary user is modeled as a multi-channel bandit game. The definition of the maximal averaged regret is given. Two existing online learning algorithms are used to obtain the Nash equilibrium for each SU. The maximal averaged regrets are used to evaluate the performances of online algorithms. When there is a pure strategy Nash equilibrium in the multi-channel bandit game, the maximal averaged regrets are finite. A cooperation mechanism is also needed in the process of calculating the maximal averaged regrets. Simulation results show the maximal averaged regrets are finite and the online algorithm with greater convergence rate has less maximal averaged regrets.

  19. Mechanistically Distinct Pathways of Divergent Regulatory DNA Creation Contribute to Evolution of Human-Specific Genomic Regulatory Networks Driving Phenotypic Divergence of Homo sapiens.

    Science.gov (United States)

    Glinsky, Gennadi V

    2016-09-19

    Thousands of candidate human-specific regulatory sequences (HSRS) have been identified, supporting the hypothesis that unique to human phenotypes result from human-specific alterations of genomic regulatory networks. Collectively, a compendium of multiple diverse families of HSRS that are functionally and structurally divergent from Great Apes could be defined as the backbone of human-specific genomic regulatory networks. Here, the conservation patterns analysis of 18,364 candidate HSRS was carried out requiring that 100% of bases must remap during the alignments of human, chimpanzee, and bonobo sequences. A total of 5,535 candidate HSRS were identified that are: (i) highly conserved in Great Apes; (ii) evolved by the exaptation of highly conserved ancestral DNA; (iii) defined by either the acceleration of mutation rates on the human lineage or the functional divergence from non-human primates. The exaptation of highly conserved ancestral DNA pathway seems mechanistically distinct from the evolution of regulatory DNA segments driven by the species-specific expansion of transposable elements. Genome-wide proximity placement analysis of HSRS revealed that a small fraction of topologically associating domains (TADs) contain more than half of HSRS from four distinct families. TADs that are enriched for HSRS and termed rapidly evolving in humans TADs (revTADs) comprise 0.8-10.3% of 3,127 TADs in the hESC genome. RevTADs manifest distinct correlation patterns between placements of human accelerated regions, human-specific transcription factor-binding sites, and recombination rates. There is a significant enrichment within revTAD boundaries of hESC-enhancers, primate-specific CTCF-binding sites, human-specific RNAPII-binding sites, hCONDELs, and H3K4me3 peaks with human-specific enrichment at TSS in prefrontal cortex neurons (P Homo sapiens is driven by the evolution of human-specific genomic regulatory networks via at least two mechanistically distinct pathways of

  20. Mathematical game theory and applications

    CERN Document Server

    Mazalov, Vladimir

    2014-01-01

    An authoritative and quantitative approach to modern game theory with applications from diverse areas including economics, political science, military science, and finance. Explores areas which are not covered in current game theory texts, including a thorough examination of zero-sum game.Provides introductory material to game theory, including bargaining, parlour games, sport, networking games and dynamic games.Explores Bargaining models, discussing new result such as resource distributions, buyer-seller instructions and reputation in bargaining models.Theoretical results are presented along

  1. A general framework for analysing multiplayer games in networks using territorial interactions as a case study.

    Science.gov (United States)

    Broom, Mark; Rychtář, Jan

    2012-06-07

    Recently, models of evolution have begun to incorporate structured populations, including spatial structure, through the modelling of evolutionary processes on graphs (evolutionary graph theory). One limitation of this otherwise quite general framework is that interactions are restricted to pairwise ones, through the edges connecting pairs of individuals. Yet, many animal interactions can involve many players, and theoretical models also describe such multiplayer interactions. We shall discuss a more general modelling framework of interactions of structured populations with the focus on competition between territorial animals, where each animal or animal group has a "home range" which overlaps with a number of others, and interactions between various group sizes are possible. Depending upon the behaviour concerned we can embed the results of different evolutionary games within our structure, as occurs for pairwise games such as the Prisoner's Dilemma or the Hawk-Dove game on graphs. We discuss some examples together with some important differences between this approach and evolutionary graph theory. Copyright © 2012 Elsevier Ltd. All rights reserved.

  2. Cloning Creationism in Turkey.

    Science.gov (United States)

    Edis, Taner

    1999-01-01

    Defines how political balances and changes in Turkey effect creation-evolution relation. Describes the influences of Bilim Arastirma Vakfi (BAV) on these changes, which are directly targeted to public education, and discusses the content of creationism. Questions why Islamic creationism is a copy of that of the Institute for Creation Research…

  3. Multi-Party Energy Management for Networks of PV-Assisted Charging Stations: A Game Theoretical Approach

    Directory of Open Access Journals (Sweden)

    Nian Liu

    2017-07-01

    Full Text Available Motivated by the development of electric vehicles (EVs, this paper addresses the energy management problem for the PV-assisted charging station (PVCS network. An hour-ahead optimization model for the operation of PVCS is proposed, considering the profit of the PVCS, the local consumption of the photovoltaic (PV energy and the impacts on the grid. Moreover, a two-level feasible charging region (FCR model is built to guarantee the service quality for EVs and learning-based decision-making is designed to assist the optimization of the PVCS in various scenarios. The multi-party energy management problem, including several kinds of energy flows of the PVCS network, is formulated as a non-cooperative game. Then, the strategies of the PVCSs are modeled as the demand response (DR activities to achieve their own optimization goals and a two-level distributed heuristic algorithm is introduced to solve the problem. The simulation results show that the economic profit of the network is increased by 6.34% compared with the common time of use (TOU prices approach. Besides, the percentage of the PV energy in total charging load (PPTCL and load rate are promoted by 28.93% and 0.3125, respectively, which demonstrates the validity and practicability of the proposed method.

  4. Brokerage-based value creation

    DEFF Research Database (Denmark)

    Gretzinger, Susanne; Leick, Birgit

    2017-01-01

    Purpose: Resource-dependence asymmetries and risks arising from network collaboration lead to benefits and challenges. The present paper studies this trade-off, highlighting both the need and the power of moderation and brokerage as appropriate tools for network managers to handle such conflicts...... position of powerful ‘socio-centric stars’ that exercise control over the partaking members and also because there is a lack of awareness on the power base of the heterogeneous members. Value: The role of awareness for network brokers and brokerage opportunities in connection with value co-creation within...

  5. A Game-Theoretic Approach for Opportunistic Spectrum Sharing in Cognitive Radio Networks with Incomplete Information

    Science.gov (United States)

    Tan, Xuesong Jonathan; Li, Liang; Guo, Wei

    One important issue in cognitive transmission is for multiple secondary users to dynamically acquire spare spectrum from the single primary user. The existing spectrum sharing scheme adopts a deterministic Cournot game to formulate this problem, of which the solution is the Nash equilibrium. This formulation is based on two implicit assumptions. First, each secondary user is willing to fully exchange transmission parameters with all others and hence knows their complete information. Second, the unused spectrum of the primary user for spectrum sharing is always larger than the total frequency demand of all secondary users at the Nash equilibrium. However, both assumptions may not be true in general. To remedy this, the present paper considers a more realistic assumption of incomplete information, i.e., each secondary user may choose to conceal their private information for achieving higher transmission benefit. Following this assumption and given that the unused bandwidth of the primary user is large enough, we adopt a probabilistic Cournot game to formulate an opportunistic spectrum sharing scheme for maximizing the total benefit of all secondary users. Bayesian equilibrium is considered as the solution of this game. Moreover, we prove that a secondary user can improve their expected benefit by actively hiding its transmission parameters and increasing their variance. On the other hand, when the unused spectrum of the primary user is smaller than the maximal total frequency demand of all secondary users at the Bayesian equilibrium, we formulate a constrained optimization problem for the primary user to maximize its profit in spectrum sharing and revise the proposed spectrum sharing scheme to solve this problem heuristically. This provides a unified approach to overcome the aforementioned two limitations of the existing spectrum sharing scheme.

  6. GAIA - a generalizable, extensible structure for integrating games, models and social networking to support decision makers

    Science.gov (United States)

    Paxton, L. J.; Schaefer, R. K.; Nix, M.; Fountain, G. H.; Weiss, M.; Swartz, W. H.; Parker, C. L.; MacDonald, L.; Ihde, A. G.; Simpkins, S.; GAIA Team

    2011-12-01

    In this paper we describe the application of a proven methodology for modeling the complex social and economic interactions embodied in real-world decision making to water scarcity and water resources. We have developed a generalizable, extensible facility we call "GAIA" - Global Assimilation of Information for Action - and applied it to different problem sets. We describe the use of the "Green Country Model" and other gaming/simulation tools to address the impacts of climate and climate disruption issues at the intersection of science, economics, policy, and society. There is a long history in the Defense community of using what are known as strategic simulations or "wargames" to model the complex interactions between the environment, people, resources, infrastructure and the economy in a competitive environment. We describe in this paper, work that we have done on understanding how this heritage can be repurposed to help us explore how the complex interplay between climate disruption and our socio/political and economic structures will affect our future. Our focus here is on a fundamental and growing issue - water and water availability. We consider water and the role of "virtual water" in the system. Various "actors" are included in the simulations. While these simulations cannot definitively predict what will happen, they do illuminate non-linear feedbacks between, for example, treaty agreement, the environment, the economy, and the government. These simulations can be focused on the global, regional, or local environment. We note that these simulations are not "zero sum" games - there need not be a winner and a loser. They are, however, competitive influence games: they represent the tools that a nation, state, faction or group has at its disposal to influence policy (diplomacy), finances, industry (economy), infrastructure, information, etc to achieve their particular goals. As in the real world the problem is competitive - not everyone shares the same

  7. Gamification and serious games for personalized health.

    Science.gov (United States)

    McCallum, Simon

    2012-01-01

    Computer games are no longer just a trivial activity played by children in arcades. Social networking and casual gaming have broadened the market for, and acceptance of, games. This has coincided with a realization of their power to engage and motivate players. Good computer games are excellent examples of modern educational theory [1]. The military, health providers, governments, and educators, all use computer games. This paper focuses on Games for Health, discussing the range of areas and approaches to developing these games. We extend a taxonomy for Games for Health, describe a case study on games for dementia sufferers, and finally, present some challenges and research opportunities in this area.

  8. Internet gaming addiction: current perspectives

    Science.gov (United States)

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual’s context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  9. Internet gaming addiction: current perspectives.

    Science.gov (United States)

    Kuss, Daria J

    2013-01-01

    In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive for public health care and insurance providers. The holistic approach adopted here not only highlights empirical research that

  10. Spiel als paradoxes rauschendes Netzwerk Play and Games as a Paradoxical, Glittering Network

    Directory of Open Access Journals (Sweden)

    Leena Petersen

    2003-03-01

    Full Text Available Natascha Adamowskys Arbeit basiert auf gegenwärtigen Medientheorien. Der Begriff des Spiels wird auf die in den letzten Jahren neuentstandenen „medialen Festbühnen“ — Performance, Techno, elektronische Massenmedien — angewendet, um so neue virtuelle und digitale Medien erklären zu können. Neben der Analyse von Festen, dem Vergnügungspark und Computerspielen werden auch Phänomene wie die Loveparade und Cyberspace in ihre Überlegungen einbezogen. Die Arbeit wurde mit dem Sonderpreis der Löwenclub-Stiftung für die beste Forschungsarbeit zum Thema Freizeit und Spiel ausgezeichnet.Natascha Adamowsky’s work is rooted in contemporary media theory. The term “play” has been applied to the recently emerging media events like performance art, techno music, and to new electronic media as a way of talking about new virtual and digital media. Adamowsky examines parties, amusement parks, and computer games as well as phenomena like the annual Love Parade in Berlin or the realm of cyber space. Adamowsky was awarded the Löwenclub Foundation’s special prize for best research in the area of games and recreation.

  11. The Stag Hunt Game: An Example of an Excel-Based Probabilistic Game

    Science.gov (United States)

    Bridge, Dave

    2016-01-01

    With so many role-playing simulations already in the political science education literature, the recent repeated calls for new games is both timely and appropriate. This article answers and extends those calls by advocating the creation of probabilistic games using Microsoft Excel. I introduce the example of the Stag Hunt Game--a short, effective,…

  12. Supermodular Games and Potential Games

    OpenAIRE

    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 two-person Cournot games.

  13. Challenges, Frustrations and Triumphs of Remixing an Open Source Game Engine for Educational Purposes

    Science.gov (United States)

    Stowell, Timothy; Shelton, Brett E.

