WorldWideScience

Sample records for network creation games

  1. Topology control with IPD network creation games

    International Nuclear Information System (INIS)

    Scholz, Jan C; Greiner, Martin O W

    2007-01-01

    Network creation games couple a two-players game with the evolution of network structure. A vertex player may increase its own payoff with a change of strategy or with a modification of its edge-defined neighbourhood. By referring to the iterated prisoners dilemma (IPD) game we show that this evolutionary dynamics converges to network-Nash equilibria, where no vertex is able to improve its payoff. The resulting network structure exhibits a strong dependence on the parameter of the payoff matrix. Degree distributions and cluster coefficients are also strongly affected by the specific interactions chosen for the neighbourhood exploration. This allows network creation games to be seen as a promising artificial-social-systems approach for a distributive topology control of complex networked systems

  2. 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.

  3. Constant Price of Anarchy in Network Creation Games via Public Service Advertising

    Science.gov (United States)

    Demaine, Erik D.; Zadimoghaddam, Morteza

    Network creation games have been studied in many different settings recently. These games are motivated by social networks in which selfish agents want to construct a connection graph among themselves. Each node wants to minimize its average or maximum distance to the others, without paying much to construct the network. Many generalizations have been considered, including non-uniform interests between nodes, general graphs of allowable edges, bounded budget agents, etc. In all of these settings, there is no known constant bound on the price of anarchy. In fact, in many cases, the price of anarchy can be very large, namely, a constant power of the number of agents. This means that we have no control on the behavior of network when agents act selfishly. On the other hand, the price of stability in all these models is constant, which means that there is chance that agents act selfishly and we end up with a reasonable social cost.

  4. Ludic Educational Game Creation Tool

    DEFF Research Database (Denmark)

    Vidakis, Nikolaos; Syntychakis, Efthimios; Kalafatis, Konstantinos

    2015-01-01

    This paper presents initial findings and ongoing work of the game creation tool, a core component of the IOLAOS(IOLAOS in ancient Greece was a divine hero famed for helping with some of Heracles’s labors.) platform, a general open authorable framework for educational and training games. The game...... 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....... 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...

  5. 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...

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

    African Journals Online (AJOL)

    The Game Object Model and expansive learning: Creation, instantiation, ... The aim of the paper is to develop insights into the design, integration, evaluation and use of video games in learning and teaching. ... AJOL African Journals Online.

  7. Social Network Gaming Trends

    Directory of Open Access Journals (Sweden)

    Michael Gathwright

    2010-01-01

    Full Text Available The purpose of this project was to determine how long the social network game Scratch-Offs, created by game development company Spice Rack Media, will remain financially viable. The game Scratch-Offs is a freeware game (users pay nothing for the actual software and is funded through micro transactions (users must pay small amounts of money to play actual games. This implies a relationship between total games played and revenue earned. Using data provided by Spice Rack, we were able to develop an exponential equation that accurately depicts usage trends over time. This equation was used to determine the date Scratch-Offs will no longer be profitable.

  8. Serious Games Network

    Directory of Open Access Journals (Sweden)

    Carlos Vaz de Carvalho

    2013-11-01

    Full Text Available “Serious games” can be defined as (digital games used for purposes other than mere entertainment. Serious Games can be applied to a broad spectrum of areas, e.g. educational, healthcare, training in hazardous environments or situations. Game-based Learning, one aspect of Serious Games, are also more and more explored for all levels of education in different subjects, such as Ancient History. The SEGAN (SErious GAmes Network will create a Community of Practice on the Serious Games subject. The main objective is to create a stable (but expanding consortium to exchange ideas and experiences related to Serious Games. The SEGAN Network invites the people of the community of Archaeology, Cultural Heritage and Ancient History interested in Serious Games to join the net and to participate in their activities.

  9. Perceptions and Understanding of Games Creation: Teacher Candidates Perspective

    Science.gov (United States)

    Treadwell, Sheri M.; Smith, Mark A.; Pratt, Erica

    2014-01-01

    Games Creation (GC) is an instructional strategy that encourages students to develop problem-solving and critical thinking skills. Children who experience GC have the potential to construct knowledge and a deeper understanding of game play (Rovegno & Bandhauer, 1994) and positive outcomes in motor skill development (Dyson, 2001; LaFont,…

  10. Designer Modeling for Personalized Game Content Creation Tools

    DEFF Research Database (Denmark)

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

    2013-01-01

    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......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......, 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...... of networking. The concept of “imaginative value” (Beckert, 2011) is used to explain the oscillating behaviors observed in the two networks. Imaginative value can be defined as symbolic value that actors ascribe to an object, in this case the network. I argue that the group practices in the networks led......The dissertation investigates through two ethnographic case studies how value co-creation takes place in inter-organizational networks that have been facilitated by a municipality. The contribution of the study to business network research is the emphasis on development phases of networks...

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

    DEFF Research Database (Denmark)

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

    2013-01-01

    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...