    2008-01-01

    The use, reuse, and remixing of commercial games has influenced the field of educational gaming. Part of this influence is felt though a number of popular game engines whose code has been released for the creation of games by other groups. This paper follows one group's progress of using the open-source and highly successful commercial game engine…

  14. Local Voltage Control in Distribution Networks: A Game-Theoretic Perspective: Preprint

    Energy Technology Data Exchange (ETDEWEB)

    Zhou, Xinyang; Tian, Jie; Chen, Lijun; Dall' Anese, Emiliano

    2016-09-01

    Inverter-based voltage regulation is gaining importance to alleviate emerging reliability and power-quality concerns related to distribution systems with high penetration of photovoltaic (PV) systems. This paper seeks contribution in the domain of reactive power compensation by establishing stability of local Volt/VAr controllers. In lieu of the approximate linear surrogate used in the existing work, the paper establishes existence and uniqueness of an equilibrium point using nonlinear AC power flow model. Key to this end is to consider a nonlinear dynamical system with non-incremental local Volt/VAr control, cast the Volt/VAr dynamics as a game, and leverage the fixed-point theorem as well as pertinent contraction mapping argument. Numerical examples are provided to complement the analytical results.

  15. Intrusion detection in Mobile Ad-hoc Networks: Bayesian game formulation

    Directory of Open Access Journals (Sweden)

    Basant Subba

    2016-06-01

    Full Text Available Present Intrusion Detection Systems (IDSs for MANETs require continuous monitoring which leads to rapid depletion of a node's battery life. To address this issue, we propose a new IDS scheme comprising a novel cluster leader election process and a hybrid IDS. The cluster leader election process uses the Vickrey–Clarke–Groves mechanism to elect the cluster leader which provides the intrusion detection service. The hybrid IDS comprises a threshold based lightweight module and a powerful anomaly based heavyweight module. Initially, only the lightweight module is activated. The decision to activate the heavyweight module is taken by modeling the intrusion detection process as an incomplete information non-cooperative game between the elected leader node and the potential malicious node. Simulation results show that the proposed scheme significantly reduces the IDS traffic and overall power consumption in addition to maintaining a high detection rate and accuracy.

  16. Traffic Offloading in Unlicensed Spectrum for 5G Cellular Network: A Two-Layer Game Approach

    Directory of Open Access Journals (Sweden)

    Yan Li

    2018-01-01

    Full Text Available Licensed Assisted Access (LAA is considered one of the latest groundbreaking innovations to provide high performance in future 5G. Coexistence schemes such as Listen Before Talk (LBT and Carrier Sensing and Adaptive Transmission (CSAT have been proven to be good methods to share spectrums, and they are WiFi friendly. In this paper, a modified LBT-based CSAT scheme is proposed which can effectively reduce the collision at the moment when Long Term Evolution (LTE starts to transmit data in CSAT mode. To make full use of the valuable spectrum resources, the throughput of both LAA and WiFi systems should be improved. Thus, a two-layer Coalition-Auction Game-based Transaction (CAGT mechanism is proposed in this paper to optimize the performance of the two systems. In the first layer, a coalition among Access Points (APs is built to balance the WiFi stations and maximize the WiFi throughput. The main idea of the devised coalition forming is to merge the light-loaded APs with heavy-loaded APs into a coalition; consequently, the data of the overloaded APs can be offloaded to the light-loaded APs. Next, an auction game between the LAA and WiFi systems is used to gain a win–win strategy, in which, LAA Base Station (BS is the auctioneer and AP coalitions are bidders. Thus, the throughput of both systems are improved. Simulation results demonstrate that the proposed scheme in this paper can improve the performance of both two systems effectively.

  17. Positive and negative effects of social impact on evolutionary vaccination game in networks

    Science.gov (United States)

    Ichinose, Genki; Kurisaku, Takehiro

    2017-02-01

    Preventing infectious disease like flu from spreading to large communities is one of the most important issues for humans. One effective strategy is voluntary vaccination, however, there is always the temptation for people refusing to be vaccinated because once herd immunity is achieved, infection risk is greatly reduced. In this paper, we study the effect of social impact on the vaccination behavior resulting in preventing infectious disease in networks. The evolutionary simulation results show that the social impact has both positive and negative effects on the vaccination behavior. Especially, in heterogeneous networks, if the vaccination cost is low the behavior is more promoted than the case without social impact. In contrast, if the cost is high, the behavior is reduced compared to the case without social impact. Moreover, the vaccination behavior is effective in heterogeneous networks more than in homogeneous networks. This implies that the social impact puts people at risk in homogeneous networks. We also evaluate the results from the social cost related to the vaccination policy.

  18. Games for Health 2005

    National Research Council Canada - National Science Library

    Sawyer, Benjamin G

    2005-01-01

    Using the conference convening resources of the Games for Health Project, operated by Digital Mill, we worked to further advance TATRC goals and current efforts by helping TATRC network and exchange...

  19. Altered default network resting-state functional connectivity in adolescents with Internet gaming addiction.

    Science.gov (United States)

    Ding, Wei-na; Sun, Jin-hua; Sun, Ya-wen; Zhou, Yan; Li, Lei; Xu, Jian-rong; Du, Ya-song

    2013-01-01

    Excessive use of the Internet has been linked to a variety of negative psychosocial consequences. This study used resting-state functional magnetic resonance imaging (fMRI) to investigate whether functional connectivity is altered in adolescents with Internet gaming addiction (IGA). Seventeen adolescents with IGA and 24 normal control adolescents underwent a 7.3 minute resting-state fMRI scan. Posterior cingulate cortex (PCC) connectivity was determined in all subjects by investigating synchronized low-frequency fMRI signal fluctuations using a temporal correlation method. To assess the relationship between IGA symptom severity and PCC connectivity, contrast images representing areas correlated with PCC connectivity were correlated with the scores of the 17 subjects with IGA on the Chen Internet Addiction Scale (CIAS) and Barratt Impulsiveness Scale-11 (BIS-11) and their hours of Internet use per week. There were no significant differences in the distributions of the age, gender, and years of education between the two groups. The subjects with IGA showed longer Internet use per week (hours) (paddiction, they support the hypothesis that IGA as a behavioral addiction that may share similar neurobiological abnormalities with other addictive disorders.

  20. 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

  1. Disease dynamics in a stochastic network game: a little empathy goes a long way in averting outbreaks

    KAUST Repository

    Eksin, Ceyhun

    2017-03-14

    Individuals change their behavior during an epidemic in response to whether they and/or those they interact with are healthy or sick. Healthy individuals may utilize protective measures to avoid contracting a disease. Sick individuals may utilize preemptive measures to avoid spreading a disease. Yet, in practice both protective and preemptive changes in behavior come with costs. This paper proposes a stochastic network disease game model that captures the self-interests of individuals during the spread of a susceptible-infected-susceptible disease. In this model, individuals strategically modify their behavior based on current disease conditions. These reactions influence disease spread. We show that there is a critical level of concern, i.e., empathy, by the sick individuals above which disease is eradicated rapidly. Furthermore, we find that risk averse behavior by the healthy individuals cannot eradicate the disease without the preemptive measures of the sick individuals. Empathy is more effective than risk-aversion because when infectious individuals change behavior, they reduce all of their potential infections, whereas when healthy individuals change behavior, they reduce only a small portion of potential infections. This imbalance in the role played by the response of the infected versus the susceptible individuals on disease eradication affords critical policy insights.

  2. Access Point Backhaul Resource Aggregation as a Many-to-One Matching Game in Wireless Local Area Networks

    Directory of Open Access Journals (Sweden)

    Kawther Hassine

    2017-01-01

    Full Text Available This paper studies backhaul bandwidth aggregation in the context of a wireless local area network composed of two different types of access points: those with spare backhaul capacity (which we term providers and those in shortage of it (beneficiaries; the aim is to transfer excess capacity from providers to beneficiaries. We model the system as a matching game with many-to-one setting wherein several providers can be matched to one beneficiary and adopt the so-called deferred acceptance algorithm to reach an optimal and stable solution. We consider two flavors, when the beneficiaries are limited in their resource demands and when they are not, and two scenarios, when resources are abundant and when they are scarce. Our results show that the many-to-one setting outperforms the one-to-one case in terms of overall throughput gain, resource usage, and individual beneficiaries satisfaction by up to 50%, whether resources are scarce or abundant. As of the limited versus nonlimited case, the former ensures more fair sharing of spectral resources and higher satisfaction percentage between beneficiaries.

  3. A Strategic Bargaining Game for a Spectrum Sharing Scheme in Cognitive Radio-Based Heterogeneous Wireless Sensor Networks.

    Science.gov (United States)

    Mao, Yuxing; Cheng, Tao; Zhao, Huiyuan; Shen, Na

    2017-11-27

    In Wireless Sensor Networks (WSNs), unlicensed users, that is, sensor nodes, have excessively exploited the unlicensed radio spectrum. Through Cognitive Radio (CR), licensed radio spectra, which are owned by licensed users, can be partly or entirely shared with unlicensed users. This paper proposes a strategic bargaining spectrum-sharing scheme, considering a CR-based heterogeneous WSN (HWSN). The sensors of HWSNs are discrepant and exist in different wireless environments, which leads to various signal-to-noise ratios (SNRs) for the same or different licensed users. Unlicensed users bargain with licensed users regarding the spectrum price. In each round of bargaining, licensed users are allowed to adaptively adjust their spectrum price to the best for maximizing their profits. . Then, each unlicensed user makes their best response and informs licensed users of "bargaining" and "warning". Through finite rounds of bargaining, this scheme can obtain a Nash bargaining solution (NBS), which makes all licensed and unlicensed users reach an agreement. The simulation results demonstrate that the proposed scheme can quickly find a NBS and all players in the game prefer to be honest. The proposed scheme outperforms existing schemes, within a certain range, in terms of fairness and trade success probability.

  4. Altered default network resting-state functional connectivity in adolescents with Internet gaming addiction.

    Directory of Open Access Journals (Sweden)

    Wei-na Ding

    Full Text Available PURPOSE: Excessive use of the Internet has been linked to a variety of negative psychosocial consequences. This study used resting-state functional magnetic resonance imaging (fMRI to investigate whether functional connectivity is altered in adolescents with Internet gaming addiction (IGA. METHODS: Seventeen adolescents with IGA and 24 normal control adolescents underwent a 7.3 minute resting-state fMRI scan. Posterior cingulate cortex (PCC connectivity was determined in all subjects by investigating synchronized low-frequency fMRI signal fluctuations using a temporal correlation method. To assess the relationship between IGA symptom severity and PCC connectivity, contrast images representing areas correlated with PCC connectivity were correlated with the scores of the 17 subjects with IGA on the Chen Internet Addiction Scale (CIAS and Barratt Impulsiveness Scale-11 (BIS-11 and their hours of Internet use per week. RESULTS: There were no significant differences in the distributions of the age, gender, and years of education between the two groups. The subjects with IGA showed longer Internet use per week (hours (p<0.0001 and higher CIAS (p<0.0001 and BIS-11 (p = 0.01 scores than the controls. Compared with the control group, subjects with IGA exhibited increased functional connectivity in the bilateral cerebellum posterior lobe and middle temporal gyrus. The bilateral inferior parietal lobule and right inferior temporal gyrus exhibited decreased connectivity. Connectivity with the PCC was positively correlated with CIAS scores in the right precuneus, posterior cingulate gyrus, thalamus, caudate, nucleus accumbens, supplementary motor area, and lingual gyrus. It was negatively correlated with the right cerebellum anterior lobe and left superior parietal lobule. CONCLUSION: Our results suggest that adolescents with IGA exhibit different resting-state patterns of brain activity. As these alterations are partially consistent with those in patients

  5. Poster abstract: A decentralized routing scheme based on a zero-sum game to optimize energy in solar powered sensor networks

    KAUST Repository

    Dehwah, Ahmad H.

    2014-04-01

    This poster is aimed at solving the problem of maximizing the energy margin of a solar-powered sensor network at a fixed time horizon, to maximize the network performance during an event to monitor. Using a game theoretic approach, the optimal routing maximizing the energy margin of the network at a given time under solar power forcing can be computed in a decentralized way and solved exactly through dynamic programming with a low overall complexity. We also show that this decentralized algorithm is simple enough to be implemented on practical sensor nodes. Such an algorithm would be very useful whenever the energy margin of a solar-powered sensor network has to be maximized at a specific time. © 2014 IEEE.

  6. Creationism in Europe

    DEFF Research Database (Denmark)

    For decades, the creationist movement was primarily situated in the United States. Then, in the 1970s, American creationists found their ideas welcomed abroad, first in Australia and New Zealand, then in Korea, India, South Africa, Brazil, and elsewhere—including Europe, where creationism plays...... an expanding role in public debates about science policy and school curricula. In this, the first comprehensive history of creationism in Europe, leading historians, philosophers, and scientists narrate the rise of—and response to—scientific creationism, creation science, intelligent design, and organized...... antievolutionism in countries and religions throughout Europe. Providing a unique map of creationism in Europe, the authors chart the surprising history of creationist activities and strategies there. Over the past forty years, creationism has spread swiftly among European Catholics, Protestants, Jews, Hindus...

  7. DJ Game - Exploring New Interactions in Mobile Music Games

    OpenAIRE

    Melander, Max Elias

    2017-01-01

    This thesis explores the possibility of creating new interactions in mobile music games. It begins with the creation of a research goal and research questions. These questions were aimed at the discovery of how a game implementing these interactions might affect user perception of both music and gameplay elements. By conducting a thorough prestudy, it was found that there might be some new ground to break when it comes to simplification of complex actions on small touch screens. And on the ga...

  8. Noisy mean field game model for malware propagation in opportunistic networks

    KAUST Repository

    Tembine, Hamidou

    2012-01-01

    In this paper we present analytical mean field techniques that can be used to better understand the behavior of malware propagation in opportunistic large networks. We develop a modeling methodology based on stochastic mean field optimal control that is able to capture many aspects of the problem, especially the impact of the control and heterogeneity of the system on the spreading characteristics of malware. The stochastic large process characterizing the evolution of the total number of infected nodes is examined with a noisy mean field limit and compared to a deterministic one. The stochastic nature of the wireless environment make stochastic approaches more realistic for such types of networks. By introducing control strategies, we show that the fraction of infected nodes can be maintained below some threshold. In contrast to most of the existing results on mean field propagation models which focus on deterministic equations, we show that the mean field limit is stochastic if the second moment of the number of object transitions per time slot is unbounded with the size of the system. This allows us to compare one path of the fraction of infected nodes with the stochastic trajectory of its mean field limit. In order to take into account the heterogeneity of opportunistic networks, the analysis is extended to multiple types of nodes. Our numerical results show that the heterogeneity can help to stabilize the system. We verify the results through simulation showing how to obtain useful approximations in the case of very large systems. © 2012 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering.

  9. 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

  10. Design of cyber security awareness game utilizing a social media framework

    CSIR Research Space (South Africa)

    Labuschagne, WA

    2011-08-01

    Full Text Available technology and implementing strategies to secure the network. Social networking sites have numerous successful games for example Farmville, Mafia Wars, Farm Town and Petville. The success of these games could attribute to the design of future games...

  11. Game on!

    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

  12. Playful Gaming.

    Science.gov (United States)

    Makedon, Alexander

    A philosophical analysis of play and games is undertaken in this paper. Playful gaming, which is shown to be a synthesis of play and games, is utilized as a category for undertaking the examination of play and games. The significance of playful gaming to education is demonstrated through analyses of Plato's, Dewey's, Sartre's, and Marcuse's…

  13. Accommodating a Game Engine for Community Adoption

    OpenAIRE

    Stien, Joakim N.; Stensby, Sverre B.

    2015-01-01

    Thesis on improving and expanding a game engine, to make it a better alternative for game development. We have added particles, network capabilities, normal and specular maps. We have improved the implementation of the audio, the shadow generaton, and API.

  14. Declarative terrain modeling for military training games

    NARCIS (Netherlands)

    Smelik, R.M.; Tutenel, T.; Kraker, J.K.. de; Bidarra, R.

    2010-01-01

    Military training instructors increasingly often employ computer games to train soldiers in all sorts of skills and tactics. One of the difficulties instructors face when using games as a training tool is the creation of suitable content, including scenarios, entities, and corresponding terrain

  15. Educational game models: conceptualization and evaluation ...

    African Journals Online (AJOL)

    South African Journal of Higher Education ... The relationship between educational theories, game design and game development are used to develop models for the creation of complex learning environments. ... These models were developed to better understand the relationships between story, play and learning.

  16. Reconciling Evolution and Creation.

    Science.gov (United States)

    Tax, Sol

    1983-01-01

    Proposes a way to reconcile evolution with creationism by hypothesizing that the universe was created when the scientific evidence shows, speculating that this was when God began the series of creations described in Genesis, and assuming that God gave humans intelligence to uncover the methods by which he ordained scientific evolution. (Author/MJL)

  17. Co-Creation

    DEFF Research Database (Denmark)

    Degnegaard, Rex

    2012-01-01

    Co-creation as a concept has won terrain over the past 10 years. In practice as well as in literature, co-creation is climbing the agenda in relation to contemporary opportunities and challenges within management, organization development, and change initiatives. However, there Is very little...

  18. Co-Creation

    DEFF Research Database (Denmark)

    Degnegaard, Rex

    Co-creation as a concept has won terrain over the past 10 years. In practice as well as in literature, co-creation is climbing the agenda in relation to contemporary opportunities and challenges within management, organization development, and change initiatives. However, there Is very little...

  19. 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

  20. 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

  1. 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

  2. Internet gaming addiction: current perspectives

    Directory of Open Access Journals (Sweden)

    Kuss DJ

    2013-11-01

    Full Text Available Daria J KussPsychology Research and Behavior Management, Birmingham City University, Birmingham, UKAbstract: In the 2000s, online games became popular, while studies of Internet gaming addiction emerged, outlining the negative consequences of excessive gaming, its prevalence, and associated risk factors. The establishment of specialized treatment centers in South-East Asia, the US, and Europe reflects the growing need for professional help. It is argued that only by understanding the appeal of Internet gaming, its context, and neurobiologic correlates can the phenomenon of Internet gaming addiction be understood comprehensively. The aim of this review is to provide an insight into current perspectives on Internet gaming addiction using a holistic approach, taking into consideration the mass appeal of online games, the context of Internet gaming addiction, and associated neuroimaging findings, as well as the current diagnostic framework adopted by the American Psychiatric Association. The cited research indicates that the individual's context is a significant factor that marks the dividing line between excessive gaming and gaming addiction, and the game context can gain particular importance for players, depending on their life situation and gaming preferences. Moreover, the cultural context is significant because it embeds the gamer in a community with shared beliefs and practices, endowing their gaming with particular meaning. The cited neuroimaging studies indicate that Internet gaming addiction shares similarities with other addictions, including substance dependence, at the molecular, neurocircuitry, and behavioral levels. The findings provide support for the current perspective of understanding Internet gaming addiction from a disease framework. The benefits of an Internet gaming addiction diagnosis include reliability across research, destigmatization of individuals, development of efficacious treatments, and the creation of an incentive

  3. The Game /

    OpenAIRE

    Selimoğlu, Can; Selimoglu, Can

    2006-01-01

    Video games are multimedia products. A multimedia product primarily functions as a communication medium. To transmit preloaded messages to the users is a multimedia product's highest priority mission regardless of the content,. Entertainment aspect is more important in video games compared to other types of multimedia products and interactivity in video games is not simply navigating through the content. That is because video games have game dynamics. A person playing a video game attends mor...

  4. Brand Scouting: Co-Creation of Value in the Football Manager Community

    National Research Council Canada - National Science Library

    Alexandros Skandalis; John Byrom; Emma Banister

    2015-01-01

    .... Our study is based on a netnographic exploration of the Football Manager (FM) game community. We introduce the concept of brand scouting and describe how it extends and goes beyond current theorizations of value co-creation.

  5. Taking Design Games Seriously

    DEFF Research Database (Denmark)

    Eriksen, Mette Agger; Brandt, Eva; Mattelmäki, Tuuli

    2014-01-01

    Using design games at Participatory Design (PD) events is well acknowledged as a fruitful way of staging participation. As PD researchers, we have many such experiences, and we have argued that design games connect participants and promote equalizing power relations. However, in this paper, we...... will (self) critically re-connect and reflect on how people (humans) and materials (non-humans) continually participate and intertwine in various power relations in design game situations. The analysis is of detailed situated actions with one of our recent games, UrbanTransition. Core concepts mainly from...... Bruno Latour’s work on Actor-Network-Theory are applied. The aim is to take design games seriously by e.g. exploring how assemblages of humans and non-humans are intertwined in tacitly-but-tactically staging participation, and opening up for or hindering negotiations and decision-making, thus starting...

  6. Playing and gaming

    DEFF Research Database (Denmark)

    Karoff, Helle Skovbjerg; Ejsing-Duun, Stine; Hanghøj, Thorkild

    2013-01-01

    The paper develops an approach of playing and gaming activities through the perspective of both activities as mood activities . The point of departure is that a game - is a tool with which we, through our practices, achieve different moods. This based on an empirical study of children's everyday...... lives, where the differences emerge through actual practices, i.e. through the creation of meaning in the specific situations. The overall argument is that it is not that important whether it is a playing or a gaming activity - it is however crucial to be aware of how moods occur and what their optimal...... conditions are. Following Lave and Wenger (1991), participation in particular is essential. Learning this, the community of practice becomes crucial for learning the meanings of different moods as they emerge through because it is through the shared practices it becomes possible. This perspective has two...

  7. Video Games and Education: Designing Learning Systems for an Interactive Age

    Science.gov (United States)

    Squire, Kurt D.

    2008-01-01

    Recently, attention has been paid to computer and video games as a medium for learning. This article provides a way of conceptualizing them as possibility spaces for learning. It provides an overview of two research programs: (1) an after-school program using commercial games to develop deep expertise in game play and game creation, and (2) an…

  8. Creationism in Europe

    DEFF Research Database (Denmark)

    For decades, the creationist movement was primarily situated in the United States. Then, in the 1970s, American creationists found their ideas welcomed abroad, first in Australia and New Zealand, then in Korea, India, South Africa, Brazil, and elsewhere—including Europe, where creationism plays...... the teaching of creationism as a scientific discipline on an equal footing with the theory of evolution." Creationism in Europe offers a discerning introduction to the cultural history of modern Europe, the variety of worldviews in Europe, and the interplay of science and religion in a global context...

  9. Empirical research on complex networks modeling of combat SoS based on data from real war-game, Part I: Statistical characteristics

    Science.gov (United States)

    Chen, Lei; Kou, Yingxin; Li, Zhanwu; Xu, An; Wu, Cheng

    2018-01-01

    We build a complex networks model of combat System-of-Systems (SoS) based on empirical data from a real war-game, this model is a combination of command & control (C2) subnetwork, sensors subnetwork, influencers subnetwork and logistical support subnetwork, each subnetwork has idiographic components and statistical characteristics. The C2 subnetwork is the core of whole combat SoS, it has a hierarchical structure with no modularity, of which robustness is strong enough to maintain normal operation after any two nodes is destroyed; the sensors subnetwork and influencers subnetwork are like sense organ and limbs of whole combat SoS, they are both flat modular networks of which degree distribution obey GEV distribution and power-law distribution respectively. The communication network is the combination of all subnetworks, it is an assortative Small-World network with core-periphery structure, the Intelligence & Communication Stations/Command Center integrated with C2 nodes in the first three level act as the hub nodes in communication network, and all the fourth-level C2 nodes, sensors, influencers and logistical support nodes have communication capability, they act as the periphery nodes in communication network, its degree distribution obeys exponential distribution in the beginning, Gaussian distribution in the middle, and power-law distribution in the end, and its path length obeys GEV distribution. The betweenness centrality distribution, closeness centrality distribution and eigenvector centrality are also been analyzed to measure the vulnerability of nodes.

  10. A Multi-User Game-Theoretical Multipath Routing Protocol to Send Video-Warning Messages over Mobile Ad Hoc Networks

    Directory of Open Access Journals (Sweden)

    Ahmad Mohamad Mezher

    2015-04-01

    Full Text Available The prevention of accidents is one of the most important goals of ad hoc networks in smart cities. When an accident happens, dynamic sensors (e.g., citizens with smart phones or tablets, smart vehicles and buses, etc. could shoot a video clip of the accident and send it through the ad hoc network. With a video message, the level of seriousness of the accident could be much better evaluated by the authorities (e.g., health care units, police and ambulance drivers rather than with just a simple text message. Besides, other citizens would be rapidly aware of the incident. In this way, smart dynamic sensors could participate in reporting a situation in the city using the ad hoc network so it would be possible to have a quick reaction warning citizens and emergency units. The deployment of an efficient routing protocol to manage video-warning messages in mobile Ad hoc Networks (MANETs has important benefits by allowing a fast warning of the incident, which potentially can save lives. To contribute with this goal, we propose a multipath routing protocol to provide video-warning messages in MANETs using a novel game-theoretical approach. As a base for our work, we start from our previous work, where a 2-players game-theoretical routing protocol was proposed to provide video-streaming services over MANETs. In this article, we further generalize the analysis made for a general number of N players in the MANET. Simulations have been carried out to show the benefits of our proposal, taking into account the mobility of the nodes and the presence of interfering traffic. Finally, we also have tested our approach in a vehicular ad hoc network as an incipient start point to develop a novel proposal specifically designed for VANETs.