  13. Game Creation in Youth Media and Information Literacy Education

    Science.gov (United States)

    Costa, Conceição; Tyner, Kathleen; Henriques, Sara; Sousa, Carla

    2018-01-01

    This article presents the preliminary findings of GamiLearning (2015-2018), a research project that aims to promote critical and participative dimensions of Media and Information Literacy (MIL) in children through the creation of digital games. The project presents an innovative approach by arguing that MIL can be promoted through the process of…

  14. Value Creation in Knowledge Networks

    DEFF Research Database (Denmark)

    Hansen, Magnus Rotvit Perlt; Pries-Heje, Jan

    2017-01-01

    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...... 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...

  15. 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....

  16. Networks and learning in game theory

    NARCIS (Netherlands)

    Kets, W.

    2008-01-01

    This work concentrates on two topics, networks and game theory, and learning in games. The first part of this thesis looks at network games and the role of incomplete information in such games. It is assumed that players are located on a network and interact with their neighbors in the network.

  17. Service Creation and Deployment in Converged Networks

    DEFF Research Database (Denmark)

    Soler, José

    for these experiences is the transition of telecommunication (telephony) networks from circuit switched based systems towards packet based ones. The text of this monograph proceeds, unaltered for the most, from the author’s PhD thesis “Framework for Deployment of Advanced Telecommunication Services in Current......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....

  18. Decentralized Network Interdiction Games

    Science.gov (United States)

    2015-12-31

    preventing attacks on critical computer communi- cations networks. Such problems have traditionally been looked at from a centralized decision-maker’s point...is critical from a military perspective to understand the cause and remedies for such efficiency loss. This project is exactly motivated and designed... utilitarian ; that is, θc(x1, . . . , xF ) := ∑ f∈F θf (xf , x−f ). A commonly used measure of Nash equilibria’s inefficiency is the price of anarchy

  19. Quantum games on evolving random networks

    OpenAIRE

    Pawela, Łukasz

    2015-01-01

    We study the advantages of quantum strategies in evolutionary social dilemmas on evolving random networks. We focus our study on the two-player games: prisoner's dilemma, snowdrift and stag-hunt games. The obtained result show the benefits of quantum strategies for the prisoner's dilemma game. For the other two games, we obtain regions of parameters where the quantum strategies dominate, as well as regions where the classical strategies coexist.

  20. 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

  1. Collective Learning in Games through Social Networks

    NARCIS (Netherlands)

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

    2015-01-01

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

  2. Neural Network to Solve Concave Games

    OpenAIRE

    Liu, Zixin; Wang, Nengfa

    2014-01-01

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

  3. Youth, friendship, and gaming: a network perspective.

    Science.gov (United States)

    De Grove, Frederik

    2014-09-01

    With digital games being part of the leisure of a multitude of young people, it is important to understand to what extent gaming-related practices such as talking about games or playing games together are associated with the quality of friendship relations with players and nonplayers. Based on 100 friendship networks, this study explored to what extent those practices permeated the everyday life of youngsters and whether they could be considered as a part of doing friendship. Results indicated that gaming as a conversational topic was widespread within and between networks. Furthermore, regardless of gender, this was significantly associated with friendship quality in almost all of the networks. When considering playing games together, a somewhat different picture emerged. In contrast to conversational practices, playing together was less widespread. Moreover, both the occurrence and the effect of co-play and friendship quality was gendered. The findings of this study show that a focus on gaming-related practices yields a fruitful starting point when considering the role of digital games in a social context that is not limited to people playing (online) games. Furthermore, they also feed into the ongoing debate of possible effects of digital games in that it shows that the way in which games influence the lives of young people goes beyond a direct effects approach.

  4. 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 research in this paper reveals how business networks can create organisational knowledge to provide meaning for enabling innovation and reduction of Levelized Cost Of Energy (LCOE)? The research was conducted from June 2014 to May 2015, using a qualitative deductive research approach...... and due to the organising process highly valuable findings regarding innovation can be utilised both for improved central decisions and for improved application of knowledge locally when the meaning is established. Further research is needed for elaboration of the business network frame and the organising...

  5. Mean field games for cognitive radio networks

    KAUST Repository

    Tembine, Hamidou; Tempone, Raul; Vilanova, Pedro

    2012-01-01

    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

  6. 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.

  7. Say Cheese! Games for Successful Academic and Student Networking

    OpenAIRE

    Collins, E. I. M.; Cox, A. L.; Lee, F.

    2016-01-01

    Networking is a vital but stressful aspect of academic life, one which digital games may be able to make more playful. Existing examples of networking games require players to interact as part of the game-play, and therefore do not bypass the stressful part of networking. In contrast, many other games successfully encourage interaction between players whilst avoiding causing stress to the players. Flashbulb is a networking game that only requires a photograph of another player to be taken in ...

  8. Creation, organizing and development of the French nuclear documentation network

    International Nuclear Information System (INIS)

    Vergnes, Gisele; Cheron, Christiane; Guilloux, Raymond

    1974-01-01

    This historical account covers the creation of the French nuclear documentation network, the preliminary research, aims, structures and first accomplishments of the Association Francaise de Documentation et d'Information Nucleaire (AFDIN) (French Association of Nuclear Documentation and Information) and its relations with the international system INIS [fr

  9. Cooperative games and network structures

    NARCIS (Netherlands)

    Musegaas, Marieke

    2017-01-01

    This thesis covers various research topics involving cooperative game theory, a mathematical tool to analyze the cooperative behavior within a group of players. The focus is mainly on interrelations between operations research and cooperative game theory by analyzing specific types of cooperative

  10. 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.