  11. A Multi-User Game-Theoretical Multipath Routing Protocol to Send Video-Warning Messages over Mobile Ad Hoc Networks

    Science.gov (United States)

    Mezher, Ahmad Mohamad; Igartua, Mónica Aguilar; de la Cruz Llopis, Luis J.; Segarra, Esteve Pallarès; Tripp-Barba, Carolina; Urquiza-Aguiar, Luis; Forné, Jordi; Gargallo, Emilio Sanvicente

    2015-01-01

    The prevention of accidents is one of the most important goals of ad hoc networks in smart cities. When an accident happens, dynamic sensors (e.g., citizens with smart phones or tablets, smart vehicles and buses, etc.) could shoot a video clip of the accident and send it through the ad hoc network. With a video message, the level of seriousness of the accident could be much better evaluated by the authorities (e.g., health care units, police and ambulance drivers) rather than with just a simple text message. Besides, other citizens would be rapidly aware of the incident. In this way, smart dynamic sensors could participate in reporting a situation in the city using the ad hoc network so it would be possible to have a quick reaction warning citizens and emergency units. The deployment of an efficient routing protocol to manage video-warning messages in mobile Ad hoc Networks (MANETs) has important benefits by allowing a fast warning of the incident, which potentially can save lives. To contribute with this goal, we propose a multipath routing protocol to provide video-warning messages in MANETs using a novel game-theoretical approach. As a base for our work, we start from our previous work, where a 2-players game-theoretical routing protocol was proposed to provide video-streaming services over MANETs. In this article, we further generalize the analysis made for a general number of N players in the MANET. Simulations have been carried out to show the benefits of our proposal, taking into account the mobility of the nodes and the presence of interfering traffic.Finally, we also have tested our approach in a vehicular ad hoc network as an incipient start point to develop a novel proposal specifically designed for VANETs. PMID:25897496

  12. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Directory of Open Access Journals (Sweden)

    Zhihan Lv

    Full Text Available The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  13. Game on, science - how video game technology may help biologists tackle visualization challenges.

    Science.gov (United States)

    Lv, Zhihan; Tek, Alex; Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/.

  14. Game On, Science - How Video Game Technology May Help Biologists Tackle Visualization Challenges

    Science.gov (United States)

    Da Silva, Franck; Empereur-mot, Charly; Chavent, Matthieu; Baaden, Marc

    2013-01-01

    The video games industry develops ever more advanced technologies to improve rendering, image quality, ergonomics and user experience of their creations providing very simple to use tools to design new games. In the molecular sciences, only a small number of experts with specialized know-how are able to design interactive visualization applications, typically static computer programs that cannot easily be modified. Are there lessons to be learned from video games? Could their technology help us explore new molecular graphics ideas and render graphics developments accessible to non-specialists? This approach points to an extension of open computer programs, not only providing access to the source code, but also delivering an easily modifiable and extensible scientific research tool. In this work, we will explore these questions using the Unity3D game engine to develop and prototype a biological network and molecular visualization application for subsequent use in research or education. We have compared several routines to represent spheres and links between them, using either built-in Unity3D features or our own implementation. These developments resulted in a stand-alone viewer capable of displaying molecular structures, surfaces, animated electrostatic field lines and biological networks with powerful, artistic and illustrative rendering methods. We consider this work as a proof of principle demonstrating that the functionalities of classical viewers and more advanced novel features could be implemented in substantially less time and with less development effort. Our prototype is easily modifiable and extensible and may serve others as starting point and platform for their developments. A webserver example, standalone versions for MacOS X, Linux and Windows, source code, screen shots, videos and documentation are available at the address: http://unitymol.sourceforge.net/. PMID:23483961

  15. 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 ...

  16. Creationism in Europe

    DEFF Research Database (Denmark)

    Hjermitslev, Hans Henrik; Kjærgaard, Peter C.; Blancke, Stefaan

    2013-01-01

    The purpose of our article is threefold. First, we present and discuss the extant literature on creationism in Europe (the “facts”). Within this section, we offer a review of the literature as well as an overview of the most remarkable developments and events recorded therein. Second, we indicate...... a sustained study of European creationism can contribute to other research domains such as the study of cultural evolution and the relation between science and religion....

  17. Game Theory

    DEFF Research Database (Denmark)

    Game Theory is a collection of short interviews based on 5 questions presented to some of the most influential and prominent scholars in game theory. We hear their views on game theory, its aim, scope, use, the future direction of game theory and how their work fits in these respects....

  18. Stackelberg Game Based Power Allocation for Physical Layer Security of Device-to-device Communication Underlaying Cellular Networks

    Science.gov (United States)

    Qu, Junyue; Cai, Yueming; Wu, Dan; Chen, Hualiang

    2014-05-01

    The problem of power allocation for device-to-device (D2D) underlay communication to improve physical layer security is addressed. Specifically, to improve the secure communication of the cellular users, we introduce a Stackelberg game for allocating the power of the D2D link under a total power constraint and a rate constraint at the D2D pair. In the introduced Stackelberg game the D2D pair works as a seller and the cellular UEs work as buyers. Firstly, because the interference signals from D2D pair are unknown to both the legitimate receiver and the illegitimate eavesdropper, it is possible that a cellular UE decline to participate in the introduced Stackelberg game. So the condition under which a legitimate user will participate in the introduced Stackelberg game is discussed. Then, based on the Stackelberg game, we propose a semi-distributed power allocation algorithm, which is proved to conclude after finite-time iterations. In the end, some simulations are presented to verify the performance improvement in the physical layer security of cellular UEs using the proposed power allocation algorithm. We can determine that with the proposed algorithm, while the D2D pair's communication demand is met, the physical layer security of cellular UEs can be improved.

  19. Co-Creation in Distributed Value Creation Systems and Networks

    DEFF Research Database (Denmark)

    Bang, Anne Louise; Christensen, Poul Rind

    Design and management are characterized by intangible processes. A common perspective dominates both fields, since it most often is implicitly assumed that they take place inside well defined organizational boundaries. In this paper, we assume that design as well as management takes place in open...

  20. ZBrush Character Creation Advanced Digital Sculpting

    CERN Document Server

    Spencer, Scott

    2011-01-01

    A stunning, content-rich update to this top-selling ZBrush guide! This second edition of ZBrush Character Creation has been fully updated for ZBrush 4, the newest version of this fascinating and popular 3D sculpting software. ZBrush enables users to create detailed organic models using a brush-based toolset and tablet. The startling results look as though they've been painted with real brushes and oils, and ZBrush is increasingly popular for use in film, game, and broadcast pipelines. Author Scott Spencer is embedded in the ZBrush community and his movie credits include Harry Potter and The Or

  1. Security-Oriented and Load-Balancing Wireless Data Routing Game in the Integration of Advanced Metering Infrastructure Network in Smart Grid

    Energy Technology Data Exchange (ETDEWEB)

    He, Fulin; Cao, Yang; Zhang, Jun Jason; Wei, Jiaolong; Zhang, Yingchen; Muljadi, Eduard; Gao, Wenzhong

    2016-11-21

    Ensuring flexible and reliable data routing is indispensable for the integration of Advanced Metering Infrastructure (AMI) networks, we propose a secure-oriented and load-balancing wireless data routing scheme. A novel utility function is designed based on security routing scheme. Then, we model the interactive security-oriented routing strategy among meter data concentrators or smart grid meters as a mixed-strategy network formation game. Finally, such problem results in a stable probabilistic routing scheme with proposed distributed learning algorithm. One contributions is that we studied that different types of applications affect the routing selection strategy and the strategy tendency. Another contributions is that the chosen strategy of our mixed routing can adaptively to converge to a new mixed strategy Nash equilibrium (MSNE) during the learning process in the smart grid.

  2. 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...

  3. The Self-Reflexive Tabletop Role-Playing Game

    Directory of Open Access Journals (Sweden)

    Evan Torner

    2016-11-01

    Full Text Available Tabletop role-playing games combine performance, procedures, and improvisation to both tell stories and reflect on the nature of storytelling. This article discusses the three games 1,001 Nights by Meguey Baker, What Is a Role-Playing Game? by Epidiah Ravachol, and World Wide Wrestling by Nathan D. Paoletta in terms of how their procedures of play and framing devices comment on the tabletop role-playing game medium. Taken together, these three games on games demonstrate the inherent tensions of player motivation, collective fiction creation, and selling a performance to one’s fellow players, and how RPG theory helps us to understand them.

  4. Information Retrieval or Information Morass? Implications of Library Automation and Computing Networks in Central and Eastern Europe for the Creation of a Global Information Infrastructure.

    Science.gov (United States)

    Borgman, Christine L.

    1995-01-01

    Discussion of the Global Information Infrastructure (GII) focuses on a longitudinal study conducted in Central and Eastern Europe that investigated two issues: (1) the relationship between computing networks and library automation in establishing a national information infrastructure, and (2) requirements for library automation for exchanging…

  5. Temporal difference learning for the game Tic-Tac-Toe 3D: Applying structure to neural networks

    NARCIS (Netherlands)

    Van De Steeg, Michiel; Drugan, Madalina M.; Wiering, Marco

    2016-01-01

    When reinforcement learning is applied to large state spaces, such as those occurring in playing board games, the use of a good function approximator to learn to approximate the value function is very important. In previous research, multi-layer perceptrons have often been quite successfully used as

  6. Creation of Auditing Knowledge:

    DEFF Research Database (Denmark)

    Liempd, Dennis van

    , and a too one-sided view on the creation of auditing knowledge. The purpose of this paper is to call for more (diverse) research in this area. Earlier calls have been few and far between, and have not resulted in a lot of research. Within the last two decades though, the auditing universe has changed so...... much that high-quality auditing research never has been needed more. By reviewing available literature challenges to the auditing profession are explored, and the creation of knowledge in general and auditing knowledge in particular are discussed with respect to methodological approaches and operative...

  7. Learning dynamics in public goods games

    Science.gov (United States)

    Bladon, Alex J.; Galla, Tobias

    2011-10-01

    We extend recent analyses of stochastic effects in game dynamical learning to cases of multiplayer games and to games defined on networked structures. By means of an expansion in the noise strength we consider the weak-noise limit and present an analytical computation of spectral properties of fluctuations in multiplayer public goods games. This extends existing work on two-player games. In particular we show that coherent cycles may emerge driven by noise in the adaptation dynamics. These phenomena are not too dissimilar from cyclic strategy switching observed in experiments of behavioral game theory.

  8. Writerly Gaming: Political Gaming

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2007-01-01

    software for private entertainment (looking/feeling real) or they can be pragmatic software used for training of professionals (affecting soldiers’, pilots’, etc. perception of the real). A third, and less debated game-reality relationship, based on public awareness and typically a socio-political agenda...

  9. Path dependence and creation

    DEFF Research Database (Denmark)

    Garud, Raghu; Karnøe, Peter

    the place of agency in these theories that take history so seriously. In the end, they are as interested in path creation and destruction as they are in path dependence. This book is compiled of both theoretical and empirical writing. It shows relatively well-known industries such as the automobile...

  10. Architectural Creation of Light

    DEFF Research Database (Denmark)

    Bülow, Katja

    2015-01-01

    Bidraget "Architectural Creation of Light" indgår sammen med 108 andre bidrag i bogen "You Say Light, I Think Shadow". Bogens indhold undersøger: "Hvad er lys". I dette bidrag besvares spørgsmålet gennem iagttagelser af arkitektstuderendes undersøgelser af lyset i deres arbejdsmodeller i...

  11. Leading Innovation and Change: Knowledge Creation by Schools for Schools

    Science.gov (United States)

    Harris, Alma

    2008-01-01

    This article explores the process and practice of knowledge creation within development and research (D and R) networks. It focuses upon D and R networks in England that are currently engaged in collaboration and innovation. Early evaluative evidence suggests that D and R school networks offer "spaces" for collaborative working, mutual…

  12. A communication system for a pluggable game engine

    OpenAIRE

    Sjöstrand, Johan

    2007-01-01

    This thesis documents the development of a communication system that is part of a pluggable game engine for a course in advanced game programming. It covers some techniques and problems in network game programming, a description of the developed system and an example of how the system is used in a demo of the game engine.

  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. Anleitung zur Gründung und Pflege von Online-Netzwerken Instruction for Creation and Upkeep of Online-Networks

    Directory of Open Access Journals (Sweden)

    Nicola Döring

    2006-11-01

    Full Text Available Internet-Nutzung ist in der weiblichen Bevölkerung geringer verbreitet als in der männlichen (Internet Gender Gap. Hinzu kommen geschlechtsspezifische Unterschiede in Umfang und Art der Internet-Aneignung (Gendered Digital Inequalities. Eine Reihe von Initiativen bemüht sich darum, Mädchen und Frauen den Internet-Zugang zu erleichtern und ihre Internet-Kompetenz zu steigern (z. B. www.frauen-ans-netz.de. Der vorliegende Praxisleitfaden geht einen Schritt weiter und möchte nicht nur zur Internet-Nutzung, sondern zur aktiven Internet-Gestaltung anregen im Sinne der Gründung neuer virtueller Mädchen- und Frauennetzwerke. Technologische, ökonomische, soziale, psychologische und geschlechterpolitische Aspekte dieser Netzwerke werden behandelt und an Beispielen illustriert.Internet usage is not as widely distributed among females as among males (Internet Gender Gap. Additionally, there are gender-specific differences in the breadth and type of Internet appropriation (Gendered Digital Inequalities. Therefore, a series of initiatives attempt to ease Internet access for girls and women and to increase their Internet competence (for example www.frauen-ans-netz.de. The practical handbook takes this one step further and does not only wish to incite Internet usage but also active Internet design in terms of creating new virtual networks of girls and women. The book approaches the technological, economic, social, psychological, and gender-political aspects of these networks illustrated by examples.

  15. Gundolf S. Freyermuth Games/ Game Design/ Game Studies: An Introduction

    OpenAIRE

    Feleki, Despoina

    2017-01-01

    Gundolf S. Freyermuth Games/ Game Design/ Game Studies: An Introduction Transcript Verlag, Bielefeld, Germany 2015. Pp. 290. ISBN: 978-3-8376-2983-5. Despoina Feleki Games, Game Design, Game Studies: An Introduction scrutinizes the developments in game production from analog to digital technology, Game Design theories, and, finally, the newly formed academic discipline of Game Studies. It attempts a critical assessment of the interdisciplinarity in media studies that accounts for, according ...

  16. Biform Games

    OpenAIRE

    Adam Brandenburger; Harborne Stuart

    2007-01-01

    Both noncooperative and cooperative game theory have been applied to business strategy. We propose a hybrid noncooperative-cooperative game model, which we call a biform game. This is designed to formalize the notion of business strategy as making moves to try to shape the competitive environment in a favorable way. (The noncooperative component of a biform game models the strategic moves. The cooperative component models the resulting competitive environment.) We give biform models of variou...

  17. Casual Games

    DEFF Research Database (Denmark)

    Hansen, Ole Ertløv

    2015-01-01

    Casual games have become a widespread activity that fills our leisure time. This article introduces to the phenomenon casual games – their definition and the history. Furthermore the article presents and discusses the experience of and engagement or immersion in playing these games as it is put...... forward by recent research. The theoretical approach is based on media psychology, phenomenology and reversal theory. Finally it is argued that playing casual games is fundamental pleasurable to both paratelic as well as telic metamotivational states....

  18. Creationism and intelligent design.

    Science.gov (United States)

    Pennock, Robert T

    2003-01-01

    Creationism, the rejection of evolution in favor of supernatural design, comes in many varieties besides the common young-earth Genesis version. Creationist attacks on science education have been evolving in the last few years through the alliance of different varieties. Instead of calls to teach "creation science," one now finds lobbying for "intelligent design" (ID). Guided by the Discovery Institute's "Wedge strategy," the ID movement aims to overturn evolution and what it sees as a pernicious materialist worldview and to renew a theistic foundation to Western culture, in which human beings are recognized as being created in the image of God. Common ID arguments involving scientific naturalism, "irreducible complexity," "complex specified information," and "icons of evolution," have been thoroughly examined and refuted. Nevertheless, from Kansas to Ohio to the U.S. Congress, ID continues lobbying to teach the controversy, and scientists need to be ready to defend good evolution education.

  19. Game theory.

    Science.gov (United States)

    Dufwenberg, Martin

    2011-03-01

    Game theory is a toolkit for examining situations where decision makers influence each other. I discuss the nature of game-theoretic analysis, the history of game theory, why game theory is useful for understanding human psychology, and why game theory has played a key role in the recent explosion of interest in the field of behavioral economics. WIREs Cogni Sci 2011 2 167-173 DOI: 10.1002/wcs.119 For further resources related to this article, please visit the WIREs website. Copyright © 2010 John Wiley & Sons, Ltd.

  20. Inverse game theory: learning the nature of a game through play

    Science.gov (United States)

    Stocco, Gabriel F.; Cybenko, George

    2012-06-01

    Real world adversarial dynamics such as those encountered in Computer and Network security require models which allow for both imperfect and incomplete information. Recently game theoretic models and specically signaling games have been at the forefront of interest for modeling these scenarios. We propose a modication of signaling games, a type of Bayesian game, which we believe can serve as a model for these scenarios. By incorporating real world data into the model, these games could allow interested parties to learn the true nature of the game that they are already playing - though without the rulebook.

  1. Optimising social information by game theory and ant colony method to enhance routing protocol in opportunistic networks

    Directory of Open Access Journals (Sweden)

    Chander Prabha

    2016-09-01

    Full Text Available The data loss and disconnection of nodes are frequent in the opportunistic networks. The social information plays an important role in reducing the data loss because it depends on the connectivity of nodes. The appropriate selection of next hop based on social information is critical for improving the performance of routing in opportunistic networks. The frequent disconnection problem is overcome by optimising the social information with Ant Colony Optimization method which depends on the topology of opportunistic network. The proposed protocol is examined thoroughly via analysis and simulation in order to assess their performance in comparison with other social based routing protocols in opportunistic network under various parameters settings.

  2. Design of an interactive game-based application for improving the resolution of common Computer Network issues

    OpenAIRE

    Mario Ciau Uitzil; Lizzie Narvandaacute;ez Dandiacute;az; Victor Chi Pech

    2012-01-01

    The need to find new ways to help students in the learning process makes us more involved with technology which evolves every day. This background leads us to find new methods and forms of teaching that help students accelerate their learning skills in a different way from the traditional, as in the case of learning through play, a concept that has been used in many games which have had great impact recently, becoming an innovative tool for learning. This paper shows the design of an interact...

  3. What Do Students Learn by Playing an Online Simulation Game?

    Science.gov (United States)

    Franciosi, Stephan J.; Mehring, Jeffrey

    2015-01-01

    Studies suggest that simulations and games not only improve target language skills, but they can also support knowledge creation regarding a broader variety of topics. Thus, we wanted to explore how playing an online simulation game affected knowledge of energy supply and its relationship to environmental and economic factors among learners of…

  4. Creation, Identity and Reflection

    Directory of Open Access Journals (Sweden)

    Alina Beatrice Cheşcă

    2015-05-01

    Full Text Available The paper “Creation, Identity and Reflection” approaches the identification in the “mirror” of reality with creation, in other words seeking the authors’ identity in the reflected images. Reflection means attempting to find oneself, the mirror being the main principle of creation. Many characters become interesting only when they step into the world beyond the mirror, when their faces are doubled by the other self or when their selves are returned by other characters. The narcissistic concept of the mirror, i.e. the reflection in the mirror and the representation of the mirror itself, is a recurrent one in literature, but the reflection of the self which is not the self (as it is a reflection does not necessarily appear in a mirror or in a photograph or portrait. Sometimes, the not-self is returned to the self by another person or character. As far as Oscar Wilde’s theories are concerned, the main idea is that people are interesting for their masks, not for their inner nature. What Wilde calls “inner nature” is the characters’ un-reflected self and the mask is the reflection, the self in the mirror. Some characters’ relationships develop within a fiction that they dramatically try to preserve and protect with the risk of suffering. They refuse to take off the masks which define them in the others’ minds and hearts; the narcissistic individuals (both artists and characters seek and love their own image which they project upon facts, thus creating a fictive realm.

  5. The "Learning Games Design Model": Immersion, Collaboration, and Outcomes-Driven Development

    Science.gov (United States)

    Chamberlin, Barbara; Trespalacios, Jesús; Gallagher, Rachel

    2012-01-01

    Instructional designers in the Learning Games Lab at New Mexico State University have developed a specific approach for the creation of educational games, one that has been used successfully in over 20 instructional design projects and is extensible to other developers. Using this approach, game developers and content experts (a) work…

  6. Child-Invented Health Education Games: A Case Study for Dengue Fever

    Science.gov (United States)

    Lennon, Jeffrey L.; Coombs, David W.

    2006-01-01

    The study's goal was to demonstrate the ability of an 8-year-old child to create educational games for the topic of dengue fever control. A naturalistic descriptive case study method was employed. The child had two dengue fever educational game creation activities. The study demonstrated that a child could develop functional games related to…

  7. Teaching Tip: Using Rapid Game Prototyping for Exploring Requirements Discovery and Modeling

    Science.gov (United States)

    Dalal, Nikunj

    2012-01-01

    We describe the use of rapid game prototyping as a pedagogic technique to experientially explore and learn requirements discovery, modeling, and specification in systems analysis and design courses. Students have a natural interest in gaming that transcends age, gender, and background. Rapid digital game creation is used to build computer games…

  8. Serious Science Games, Social Selves and Complex Nature of "Possible Selves"

    Science.gov (United States)

    Khan, Mubina Schroeder

    2012-01-01

    Margaret Beier, Leslie Miller, and Shu Wang's paper, "Science games and the development of possible selves" examines the effects of game-playing in a serious scientific game on science possible selves identity creation, utilizing a possible selves identification instrument they created. This paper continues the discussion that Beier and colleagues…

  9. Path dependence and creation

    DEFF Research Database (Denmark)

    Garud, Raghu; Karnøe, Peter

    the place of agency in these theories that take history so seriously. In the end, they are as interested in path creation and destruction as they are in path dependence. This book is compiled of both theoretical and empirical writing. It shows relatively well-known industries such as the automobile......, biotechnology and semi-conductor industries in a new light. It also invites the reader to learn more about medical practices, wind power, lasers and synthesizers. Primarily for academicians, researchers and PhD students in fields related to technology management, this book is a research-oriented textbook...

  10. Information and Communications Technologies (ICT): Problematic use of Internet, video games, mobile phones, instant messaging and social networks using MULTICAGE-TIC.

    Science.gov (United States)

    Pedrero Pérez, Eduardo J; Ruiz Sánchez de León, José María; Rojo Mota, Gloria; Llanero Luque, Marcos; Pedrero Aguilar, Jara; Morales Alonso, Sara; Puerta García, Carmen

    2018-01-01

    Use/abuse of Information and Communications Technologies (ICT) has in recent years become a topic of great interest. Current discussion addresses whether it must be considered addictive behaviour and if it is a problem that primarily affects adolescents and youth. This study aims to understand the problems that affect people of all ages in controlling the use of these ICTs and whether they are related to mental health problems, stress and difficulties in executive control of behaviour. A survey was administered through social networks and email, using the MULTICAGE-ICT, a questionnaire that explores problems in the use of Internet, mobile phones, video games, instant messaging and social networks. Additionally, the Prefrontal Symptom Inventory, General Health Questionnaire and Perceived Stress Scale were administered. The sample was comprised of 1,276 individuals of all ages from different Spanish-speaking countries. The results indicate that about 50% of the sample, regardless of age or other variables, presents significant problems with the use of these technologies, and that these problems are directly related to symptoms of poor prefrontal functioning, stress and mental health problems. The results reveal the need for reconsidering whether we are facing an addictive behaviour or a new problem demanding environmental, psychological, sociological and sociopolitical explanations; therefore, it is necessary to reformulate actions to be implemented to address and refocus our understanding of the problem.

  11. A Model-driven Framework for Educational Game Design

    Directory of Open Access Journals (Sweden)

    Bill Roungas

    2016-09-01

    Full Text Available Educational games are a class of serious games whose main purpose is to teach some subject to their players. Despite the many existing design frameworks, these games are too often created in an ad-hoc manner, and typically without the use of a game design document (GDD. We argue that a reason for this phenomenon is that current ways to structure, create and update GDDs do not increase the value of the artifact in the design and development process. As a solution, we propose a model-driven, web-based knowledge management environment that supports game designers in the creation of a GDD that accounts for and relates educational and entertainment game elements. The foundation of our approach is our devised conceptual model for educational games, which also defines the structure of the design environment. We present promising results from an evaluation of our environment with eight experts in serious games.

  12. Positional games

    CERN Document Server

    Hefetz, Dan; Stojaković, Miloš; Szabó, Tibor

    2014-01-01

    This text serves as a thorough introduction to the rapidly developing field of positional games. This area constitutes an important branch of combinatorics, whose aim it is to systematically develop an extensive mathematical basis for a variety of two-player perfect information games. These range from such popular games as Tic-Tac-Toe and Hex to purely abstract games played on graphs and hypergraphs. The subject of positional games is strongly related to several other branches of combinatorics such as Ramsey theory, extremal graph and set theory, and the probabilistic method. These notes cover a variety of topics in positional games, including both classical results and recent important developments. They are presented in an accessible way and are accompanied by exercises of varying difficulty, helping the reader to better understand the theory. The text will benefit both researchers and graduate students in combinatorics and adjacent fields.