  11. 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...

  12. 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.

  13. Login and Networking Services for Online Multiplayer Games

    OpenAIRE

    Peachi Muthu, Chithra

    2015-01-01

    The aim of the thesis was to study login and networking services for online multiplayer games using the unity tool. In the thesis, the authentication, communication and networking protocols supported in the unity game development tool were studied and experimented. And an analysis of the possibility to use the SIP protocol for the login services was done. A game development team from a game company, Vulpine Games Oy, was identified with the help of a lecturer in Metropolia. With the team the ...

  14. 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...

  15. 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.

  16. 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...

  17. Sleep Control Game for Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    Sang Hoon Lee

    2016-01-01

    Full Text Available In wireless sensor networks (WSNs, each node controls its sleep to reduce energy consumption without sacrificing message latency. In this paper we apply the game theory, which is a powerful tool that explains how each individual acts for his or her own economic benefit, to analyze the optimal sleep schedule for sensor nodes. We redefine this sleep control game as a modified version of the Prisoner’s Dilemma. In the sleep control game, each node decides whether or not it wakes up for the cycle. Payoff functions of the sleep control game consider the expected traffic volume, network conditions, and the expected packet delay. According to the payoff function, each node selects the best wake-up strategy that may minimize the energy consumption and maintain the latency performance. To investigate the performance of our algorithm, we apply the sleep control game to X-MAC, which is one of the recent WSN MAC protocols. Our detailed packet level simulations confirm that the proposed algorithm can effectively reduce the energy consumption by removing unnecessary wake-up operations without loss of the latency performance.

  18. 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...

  19. 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.

  20. Bribery games on interdependent complex networks.

    Science.gov (United States)

    Verma, Prateek; Nandi, Anjan K; Sengupta, Supratim

    2018-08-07

    Bribe demands present a social conflict scenario where decisions have wide-ranging economic and ethical consequences. Nevertheless, such incidents occur daily in many countries across the globe. Harassment bribery constitute a significant sub-set of such bribery incidents where a government official demands a bribe for providing a service to a citizen legally entitled to it. We employ an evolutionary game-theoretic framework to analyse the evolution of corrupt and honest strategies in structured populations characterized by an interdependent complex network. The effects of changing network topology, average number of links and asymmetry in size of the citizen and officer population on the proliferation of incidents of bribery are explored. A complex network topology is found to be beneficial for the dominance of corrupt strategies over a larger region of phase space when compared with the outcome for a regular network, for equal citizen and officer population sizes. However, the extent of the advantage depends critically on the network degree and topology. A different trend is observed when there is a difference between the citizen and officer population sizes. Under those circumstances, increasing randomness of the underlying citizen network can be beneficial to the fixation of honest officers up to a certain value of the network degree. Our analysis reveals how the interplay between network topology, connectivity and strategy update rules can affect population level outcomes in such asymmetric games. Copyright © 2018 Elsevier Ltd. All rights reserved.

  1. Axelrod's metanorm games on networks.

    Directory of Open Access Journals (Sweden)

    José M Galán

    Full Text Available Metanorms is a mechanism proposed to promote cooperation in social dilemmas. Recent experimental results show that network structures that underlie social interactions influence the emergence of norms that promote cooperation. We generalize Axelrod's analysis of metanorms dynamics to interactions unfolding on networks through simulation and mathematical modeling. Network topology strongly influences the effectiveness of the metanorms mechanism in establishing cooperation. In particular, we find that average degree, clustering coefficient and the average number of triplets per node play key roles in sustaining or collapsing cooperation.

  2. 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

  3. 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.

  4. 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.

  5. 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...

  6. 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.

  7. Bayes Academy - An Educational Game for Learning Bayesian Networks

    OpenAIRE

    Sotala, Kaj

    2015-01-01

    This thesis describes the development of 'Bayes Academy', an educational game which aims to teach an understanding of Bayesian networks. A Bayesian network is a directed acyclic graph describing a joint probability distribution function over n random variables, where each node in the graph represents a random variable. To find a way to turn this subject into an interesting game, this work draws on the theoretical background of meaningful play. Among other requirements, actions in the game...

  8. 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

  9. 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...

  10. Game Theoretic Problems in Network Economics and Mechanism Design Solutions

    CERN Document Server

    Narahari, Y; Narayanam, Ramasuri; Prakash, Hastagiri

    2009-01-01

    Explores game theoretic modeling and mechanism design for problem solving in Internet and network economics. This monograph contains an exposition of representative game theoretic problems in three different network economics situations and a systematic exploration of mechanism design solutions to these problems.