  13. Emotional Gaming

    OpenAIRE

    Madeira, Filipa; Arriaga,Patrícia; Adrião, Joana; Lopes, Ricardo; Esteves,Francisco

    2013-01-01

    In recent years, research on the psychology of gaming has examined the negative and positive outcomes of playing video games. Thus far, a variety of affective phenomena have been investigated. In this chapter we will continue this exploration by examining the emotions elicited by the act of playing video games. Because the study of emotions must rely on different type of methods, including subjective self-reports (e.g., description of feelings), neuropsychophysiological measurements ...

  14. Video games

    OpenAIRE

    Kolář, Vojtěch

    2012-01-01

    This thesis is based on a detailed analysis of various topics related to the question of whether video games can be art. In the first place it analyzes the current academic discussion on this subject and confronts different opinions of both supporters and objectors of the idea, that video games can be a full-fledged art form. The second point of this paper is to analyze the properties, that are inherent to video games, in order to find the reason, why cultural elite considers video games as i...

  15. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

    or she suddenly finds himself in another world, where artefacts are given new meaning and where other rules apply. This makes sense, but also demands that play and non-play can be easily separated. Even so, the concept of the magic circle has never been analysed with respect to the spatial configuration......, 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...

  16. Design Games

    DEFF Research Database (Denmark)

    Johansson, Martin Wetterstrand

    2007-01-01

    In this paper design games are discussed as an approach to managing design sessions. The focus is on the collaborative design session and more particular on how to set up the collaboration and reinsure progress. Design games have the advantage of framing the collaborative assignment at hand....... Experiments can be set up to explore possible futures and design games has the qualities of elegantly focus the work at the same time as it lessens the burden for the process facilitator. The present paper goes into detail about how design games can be set up to facilitate collaboration and how the design...

  17. Serious Games

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    2006-01-01

    T hese days one of the buzzwords in computer game industry and research is ‘Serious Games’ – games where the actions of the player are not limited to the virtual world but are somehow related to the real world. Computer games can be strong environments for learning and training skills in the real...... world. Computer games can also be persuasive – they can be used for advertising (‘adver-gaming’) and induce the players to buy a particular product in the real world or they can propagate a particular political viewpoint or a critique of the real world. The area of ‘serious gaming’ is vast and varied....

  18. Game physics

    CERN Document Server

    Eberly, David H

    2010-01-01

    ""Game Physics, 2nd Edition"" provides clear descriptions of the mathematics and algorithms needed to create a powerful physics engine - while providing a solid reference for all of the math you will encounter anywhere in game development: quaternions, linear algebra, and calculus. Implementing physical simulations for real-time games is a complex task that requires a solid understanding of a wide range of concepts from the fields of mathematics and physics. Previously, the relevant information could only be gleaned through obscure research papers. Thanks to ""Game Physics"", all this informa

  19. 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)

    2016-04-01

    interactive digital simulations for modernizing professional training, often referred to as game -based training or “serious games ,” has attracted a...helping the reader to select an appropriate model for their program objectives. 3 2. TASKS FOR GAME -BASED TRAINING DESIGN Creation of a digital ...DARPA Urban Challenge, DARPA Robotics Challenge) and game developers (e.g., Global Game Jam, Game Jam Central), and thus be effective at bringing those

  20. Game theoretic approaches for spectrum redistribution

    CERN Document Server

    Wu, Fan

    2014-01-01

    This brief examines issues of spectrum allocation for the limited resources of radio spectrum. It uses a game-theoretic perspective, in which the nodes in the wireless network are rational and always pursue their own objectives. It provides a systematic study of the approaches that can guarantee the system's convergence at an equilibrium state, in which the system performance is optimal or sub-optimal. The author provides a short tutorial on game theory, explains game-theoretic channel allocation in clique and in multi-hop wireless networks and explores challenges in designing game-theoretic m

  1. International Business Models Developed Through Brokerage Knowledge and Value Creation

    DEFF Research Database (Denmark)

    Petersen, Nicolaj Hannesbo; Rasmussen, Erik Stavnsager

    This paper highlights theoretically and empirically international business model decisions in networks with knowledge sharing and value creation. The paper expands the conceptual in-ternational business model framework for technology-oriented companies to include the focal firm’s network role...

  2. Minority game with peer pressure

    Science.gov (United States)

    Chau, H. F.; Chow, F. K.; Ho, K. H.

    2004-02-01

    To study the interplay between global market choice and local peer pressure, we construct a minority-game-like econophysical model. In this so-called networked minority game model, every selfish player uses both the historical minority choice of the population and the historical choice of one's neighbors in an unbiased manner to make decision. Results of numerical simulation show that the level of cooperation in the networked minority game differs remarkably from the original minority game as well as the prediction of the crowd-anticrowd theory. We argue that the deviation from the crowd-anticrowd theory is due to the negligence of the effect of a four point correlation function in the effective Hamiltonian of the system.

  3. Disruptive Co-Creation?

    DEFF Research Database (Denmark)

    Butler, Ivan; Christensen, David

    set up to foster innovative partnerships between civil society organizations, businesses and academia with the objective of supporting disruptive business model innovation in co-creation processes across these sectors. This paper delves into state-of-the-art concerning literature pertinent......Faced with constant changes in the marketplace and increasing pressure to adapt to e.g. recessive and saturated conditions, businesses in industrialized countries have the option to pursue opportunities in emerging markets. In the poorest of developing countries, there is a proposition of high......-payoff, albeit high-risk opportunities for sustainable business models that address poverty alleviation. However, many businesses exhibit hesitation and wariness before giving serious consideration toward entering markets in e.g. Sub-Saharan Africa. In addressing this, the initiative access2innovation has been...

  4. Life after stoma creation

    DEFF Research Database (Denmark)

    Danielsen, Anne Kjærgaard

    2013-01-01

    , as well as an alteration in the bodily design. Research in the field may provide additional information about central elements when adapting to life with a stoma. There are currently no studies that adequately focus on the relationship between health-related quality of life and stoma construction...... in a Danish context, neither for temporary or permanent construction, nor in relation to the importance of stoma handling. Purpose: The overall objective of the study was to investigate health-related quality of life related to stoma creation and patient education. Methodologically, the project......: Impact on everyday life and Educational Needs. The study included 15 participants who were interviewed in groups related to whether they were treated for cancer or non-cancer. The results showed that participants often experienced the stoma as a taboo, and emotions related to stigma were identified...

  5. Small game

    Science.gov (United States)

    John C. Kilgo

    2005-01-01

    Although small game currently is not harvested on the Savannah river Site(SRS) soutside of the Crackerneck Wildlife Management area and logical Reserve (CWMA), several species of small game occur on SRS. these include snipe (Gallinago gallinago), American woodcock (Scolopax minor), morning dove (Zenaida macroura...

  6. Inuit Games.

    Science.gov (United States)

    Keewatin Regional Education Authority, Rankin Inlet (Northwest Territories).

    The purpose of this publication is to record the traditional games played by the Inuit and to preserve a unique form of sports and recreation found in northern Canada. Written in English and Inupiaq, this manual contains descriptions of games played throughout the Arctic with special emphasis on the Keewatin Region, suggestions for teaching Inuit…

  7. The Co-creation Continuum

    DEFF Research Database (Denmark)

    Ind, Nicholas; Iglesias, Oriol; Markovic, Stefan

    2017-01-01

    Co-creation can open up a brand to the outside world and help it to generate relevant innovations. However, there is scarce empirical evidence as to how managers actually use co-creation to connect with customers and other stakeholders and build enduring innovation-oriented relationships with them....... To better understand this, as well as the assumptions of managers and the barriers they encounter in realizing the potential of co-creation, the authors have conducted 20 semi-structured interviews with managers that have led co-creation initiatives for 20 brands. This research finds diverse views of co-creation...... - from tactical market research tool to strategic collaborative innovation method, and shows that brands can be positioned along a continuum between these two polarities. This article also presents the implications for those that want to seize the potential of co-creation....

  8. Games Design as Learning Tool for Science: the Photonics Games Competition Experience

    OpenAIRE

    Chiarello, Fabio; Castellano, Maria Gabriella

    2016-01-01

    Board Games have proved to be effective motivational and learning tools, in particular for Science and for STEM in general (Science, Technology, Engineering and Mathematics). In the ambit of the EU Project Photonics4All and of the UNESCO "2015 International Year of Light" we exploited not only the playing experience but also the process of creation of original board games with the objective to foster interest in Science among youth and general public and as learning tool for c...

  9. Change in the game : business model innovation in the video game industry across time

    OpenAIRE

    Locke, Austin; Uhrínová, Bianka

    2017-01-01

    Technological innovation has changed business models across multiple industries – retail (Amazon), taxi (Uber), hotel (Airbnb). Through exploratory research, using secondary data, this thesis describes changes that have occurred in video gaming industry from its creation to the current, modern era that are connected to technological innovation. Based on the current research of business models, the authors created a “Value Creation-Revenue Stream Framework” that they use to anal...

  10. Transfer of conflict and cooperation from experienced games to new games: A connectionist model of learning

    Directory of Open Access Journals (Sweden)

    Leonidas eSpiliopoulos

    2015-03-01

    Full Text Available The question of whether, and if so how, learning can be transfered from previously experienced games to novel games has recently attracted the attention of the experimental game theory literature. Existing research presumes that learning operates over actions, beliefs or decision rules. This study instead uses a connectionist approach that learns a direct mapping from game payoffs to a probability distribution over own actions. Learning is operationalized as a backpropagation rule that adjusts the weights of feedforward neural networks in the direction of increasing the probability of an agent playing a myopic best response to the last game played. One advantage of this approach is that it expands the scope of the model to any possible nxn normal-form game allowing for a comprehensive model of transfer of learning. Agents are exposed to games drawn from one of seven classes of games with significantly different strategic characteristics and then forced to play games from previously unseen classes. I find significant transfer of learning, i.e., behavior that is path-dependent, or conditional on the previously seen games. Cooperation is more pronounced in new games when agents are previously exposed to games where the incentive to cooperate is stronger than the incentive to compete, i.e., when individual incentives are aligned. Prior exposure to Prisoner's dilemma, zero-sum and discoordination games led to a significant decrease in realized payoffs for all the game classes under investigation. A distinction is made between superficial and deep transfer of learning both---the former is driven by superficial payoff similarities between games, the latter by differences in the incentive structures or strategic implications of the games. I examine whether agents learn to play the Nash equilibria of games, how they select amongst multiple equilibria, and whether they transfer Nash equilibrium behavior to unseen games. Sufficient exposure to a

  11. SEEK!: creating and crowdfunding a game-based open educational resource to improve information literacy

    Directory of Open Access Journals (Sweden)

    Andrew Walsh

    2014-03-01

    Full Text Available Crowdfunding was used for the development and production of an information literacy game, SEEK!, in 2012. The game aims to build skills around creating a search strategy and is deliberately generic and adaptable. This article outlines the reasons for using such a game for the teaching of information skills, the process of gaining funding via the crowdfunding platform Indiegogo and some future developments that build on the initial game creation and use.

  12. Games of Multitude

    Directory of Open Access Journals (Sweden)

    Nick Dyer-Witheford

    2010-07-01

    Full Text Available Our hypothesis is that videogames are a paradigmatic media of Empire as described by Hardt and Negri–planetary, militarized hyper-capitalism–and of some of the forces presently challenging it. Why are virtual games the media of Empire, integral to and expressive of it like no other? They originated in the US military-industrial complex, the nuclear-armed core of capital’s global domination, to which power they remain umbilically connected. They were created by the hard-to-control hacker knowledge of a new type of intellectual worker, immaterial labour, vital to a fresh phase of capitalist expansion. In that phase, game machines have served as ubiquitous everyday incubators for the most advanced forces of production and communication, tutoring entire generations in digital technologies and networked communication. The game industry has pioneered methods of accumulation based on intellectual property rights, cognitive exploitation, cultural hybridization, transcontinentally subcontracted dirty work, and world-marketed commodities. Game making blurs the lines between work and play, production and consumption, voluntary activity and precarious exploitation, in a way that typifies the boundless exercise of biopower. At the same time, games themselves are an expensive consumer commodity which the global poor can only access illicitly, demonstrating the massive inequalities of this regime. Virtual games simulate identities as citizen-soldiers, free-agent workers, cyborg-adventurers, and corporate-criminals: virtual play trains flexible personalities for flexible jobs, shapes subjects for militarized markets, and makes becoming a neoliberal subject fun. And—taking us to the focus of this article—games exemplify Empire because they are also exemplary of the multitude, in that game culture includes subversive and alternative experiments searching for a way out. Just as the eighteenth-century novel was a textual apparatus generating the bourgeois

  13. Emergent hierarchical structures in multiadaptive games.

    Science.gov (United States)

    Lee, Sungmin; Holme, Petter; Wu, Zhi-Xi

    2011-01-14

    We investigate a game-theoretic model of a social system where both the rules of the game and the interaction structure are shaped by the behavior of the agents. We call this type of model, with several types of feedback couplings from the behavior of the agents to their environment, a multiadaptive game. Our model has a complex behavior with several regimes of different dynamic behavior accompanied by different network topological properties. Some of these regimes are characterized by heterogeneous, hierarchical interaction networks, where cooperation and network topology coemerge from the dynamics.

  14. Game-based Research Collaboration adapted to Science Education

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Damgaard Hansen, Sidse; Grønbæk, Kaj

    2012-01-01

    This paper presents prospects for adapting scientific discovery games to science education. In the paper a prototype of The Quantum Computing Game is presented as a working example of adapting game-based research collaboration to physics education. The game concept is the initial result of a three......-year, inter-disciplinary project “Pilot Center for Community-driven Research” at Aarhus and Aalborg University in Denmark. The paper discusses how scientific discovery games can contribute to educating students in how to work with unsolved scientific problems and creation of new scientific knowledge. Based...... on a discussion of the concrete development of the Quantum Computing Game, the aim of this paper is to open a broader discussion of the potentials and implications of developing this class of games for new types of innovative science education....

  15. The Scientific Creationism

    Directory of Open Access Journals (Sweden)

    Raluca Marinela SILAGHI

    2016-07-01

    Full Text Available The subject of the present paper is the analysis of the origin of the universe, time, life, mankind and of the geological column, from the perspective of the creationist model, and through comparisons with the evolutionist model. The creationist model, as opposed to the evolutionist one, affirms that the universe and also the mankind were created directly and perfectly by the Creator. Since the very beginning, man has been endowed with a complete biological development, with the capacity to think, with freedom of choice, with certain abilities of survival, of using the land and its resources in conformity with the purpose intended by the Creator and with the ability to transmit ideas in written form over generations. The geological column has been formed during a single age, through a hydraulic catastrophic event (that corresponds to the Archaeozoic Era that has lead to the storing of sediments (Proterozoic; generated by the disintegration of mountains and rocks and to the creation of all the fossil deposits, from the death of plants, animals and human beings trapped by the sediments.

  16. Life after stoma creation.

    Science.gov (United States)

    Danielsen, Anne Kjærgaard

    2013-10-01

    Stoma creation is a surgical operation where the surgeon makes an artificial opening on the abdomen from where the bowel is taken out. It is a radical treatment with permanent physical signs of bodily change. In general, it leads to loss of a central and personal physical function, as well as an alteration in the bodily design. Research in the field may provide additional information about central elements when adapting to life with a stoma. There are currently no studies that adequately focus on the relationship between health-related quality of life and stoma construction in a Danish context, neither for temporary or permanent construction, nor in relation to the importance of stoma handling. The overall objective of the study was to investigate health-related quality of life related to stoma creation and patient education. Methodologically, the project was implemented as a mixed methods study in which qualitative interview studies and two systematic literature reviews identified interventions, which were subsequently tested in a clinical case/control study. Finally the case/control study was made subject to an economic analysis. The project is based on 6 papers reporting the results. ARTICLE 1: Impact of a temporary stoma on patients everyday-lives: feelings of uncertainty while waiting for closure of the stoma. The study included 7 participants who were interviewed in focus groups. The results indicated that patients experienced a high degree of uncertainty in connection with the stoma being temporary. At the same time, participants had a strong need to control both their physical appearance and their changed bodily functions. Participants opted for education programs involving teachers with a stoma. ARTICLE 2: Learning to live with a Permanent Intestinal Ostomy: Impact on everyday life and Educational Needs. The study included 15 participants who were interviewed in groups related to whether they were treated for cancer or non-cancer. The results showed that

  17. Interpretation and creationism.

    Science.gov (United States)

    Ahumada, J L

    1994-08-01

    This paper is an attempt to raise questions about certain underlying and implicit assumptions in some hermeneutic and narrative approaches to psychoanalysis. Starting from the view that Freud saw interpretation in the clinical setting as an attempt to unveil the analysand's psychic reality, it is argued that he envisaged that psychoanalysis aims to interpret what is real in the analysand's inner world--an empirical line of thought underpinned by the idea of analytic neutrality and an emphasis on the analysand's capacity to judge reality. By contrast, the tendency within the hermeneutic-narrative tradition is to demote psychic reality in favour of an emphasis on the analyst's capacity to interpret in order to help his analysand construct meaning. This approach may be said to put the analyst's words in the place of those of the Creator; in other words, it amounts to a 'verbal creationism', which the author argues is rooted in the idealistic philosophy of Hegel, Vico and Descartes and, further back, can be traced to the Book of Genesis--a conclusion causing the author to express some reservations.

  18. Job Creation and Job Types

    DEFF Research Database (Denmark)

    Kuhn, Johan M.; Malchow-Møller, Nikolaj; Sørensen, Anders

    We extend earlier analyses of the job creation of start-ups vs. established firms by taking into consideration the educational content of the jobs created and destroyed. We define educationspecific measures of job creation and job destruction at the firm level, and we use these to construct a mea...

  19. Creation, the eschaton, and bioethics.

    Science.gov (United States)

    Moraczewski, A S

    1979-09-01

    The Christian's role in renewing the universe is to discover the true name of God's creation and to use technology as a serious enterprise of co-creation. Guided by a bioethics based on Gospel values, the Christian healer brings the eschaton closer to realization.

  20. Job Creation and Job Types

    DEFF Research Database (Denmark)

    Kuhn, Johan Moritz; Malchow-Møller, Nikolaj; Sørensen, Anders

    2016-01-01

    We extend earlier analyses of the job creation of start-ups versus established firms by considering the educational content of the jobs created and destroyed. We define education-specific measures of job creation and job destruction at the firm level, and we use these measures to construct...... a measure of “surplus job creation”, defined as jobs created on top of any simultaneous destruction of similar jobs in incumbent firms in the same region and industry. Using Danish employer-employee data from 2002–2007 that identify the start-ups and that cover almost the entire private sector......, these measures allow us to provide a more nuanced assessment of the role of entrepreneurial firms in the job-creation process than in previous studies. Our findings show that although start-ups are responsible for the entire overall net job creation, incumbents account for more than one-third of net job creation...

  1. Value Creation in International Business

    DEFF Research Database (Denmark)

    Vedel, Mette; Servais, Per

    2017-01-01

    The edited collection brings into focus the meanings, interpretations and the process of value creation in international business. Exploring value creation in the context of emerging and developed economies, Volume 2 takes the perspective of small and medium sized enterprises and examines various...... approaches to value creation in the process of firm internationalization. Providing theoretical and practical insights, the authors open an intellectual debate into what value is, and how it is created through the internationalization activities of firms. Value Creation in International Business...... is a pioneering two volume work intended to provoke theoretical and empirical development in International Business research. Moreover, it is intended as a bridge between concepts derived from general business firm-level research agendas such as value creation and business model, and internationalization...

  2. Value Creation in International Business

    DEFF Research Database (Denmark)

    The edited collection brings into focus the meanings, interpretations and the process of value creation in international business. Exploring value creation in the context of emerging and developed economies, Volume 2 takes the perspective of small and medium sized enterprises and examines various...... approaches to value creation in the process of firm internationalization. Providing theoretical and practical insights, the authors open an intellectual debate into what value is, and how it is created through the internationalization activities of firms. Value Creation in International Business...... is a pioneering two volume work intended to provoke theoretical and empirical development in International Business research. Moreover, it is intended as a bridge between concepts derived from general business firm-level research agendas such as value creation and business model, and internationalization...

  3. The Assignment Game : The Reduced Game

    OpenAIRE

    Guillermo OWEN

    1992-01-01

    Let v be an assignment game. For a given reference payoff vector (x; y), and a coalition S, bargaining within the coalition can be represented by either the reduced game or the derived game. It is known that the reduced game need not be an assignment game (in fact, it need not be super additive) while the derived game is another assignment game, with modified reservation prices. We prove that, when the reference vector is in the core of the game, the derived game is the super additive cover o...

  4. 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

  5. Abstract of Dynamic Range: When Game Design and Narratives Unite

    OpenAIRE

    Arsenault, Dominic

    2005-01-01

    This paper proposes a tool and methodology for measuring the degree of freedom given to a player in any resource-driven game (that is, any game in which managing resources is an integral part of the gameplay). This concept, which I call the Dynamic Range, can be used namely to evaluate a given game system’s potential for developing emergent narratives, as defined by Henry Jenkins in his publication Game Design as Narrative Architecture. While Jenkins places at the heart of the creation of nar...

  6. Serious Games

    DEFF Research Database (Denmark)

    Christensen, Jens

    Serious Games er et nyt it-forretningsområde, der siden årtusindskiftet er vokset frem, først i USA og dernæst i Vesteuropa og and i-lande. Til forskel fra computerspil er serious games ikke underholdning, men tænkt som et værktøj til støtte for statens og erhvervslivets forskellige funktioner. D...

  7. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    the work at Kelvin Mcleish 8 which merely used the exponential transition firing to illustrate a Petri net token game animation. This in effect is not a real life game. ... For a review of the history of Petri nets and an extensive bibliography, the reader is referred to 6.7.12.13. A Petri net has been described in. 8.13 as a convenient ...

  8. Computer Game

    Science.gov (United States)

    1992-01-01

    Using NASA studies of advanced lunar exploration and colonization, KDT Industries, Inc. and Wesson International have developed MOONBASE, a computer game. The player, or team commander, must build and operate a lunar base using NASA technology. He has 10 years to explore the surface, select a site and assemble structures brought from Earth into an efficient base. The game was introduced in 1991 by Texas Space Grant Consortium.

  9. Playing Games with Timed Games

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Chatain, Thomas

    2009-01-01

    In this paper we focus on property-preserving preorders between timed game automata and their application to control of partially observable systems. Following the example of timed simulation between timed automata, we define timed alternating simulation as a preorder between timed game automata......, which preserves controllability. We define a method to reduce the timed alternating simulation problem to a safety game. We show how timed alternating simulation can be used to control efficiently a partially observable system. This method is illustrated by a generic case study....

  10. Donor Tag Game

    Science.gov (United States)

    ... Donor Community > Games > Donor Tag Game Donor Tag Game This feature requires version 6 or later of ... of Needles LGBTQ+ Donors Blood Donor Community SleevesUp Games Facebook Avatars and Badges Banners eCards Make a ...

  11. Game development tool essentials

    CERN Document Server

    Berinstein, Paula; Ardolino, Alessandro; Franco, Simon; Herubel, Adrien; McCutchan, John; Nedelcu, Nicusor; Nitschke, Benjamin; Olmstead, Don; Robinet, Fabrice; Ronchi, Christian; Turkowski, Rita; Walter, Robert; Samour, Gustavo

    2014-01-01

    Offers game developers new techniques for streamlining the critical game tools pipeline. Inspires game developers to share their secrets and improve the productivity of the entire industry. Helps game industry practitioners compete in a hyper-competitive environment.

  12. Piracy Activity vs. Product Features in Digital Games

    DEFF Research Database (Denmark)

    Drachen, Anders; Bauer, Kevin; Veitch, Rob

    the substantial interest in game piracy, there is very little objective information available about its magnitude or its distribution across game titles and game genres.This paper presents a large-scale analysis of the illegal distribution of digital game titles, which was conducted by monitoring the Bit......Torrent peer-to-peer (P2P) file-sharing protocol. The sample includes 173 games and a collection period of three months from late 2010 to early 2011. With a total of 12.6 million unique peers identified, it is the largest examination of game piracy via P2P networks to date. Analysis of the data shows...

  13. Distribution of digital games via BitTorrent

    DEFF Research Database (Denmark)

    Drachen, Anders; Bauer, Kevin; Veitch, Robert W. D.

    2011-01-01

    The practice of illegally copying and distributing digital games is at the heart of one of the most heated and divisive debates in the international games environment. Despite the substantial interest in game piracy, there is very little objective information available about its magnitude or its...... months from late 2010 to early 2011. With a total of 12.6 million unique peers identified, it is the largest examination of game piracy via P2P networks to date. The study provides findings that reveal the magnitude of game piracy, the time-frequency of game torrents, which genres that get pirated...

  14. Nonasymptotic mean-field games

    KAUST Repository

    Tembine, Hamidou

    2014-12-01

    Mean-field games have been studied under the assumption of very large number of players. For such large systems, the basic idea consists of approximating large games by a stylized game model with a continuum of players. The approach has been shown to be useful in some applications. However, the stylized game model with continuum of decision-makers is rarely observed in practice and the approximation proposed in the asymptotic regime is meaningless for networks with few entities. In this paper, we propose a mean-field framework that is suitable not only for large systems but also for a small world with few number of entities. The applicability of the proposed framework is illustrated through various examples including dynamic auction with asymmetric valuation distributions, and spiteful bidders.