  11. The Ultimatum Game in complex networks

    International Nuclear Information System (INIS)

    Sinatra, R; Gómez-Gardeñes, J; Latora, V; Iranzo, J; Floría, L M; Moreno, Y

    2009-01-01

    We address the problem of how cooperative (altruistic-like) behavior arises in natural and social systems by analyzing an Ultimatum Game in complex networks. Specifically, players of three types are considered: (a) empathetic, whose aspiration levels, and offers, are equal, (b) pragmatic, who do not distinguish between the different roles and aim to obtain the same benefit, and (c) agents whose aspiration levels, and offers, are independent. We analyze the asymptotic behavior of pure populations with different topologies using two kinds of strategic update rules: natural selection, which relies on replicator dynamics, and social penalty, inspired by the Bak–Sneppen dynamics, in which players are subject to a social selection rule penalizing not only the less fit individuals, but also their first neighbors. We discuss the emergence of fairness in the different settings and network topologies

  12. 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.

  13. Automatic creation of LabVIEW network shared variables

    International Nuclear Information System (INIS)

    Kluge, T.; Schroeder, H.

    2012-01-01

    We are in the process of preparing the LabVIEW controlled system components of our Solid State Direct Drive experiments for the integration into a Supervisory Control And Data Acquisition (SCADA) or distributed control system. The predetermined route to this is the generation of LabVIEW network shared variables that can easily be exported by LabVIEW to the SCADA system using OLE for Process Control (OPC) or other means. Many repetitive tasks are associated with the creation of the shared variables and the required code. We are introducing an efficient and inexpensive procedure that automatically creates shared variable libraries and sets default values for the shared variables. Furthermore, LabVIEW controls are created that are used for managing the connection to the shared variable inside the LabVIEW code operating on the shared variables. The procedure takes as input an XML spread-sheet defining the required input. The procedure utilizes XSLT and LabVIEW scripting. In a later state of the project the code generation can be expanded to also create code and configuration files that will become necessary in order to access the shared variables from the SCADA system of choice. (authors)

  14. 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.

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

    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 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......, and by doing so they create in humans what in modern play theory is known as a “state of play”...

  16. 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.

  17. 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.

  18. Challenges of Health Games in the Social Network Environment.

    Science.gov (United States)

    Paredes, Hugo; Pinho, Anabela; Zagalo, Nelson

    2012-04-01

    Virtual communities and their benefits have been widely exploited to support patients, caregivers, families, and healthcare providers. The complexity of the social organization evolved the concept of virtual community to social networks, exploring the establishment of ties and relations between people. These technological platforms provide a way to keep up with one's connections network, through a set of communication and interaction tools. Games, as social interactive technologies, have great potential, ensuring a supportive community and thereby reducing social isolation. Serious social health games bring forward several research challenges. This article examines the potential benefits of the triad "health-serious games-social networks" and discusses some research challenges and opportunities of the liaison of serious health games and social networks.

  19. 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

  20. 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.

  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. Creation and perturbation of planar networks of chemical oscillators

    Science.gov (United States)

    Tompkins, Nathan; Cambria, Matthew Carl; Wang, Adam L.; Heymann, Michael; Fraden, Seth

    2015-01-01

    Methods for creating custom planar networks of diffusively coupled chemical oscillators and perturbing individual oscillators within the network are presented. The oscillators consist of the Belousov-Zhabotinsky (BZ) reaction contained in an emulsion. Networks of drops of the BZ reaction are created with either Dirichlet (constant-concentration) or Neumann (no-flux) boundary conditions in a custom planar configuration using programmable illumination for the perturbations. The differences between the observed network dynamics for each boundary condition are described. Using light, we demonstrate the ability to control the initial conditions of the network and to cause individual oscillators within the network to undergo sustained period elongation or a one-time phase delay. PMID:26117136

  3. Service creation and deployment on an intelligent network

    OpenAIRE

    Collins, Michael

    1999-01-01

    Active competition in the telecommunications industry has caused a dramatic shift in focus for public network operators. Service designers need to be able to easily and rapidly create services according to the customer’s requirements. This is achievable by using Intelligent Networks (INs). Two primary goals of service development under the Intelligent Network paradigm are rapid service crcation using new software technologies and the minimisation of service development costs through switch ve...

  4. 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.

  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 advertising creations network : implications to society and organizations

    OpenAIRE

    Παζαρζή, Νίνα Ε.

    2007-01-01

    This article investigates television-advertising production in the context of the systemic thinking. Advertising rhetoric is based on shared codes that are used by particular professional networks of the «urban elites». New technologies, new cinematographic techniques, latest fads, reformed postmodern arguments, etc are developed by «lead users» and subsequently are passed along those networks. In this respect, particular innovative practices can gradually become a part of the ...

  7. 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.

  8. A network growth model based on the evolutionary ultimatum game

    International Nuclear Information System (INIS)

    Deng, L L; Zhou, G G; Cai, J H; Wang, C; Tang, W S

    2012-01-01

    In this paper, we provide a network growth model with incorporation into the ultimatum game dynamics. The network grows on the basis of the payoff-oriented preferential attachment mechanism, where a new node is added into the network and attached preferentially to nodes with higher payoffs. The interplay between the network growth and the game dynamics gives rise to quite interesting dynamical behaviors. Simulation results show the emergence of altruistic behaviors in the ultimatum game, which is affected by the growing network structure. Compared with the static counterpart case, the levels of altruistic behaviors are promoted. The corresponding strategy distributions and wealth distributions are also presented to further demonstrate the strategy evolutionary dynamics. Subsequently, we turn to the topological properties of the evolved network, by virtue of some statistics. The most studied characteristic path length and the clustering coefficient of the network are shown to indicate their small-world effect. Then the degree distributions are analyzed to clarify the interplay of structure and evolutionary dynamics. In particular, the difference between our growth network and the static counterpart is revealed. To explain clearly the evolved networks, the rich-club ordering and the assortative mixing coefficient are exploited to reveal the degree correlation. (paper)

  9. Algorithm Design on Network Game of Chinese Chess

    Science.gov (United States)

    Xianmei, Fang

    This paper describes the current situation of domestic network game. Contact the present condition of the local network game currently, we inquired to face to a multithread tcp client and server, such as Chinese chess, according to the information, and study the contents and meanings. Combining the Java of basic knowledge, the article study the compiling procedure facing to the object according to the information in Java Swing usage, and the method of the network procedure. The article researched the method and processes of the network procedure carry on the use of Sprocket under the Java Swing. Understood the basic process of compiling procedure using Java and how to compile a network procedure. The most importance is how a pair of machines correspondence-C/S the service system-is carried out. From here, we put forward the data structure,the basic calculate way of the network game- Chinese chess, and how to design and realize the server and client of that procedure. The online games -- chess design can be divided into several modules as follows: server module, client module and the control module.

  10. Fostering Research Engagement in Partnership Schools: Networking and Value Creation

    Science.gov (United States)

    Cornelissen, Frank; McLellan, Ros W.; Schofield, Jan

    2017-01-01

    The call for teachers and schools to become more research-engaged is resonating stronger than ever with government efforts to improve research impact and educational quality in the United Kingdom (UK) and many other countries. In these endeavors strengthening the social network structure and collegial relationships that enable collaborative…

  11. Comparing Generative Adversarial Network Techniques for Image Creation and Modification

    NARCIS (Netherlands)

    Pieters, Mathijs; Wiering, Marco

    2018-01-01

    Generative adversarial networks (GANs) have demonstrated to be successful at generating realistic real-world images. In this paper we compare various GAN techniques, both supervised and unsupervised. The effects on training stability of different objective functions are compared. We add an encoder

  12. Cooperative networks : The mobile tethering game

    NARCIS (Netherlands)

    Constantinescu, M.; Bouwman, H.; Djurica, M.; Durmus, Y.; Onur, E.; Reuver, M. de

    2012-01-01

    We propose an analysis of cooperation for data sharing and the behavioral aspects involved in the process of decision making. Starting with the tethering capabilities of recent devices we apply game theoretical principles and models, inquire what makes the cooperation work, and what are the

  13. A game theoretic investigation of deception in network security

    Energy Technology Data Exchange (ETDEWEB)

    Carroll, Thomas E.; Grosu, Daniel

    2010-12-03

    We perform a game theoretic investigation of the effects of deception on the interactions between an attacker and a defender of a computer network. The defender can employ camouflage by either disguising a normal system as a honeypot or by disguising a honeypot as a normal system. We model the interactions between defender and attacker using a signaling game, a non-cooperative two player dynamic game of incomplete information. For this model, we determine which strategies admit perfect Bayesian equilibria. These equilibria are refined Nash equilibria in which neither the defender nor the attacker will unilaterally choose to deviate from their strategies. Finally, we discuss the benefits of employing deceptive equilibrium strategies in the defense of a computer network.

  14. An integrated framework of knowledge transfer and ICT issues in co-creation value networks

    NARCIS (Netherlands)

    Bagheri, S.; Kusters, R.J.; Trienekens, J.J.M.; Varajão, J.E.Q.; Cruz-Cunha, M.M.; Martinho, R.; Rijo, R.; Bjørn-Andersen, N.; Turner, R.; Alves, D.

    2016-01-01

    In dynamic value networks (VNs), knowledge serves as a basis for close collaboration of actors (i.e. firms with their partners and customers) to enhance co-creation of integrated solutions. In order to provide a technical foundation for seamless knowledge transfer among actors, VNs require

  15. Statistical mechanics of the fashion game on random networks

    International Nuclear Information System (INIS)

    Sun, YiFan

    2016-01-01

    A model of fashion on networks is studied. This model consists of two groups of agents that are located on a network and have opposite viewpoints towards being fashionable: behaving consistently with either the majority or the minority of adjacent agents. Checking whether the fashion game has a pure Nash equilibrium (pure NE) is a non-deterministic polynomial complete problem. Using replica-symmetric mean field theory, the largest proportion of satisfied agents and the region where at least one pure NE should exist are determined for several types of random networks. Furthermore, a quantitive analysis of the asynchronous best response dynamics yields the phase diagram of existence and detectability of pure NE in the fashion game on some random networks. (paper: classical statistical mechanics, equilibrium and non-equilibrium).