  15. Nonasymptotic mean-field games

    KAUST Repository

    Tembine, Hamidou

    2014-12-01

    Mean-field games have been studied under the assumption of very large number of players. For such large systems, the basic idea consists to approximate large games by a stylized game model with a continuum of players. The approach has been shown to be useful in some applications. However, the stylized game model with continuum of decision-makers is rarely observed in practice and the approximation proposed in the asymptotic regime is meaningless for networked systems with few entities. In this paper we propose a mean-field framework that is suitable not only for large systems but also for a small world with few number of entities. The applicability of the proposed framework is illustrated through a dynamic auction with asymmetric valuation distributions.

  16. Game engines: a survey

    OpenAIRE

    A. Andrade

    2015-01-01

    Due to hardware limitations at the origin of the video game industry, each new game was generally coded from the ground up. Years later, from the evolution of hardware and the need for quick game development cycles, spawned the concept of game engine. A game engine is a reusable software layer allowing the separation of common game concepts from the game assets (levels, graphics, etc.). This paper surveys fourteen different game engines relevant today, ranging from the industry-level to the n...

  17. 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...

  18. Towards gaze-controlled platform games

    DEFF Research Database (Denmark)

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

    2011-01-01

    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...... 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...

  19. Teaching and learning English through digital game projects

    Directory of Open Access Journals (Sweden)

    Jonathan deHaan

    2011-04-01

    Full Text Available Digital games are receiving increasing attention by researchers and practitioners in education; however, most of the theory and pedagogy focus on general education or language and literacy development of native speakers. There are very few investigations of game play or game culture and second language development. Language teachers and institutions must know more about games to use the media effectively. Two completed extracurricular projects, based on constructionist learning and media literacy theories and practices, are described in this paper: game design and game magazine creation. The action research projects aimed to guide students towards a better understanding of games’ formal features and technologies through their active creation of games and game-related media, and to improve their spoken and written English language skills. In general, students learned and practised a variety of language and technology skills with the design projects. The projects motivated the students, challenged the students, and provided many opportunities for authentic discussions in the foreign language. Various suggestions, based on the teacher and student experiences of these projects, are made for other language teachers interested in conducting creative game-based projects with their students.

  20. Drinking Game Studies

    DEFF Research Database (Denmark)

    Debus, Michael S.

    2016-01-01

    The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games.......The paper examines research on drinking game participation from a game studies ontological perspective, covering definition, classification and problems with the, in the studies implied, underlying ontology of drinking games....

  1. [Biofeedback computer games].

    Science.gov (United States)

    Dzhafarov, O A; Donskaia, O G; Zubkov, A A

    2007-01-01

    Biofeedback systems for game training are reviewed. The origins, evolution, main principles, and specific features of biofeedback game training are considered. A line of novel biofeedback game systems is described. These game systems can be classified as game screens included into an integrated treating system or as individual computer games based on biological feedback.

  2. Security Games Involving Search and Patrolling

    Science.gov (United States)

    2017-04-28

    periods, the time needed to disable it or disrupt the network. The Patroller chooses a walk on the network. The Patroller wins the game if his walk is...certain classes of graphs. The grant is acknowledged in this publication. (iii) Predator Search for Prey This work applies the theory of repeated games...more usually studied in computer science and graph theory , namely sequences of adjacent edges, traversed from end to end at unit speed. A useful method

  3. The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals.

    Science.gov (United States)

    Kowert, Rachel; Domahidi, Emese; Quandt, Thorsten

    2014-07-01

    Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.

  4. Heterogeneous game resource distributions promote cooperation in spatial prisoner's dilemma game

    Science.gov (United States)

    Cui, Guang-Hai; Wang, Zhen; Yang, Yan-Cun; Tian, Sheng-Wen; Yue, Jun

    2018-01-01

    In social networks, individual abilities to establish interactions are always heterogeneous and independent of the number of topological neighbors. We here study the influence of heterogeneous distributions of abilities on the evolution of individual cooperation in the spatial prisoner's dilemma game. First, we introduced a prisoner's dilemma game, taking into account individual heterogeneous abilities to establish games, which are determined by the owned game resources. Second, we studied three types of game resource distributions that follow the power-law property. Simulation results show that the heterogeneous distribution of individual game resources can promote cooperation effectively, and the heterogeneous level of resource distributions has a positive influence on the maintenance of cooperation. Extensive analysis shows that cooperators with large resource capacities can foster cooperator clusters around themselves. Furthermore, when the temptation to defect is high, cooperator clusters in which the central pure cooperators have larger game resource capacities are more stable than other cooperator clusters.

  5. Entrepreneuring as Organisation-Creation

    DEFF Research Database (Denmark)

    Hjorth, Daniel

    2014-01-01

    This chapter aims at making a contribution to the study of entrepreneurship and creativity by developing a processual conceptualisation of a form of entrepreneurial creativity called entrepreneuring or organisation-creation. Such a processual conceptualisation of entrepreneuring will answer...

  6. Autonomous Rule Creation for Intrusion Detection

    Energy Technology Data Exchange (ETDEWEB)

    Todd Vollmer; Jim Alves-Foss; Milos Manic

    2011-04-01

    Many computational intelligence techniques for anomaly based network intrusion detection can be found in literature. Translating a newly discovered intrusion recognition criteria into a distributable rule can be a human intensive effort. This paper explores a multi-modal genetic algorithm solution for autonomous rule creation. This algorithm focuses on the process of creating rules once an intrusion has been identified, rather than the evolution of rules to provide a solution for intrusion detection. The algorithm was demonstrated on anomalous ICMP network packets (input) and Snort rules (output of the algorithm). Output rules were sorted according to a fitness value and any duplicates were removed. The experimental results on ten test cases demonstrated a 100 percent rule alert rate. Out of 33,804 test packets 3 produced false positives. Each test case produced a minimum of three rule variations that could be used as candidates for a production system.

  7. 'Ethos' Enabling Organisational Knowledge Creation

    Science.gov (United States)

    Matsudaira, Yoshito

    This paper examines knowledge creation in relation to improvements on the production line in the manufacturing department of Nissan Motor Company and aims to clarify embodied knowledge observed in the actions of organisational members who enable knowledge creation will be clarified. For that purpose, this study adopts an approach that adds a first, second, and third-person's viewpoint to the theory of knowledge creation. Embodied knowledge, observed in the actions of organisational members who enable knowledge creation, is the continued practice of 'ethos' (in Greek) founded in Nissan Production Way as an ethical basis. Ethos is knowledge (intangible) assets for knowledge creating companies. Substantiated analysis classifies ethos into three categories: the individual, team and organisation. This indicates the precise actions of the organisational members in each category during the knowledge creation process. This research will be successful in its role of showing the indispensability of ethos - the new concept of knowledge assets, which enables knowledge creation -for future knowledge-based management in the knowledge society.

  8. The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections.

    Science.gov (United States)

    Souza, Vânia de; Gazzinelli, Maria Flávia; Soares, Amanda Nathale; Fernandes, Marconi Moura; Oliveira, Rebeca Nunes Guedes de; Fonseca, Rosa Maria Godoy Serpa da

    2017-04-01

    To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.

  9. PotuGame: A video game for learning about university

    Directory of Open Access Journals (Sweden)

    Antoni Guillem

    2013-11-01

    Full Text Available The aim of the PotuGame proposal to give a step more on strategies already developed in previous Potu Program (Programa d’Orientació i Transició a la Universitat-UIB. For that we add a new multidisciplinary component that enables high school students, teachers and researchers from UIB to share knowledge of the research conducted using a common language or a common world. Therefore it is considered very appropriate to use the technologies related to the creation of virtual worlds, especially those aimed in online video games as a means to allow vehicle for the transmission of knowledge in an interactive and fun way increasing mass participation of all components of the teaching environment at all levels. Several experiments have been developed and that have been implemented in several virtual worlds. The final tool used was the Unreal SDK.

  10. Use of behavioral biometrics in intrusion detection and online gaming

    Science.gov (United States)

    Yampolskiy, Roman V.; Govindaraju, Venu

    2006-04-01

    Behavior based intrusion detection is a frequently used approach for insuring network security. We expend behavior based intrusion detection approach to a new domain of game networks. Specifically, our research shows that a unique behavioral biometric can be generated based on the strategy used by an individual to play a game. We wrote software capable of automatically extracting behavioral profiles for each player in a game of Poker. Once a behavioral signature is generated for a player, it is continuously compared against player's current actions. Any significant deviations in behavior are reported to the game server administrator as potential security breaches. Our algorithm addresses a well-known problem of user verification and can be re-applied to the fields beyond game networks, such as operating systems and non-game networks security.

  11. Potential game theory applications in radio resource allocation

    CERN Document Server

    Lã, Quang Duy; Soong, Boon-Hee

    2016-01-01

    This book offers a thorough examination of potential game theory and its applications in radio resource management for wireless communications systems and networking. The book addresses two major research goals: how to identify a given game as a potential game, and how to design the utility functions and the potential functions with certain special properties in order to formulate a potential game. After proposing a unifying mathematical framework for the identification of potential games, the text surveys existing applications of this technique within wireless communications and networking problems found in OFDMA 3G/4G/WiFi networks, as well as next-generation systems such as cognitive radios and dynamic spectrum access networks. Professionals interested in understanding the theoretical aspect of this specialized field will find Potential Game Theory a valuable resource, as will advanced-level engineering students. It paves the way for extensive and rigorous research exploration on a topic whose capacity for...

  12. Fundamental Computer Science Conceptual Understandings for High School Students Using Original Computer Game Design

    National Research Council Canada - National Science Library

    Jeremy V Ernst; Aaron C Clark

    2012-01-01

      In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means...

  13. 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

  14. Serious Games

    DEFF Research Database (Denmark)

    Salovaara-Moring, Inka

    There has recently been considerable attention paid to the gamification of digital journalism. Where the current technological and social affordances of web 2.0 storytelling have proved less attractive to younger users, the persuasive features of game logics have added new dimensions to interactive......, participatory journalism. This notion refers to realitybased news games that can act both as an independent medium for news content and as a supplement to traditional forms of coverage. Simultaneously, persuasive logics of gamification offer new ways to engage actuality through media space’s augmented reality....... This paper1 explores the new spatio-epistemological realities of two journalistic games, asking how the spatial, operational, and procedural realities of storytelling change through ‘gamification’. It reflects on the spatial dimension of digital journalism in order to challenge the traditional, generic...

  15. Computer Games and Social Innovation

    DEFF Research Database (Denmark)

    Wichmand, Mette

    2016-01-01

    The article describes a case study of the World Bank's social innovation game called Urgent Evoke. The case shows that the social innovations generated by a small group of players rest upon the contributions and collaboration offered by the larger social network of gamers. The article argues that...

  16. Searching for Sentient Design Tools for Game Development

    DEFF Research Database (Denmark)

    Liapis, Antonios

    increasing demand by expanding their cadre, compressing development cycles and reusing code or assets. To limit development time and reduce the cost of content creation, commercial game engines and procedural content generation are popular shortcuts. Content creation tools are means to either generate...... a large volume of game content or to reduce designer effort by automating the mechanizable aspects of content creation, such as feasibility checking. However elaborate the type of content such tools can create, they remain subservient to their human developers/creators (who have tightly designed all...... their generative algorithms) and to their human users (who must take all design decisions), respectively. This thesis argues that computers can be creative partners to human designers rather than mere slaves; game design tools can be aware of designer intentions, preferences and routines, and can accommodate them...

  17. Methods Used in Game Development to Foster FLOW

    Science.gov (United States)

    Jeppsen, Isaac Ben

    2010-01-01

    Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.

  18. Verified Gaming

    DEFF Research Database (Denmark)

    Kiniry, Joseph Roland; Zimmerman, Daniel

    2011-01-01

    ---falls every year and any mention of mathematics in the classroom seems to frighten students away. So the question is: How do we attract new students in computing to the area of dependable software systems? Over the past several years at three universities we have experimented with the use of computer games...... as a target domain for software engineering project courses that focus on reliable systems engineering. This position paper summarizes our experiences in incorporating rigorous software engineering into courses whose projects include computer games....

  19. 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…

  20. Innovation in Virtual Networks

    DEFF Research Database (Denmark)

    Hu, Yimei; Sørensen, Olav Jull

    2011-01-01

    The purpose of this article is to explore and highlight the particular innovation characteristics and modes of the chinese game industry from a networking perspective......The purpose of this article is to explore and highlight the particular innovation characteristics and modes of the chinese game industry from a networking perspective...