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

    Science.gov (United States)

    Parras, Juan; Zazo, Santiago

    2018-01-30

    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.

  17. 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.

  18. Evolution of imitation networks in Minority Game model

    Czech Academy of Sciences Publication Activity Database

    Lavička, H.; Slanina, František

    2007-01-01

    Roč. 56, - (2007), s. 53-63 ISSN 1434-6028 R&D Projects: GA MŠk 1P04OCP10.001 Institutional research plan: CEZ:AV0Z10100520 Keywords : econophysics * networks * minority game Subject RIV: BE - Theoretical Physics Impact factor: 1.356, year: 2007

  19. A Centrality-Based Security Game for Multi-Hop Networks

    NARCIS (Netherlands)

    Riehl, James Robert; Cao, Ming

    2018-01-01

    We formulate a network security problem as a zero-sum game between an attacker who tries to disrupt a network by disabling one or more nodes, and the nodes of the network who must allocate limited resources in defense of the network. The utility of the zero-sum game can be one of several network

  20. 网络经济的博弈论分析%Analysis of the Game Theory in Network Economy

    Institute of Scientific and Technical Information of China (English)

    王玉

    2001-01-01

    Based on the non-asymmetrical information game theory, this paper analyzes the trust-agency mechanism in network economy, the change of the rules of the game and the strategies of the game in the network environment.

  1. Attacker-defender game from a network science perspective

    Science.gov (United States)

    Li, Ya-Peng; Tan, Suo-Yi; Deng, Ye; Wu, Jun

    2018-05-01

    Dealing with the protection of critical infrastructures, many game-theoretic methods have been developed to study the strategic interactions between defenders and attackers. However, most game models ignore the interrelationship between different components within a certain system. In this paper, we propose a simultaneous-move attacker-defender game model, which is a two-player zero-sum static game with complete information. The strategies and payoffs of this game are defined on the basis of the topology structure of the infrastructure system, which is represented by a complex network. Due to the complexity of strategies, the attack and defense strategies are confined by two typical strategies, namely, targeted strategy and random strategy. The simulation results indicate that in a scale-free network, the attacker virtually always attacks randomly in the Nash equilibrium. With a small cost-sensitive parameter, representing the degree to which costs increase with the importance of a target, the defender protects the hub targets with large degrees preferentially. When the cost-sensitive parameter exceeds a threshold, the defender switches to protecting nodes randomly. Our work provides a new theoretical framework to analyze the confrontations between the attacker and the defender on critical infrastructures and deserves further study.

  2. 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…

  3. Co-creation and Co-innovation in a Collaborative Networked Environment

    Science.gov (United States)

    Klen, Edmilson Rampazzo

    Leveraged by the advances in communication and information Technologies, producers and consumers are developing a new behavior. Together with the new emerging collaborative manifestations this behavior may directly impact the way products are developed. This powerful combination indicates that consumers will be involved in a very early stage in product development processes supporting even more the creation and innovation of products. This new way of collaboration gives rise to a new collaborative networked environment based on co-creation and co-innovation. This work will present some evolutionary steps that point to the development of this environment where prosumer communities and virtual organizations interact and collaborate.

  4. 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...

  5. Coevolution of game and network structure with adjustable linking

    Science.gov (United States)

    Qin, Shao-Meng; Zhang, Guo-Yong; Chen, Yong

    2009-12-01

    Most papers about the evolutionary game on graph assume the statistic network structure. However, in the real world, social interaction could change the relationship among people. And the change of social structure will also affect people’s strategies. We build a coevolution model of prisoner’s dilemma game and network structure to study the dynamic interaction in the real world. Differing from other coevolution models, players rewire their network connections according to the density of cooperation and other players’ payoffs. We use a parameter α to control the effect of payoff in the process of rewiring. Based on the asynchronous update rule and Monte Carlo simulation, we find that, when players prefer to rewire their links to those who are richer, the temptation can increase the cooperation density.

  6. 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

  7. 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.

  8. Time scales in evolutionary game on adaptive networks

    Energy Technology Data Exchange (ETDEWEB)

    Cong, Rui, E-mail: congrui0000@126.com [School of Mechano-Electronic Engineering, Xidian University, Xi' an (China); Wu, Te; Qiu, Yuan-Ying [School of Mechano-Electronic Engineering, Xidian University, Xi' an (China); Wang, Long [School of Mechano-Electronic Engineering, Xidian University, Xi' an (China); Center for Systems and Control, State Key Laboratory for Turbulence and Complex Systems, College of Engineering, Peking University, Beijing (China)

    2014-02-01

    Most previous studies concerning spatial games have assumed strategy updating occurs with a fixed ratio relative to interactions. We here set up a coevolutionary model to investigate how different ratio affects the evolution of cooperation on adaptive networks. Simulation results demonstrate that cooperation can be significantly enhanced under our rewiring mechanism, especially with slower natural selection. Meanwhile, slower selection induces larger network heterogeneity. Strong selection contracts the parameter area where cooperation thrives. Therefore, cooperation prevails whenever individuals are offered enough chances to adapt to the environment. Robustness of the results has been checked under rewiring cost or varied networks.

  9. 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.

  10. Fair and efficient network congestion control based on minority game

    Science.gov (United States)

    Wang, Zuxi; Wang, Wen; Hu, Hanping; Deng, Zhaozhang

    2011-12-01

    Low link utility, RTT unfairness and unfairness of Multi-Bottleneck network are the existing problems in the present network congestion control algorithms at large. Through the analogy of network congestion control with the "El Farol Bar" problem, we establish a congestion control model based on minority game(MG), and then present a novel network congestion control algorithm based on the model. The result of simulations indicates that the proposed algorithm can make the achievements of link utility closing to 100%, zero packet lose rate, and small of queue size. Besides, the RTT unfairness and the unfairness of Multi-Bottleneck network can be solved, to achieve the max-min fairness in Multi-Bottleneck network, while efficiently weaken the "ping-pong" oscillation caused by the overall synchronization.

  11. A Game-Theoretical Approach to Multimedia Social Networks Security

    Science.gov (United States)

    Liu, Enqiang; Liu, Zengliang; Shao, Fei; Zhang, Zhiyong

    2014-01-01

    The contents access and sharing in multimedia social networks (MSNs) mainly rely on access control models and mechanisms. Simple adoptions of security policies in the traditional access control model cannot effectively establish a trust relationship among parties. This paper proposed a novel two-party trust architecture (TPTA) to apply in a generic MSN scenario. According to the architecture, security policies are adopted through game-theoretic analyses and decisions. Based on formalized utilities of security policies and security rules, the choice of security policies in content access is described as a game between the content provider and the content requester. By the game method for the combination of security policies utility and its influences on each party's benefits, the Nash equilibrium is achieved, that is, an optimal and stable combination of security policies, to establish and enhance trust among stakeholders. PMID:24977226

  12. Bribery games on inter-dependent regular networks.

    Science.gov (United States)

    Verma, Prateek; Nandi, Anjan K; Sengupta, Supratim

    2017-02-16

    We examine a scenario of social conflict that is manifest during an interaction between government servants providing a service and citizens who are legally entitled to the service, using evolutionary game-theory in structured populations characterized by an inter-dependent network. Bribe-demands by government servants during such transactions, called harassment bribes, constitute a widespread form of corruption in many countries. We investigate the effect of varying bribe demand made by corrupt officials and the cost of complaining incurred by harassed citizens, on the proliferation of corrupt strategies in the population. We also examine how the connectivity of the various constituent networks affects the spread of corrupt officials in the population. We find that incidents of bribery can be considerably reduced in a network-structured populations compared to mixed populations. Interestingly, we also find that an optimal range for the connectivity of nodes in the citizen's network (signifying the degree of influence a citizen has in affecting the strategy of other citizens in the network) as well as the interaction network aids in the fixation of honest officers. Our results reveal the important role of network structure and connectivity in asymmetric games.

  13. Bribery games on inter-dependent regular networks

    Science.gov (United States)

    Verma, Prateek; Nandi, Anjan K.; Sengupta, Supratim

    2017-02-01

    We examine a scenario of social conflict that is manifest during an interaction between government servants providing a service and citizens who are legally entitled to the service, using evolutionary game-theory in structured populations characterized by an inter-dependent network. Bribe-demands by government servants during such transactions, called harassment bribes, constitute a widespread form of corruption in many countries. We investigate the effect of varying bribe demand made by corrupt officials and the cost of complaining incurred by harassed citizens, on the proliferation of corrupt strategies in the population. We also examine how the connectivity of the various constituent networks affects the spread of corrupt officials in the population. We find that incidents of bribery can be considerably reduced in a network-structured populations compared to mixed populations. Interestingly, we also find that an optimal range for the connectivity of nodes in the citizen’s network (signifying the degree of influence a citizen has in affecting the strategy of other citizens in the network) as well as the interaction network aids in the fixation of honest officers. Our results reveal the important role of network structure and connectivity in asymmetric games.

  14. 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

  15. Mitigating Free Riding in Peer-To-Peer Networks: Game Theory ...

    African Journals Online (AJOL)

    Mitigating Free Riding in Peer-To-Peer Networks: Game Theory Approach. ... In this paper, we model the interactions between peers as a modified gift giving game and proposed an utility exchange incentive ... AJOL African Journals Online.

  16. 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 ...

  17. The Price of Selfish Stackelberg Leadership in a Network Game

    OpenAIRE

    Goldberg, P. W.; Polpinit, P.

    2007-01-01

    We study a class of games in which a finite number of agents each controls a quantity of flow to be routed through a network, and are able to split their own flow between multiple paths through the network. Recent work on this model has contrasted the social cost of Nash equilibria with the best possible social cost. Here we show that additional costs are incurred in situations where a selfish ``leader'' agent allocates his flow, and then commits to that choice so that other agents are compel...

  18. 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.

  19. 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

  20. 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...... in their nascent ventures. This personal financial commitment is known as “skinin the game.” Founders that invest more of their own money into their ventures signal greater commitment to potential business partners, suppliers, and resource providers.This studyexamines the amount of personal funds invested by 1...

  1. Cyber War Game in Temporal Networks

    Science.gov (United States)

    2016-02-09

    Pastor-Satorras R, Vespignani A. Epidemic spreading in scale-free networks . Physical review letters. 2001; 86(14):3200. doi: 10.1103/PhysRevLett...topology) and remaining resource level of nodes. We use epidemic spreading based on susceptible-infected-removed (SIR) model [6, 21] to describe attackers...86.3200 PMID: 11290142 31. Valdez LD, Macri PA, Braunstein LA. Intermittent social distancing strategy for epidemic control. Physi- cal Review E. 2012 22

  2. Cyber War Game in Temporal Networks

    Science.gov (United States)

    2016-02-09

    a node’s mobility, failure or its resource depletion over time or action(s), this optimization problem becomes NP-com- plete. We propose two heuristic ... representing the interactions between nodes [1, 2]. One of the most important property of a network is robustness against random failures and target attacks...authors and should not be interpreted as representing the official policies, either expressed or implied, of the Army Research Laboratory or the U.S

  3. Competitive game theoretic optimal routing in optical networks

    Science.gov (United States)

    Yassine, Abdulsalam; Kabranov, Ognian; Makrakis, Dimitrios

    2002-09-01

    Optical transport service providers need control and optimization strategies for wavelength management, network provisioning, restoration and protection, allowing them to define and deploy new services and maintain competitiveness. In this paper, we investigate a game theory based model for wavelength and flow assignment in multi wavelength optical networks, consisting of several backbone long-haul optical network transport service providers (TSPs) who are offering their services -in terms of bandwidth- to Internet service providers (ISPs). The ISPs act as brokers or agents between the TSP and end user. The agent (ISP) buys services (bandwidth) from the TSP. The TSPs compete among themselves to sell their services and maintain profitability. We present a case study, demonstrating the impact of different bandwidth broker demands on the supplier's profit and the price paid by the network broker.

  4. 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.

  5. Co-opetition and knowledge co-creation in Japanese supplier-networks : The case of Toyota

    NARCIS (Netherlands)

    Wilhelm, Miriam M.; Kohlbacher, Florian

    This article examines how knowledge co-creation takes place within the Toyota network. We extend the work of Dyer and Nobeoka, who contributed to the theory of network-level learning by showing how Toyota succeeded in 'creating and managing a high-performance knowledge-sharing network'. By examining

  6. 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

  7. 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.

  8. 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 social networks (p ≤ 4 × 10(-2)). The provided criteria proved to be user-friendly, comprehensible and well accepted. The results contribute to a better understanding of pathological internet gaming and social network use and provide evidence that biological markers of substance use disorders are involved in internet addiction.

  9. 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.

  10. 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.

  11. 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.

  12. Research on Information Sharing Mechanism of Network Organization Based on Evolutionary Game

    Science.gov (United States)

    Wang, Lin; Liu, Gaozhi

    2018-02-01

    This article first elaborates the concept and effect of network organization, and the ability to share information is analyzed, secondly introduces the evolutionary game theory, network organization for information sharing all kinds of limitations, establishes the evolutionary game model, analyzes the dynamic evolution of network organization of information sharing, through reasoning and evolution. The network information sharing by the initial state and two sides of the game payoff matrix of excess profits and information is the information sharing of cost and risk sharing are the influence of network organization node information sharing decision.

  13. 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.

  14. 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.

  15. 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

  16. 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.

  17. 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.

  18. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  19. Faith in the net: towards the creation of digital networks of religious acknowledgement and recognition

    Directory of Open Access Journals (Sweden)

    Luis Ignacio SIERRA GUTIÉRREZ

    2017-12-01

    Full Text Available Undoubtedly, the technological revolution in information and communications causing major changes in citizens’ social interactions. The new reticular rationality offers the possibility of shaping, developing, and strengthening social networks and virtual communities. All of them facilitate the creation of new interactive spaces, new social collectives promoting citizenship and that, from different social fields and levels of experience, articulate and streamline processes of production, circulation and appropriation of new symbolic products. Such products contribute not only to generating new sources of knowledge but, above all, to strengthening processes of citizen interaction. In such processes, the field of media, religiosities and socio-cultural processes are strategically intertwined. In this context, experiences of civic religiosity find in the potential generated by the global network, new possibilities of interaction and religious recognition. Also new forms and spaces to share plural options of faith and socio-religious practices that make sense of the existence of cybernauts. This text is divided into three parts: First, critically contextualizes the global phenomenon of social networks. Second, it makes an approximation to some experiences of digital networks of religious recognition from Latin America. Finally, raises some questions that arise from such virtual practices.

  20. Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media.

    Science.gov (United States)

    Copenhaver, Allen; Ferguson, Christopher J

    For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below. Copyright © 2018 Elsevier Ltd. All rights reserved.

  1. 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.

  2. 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.

  3. 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

  4. 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

  5. Application of Game Theory Approaches in Routing Protocols for Wireless Networks

    Science.gov (United States)

    Javidi, Mohammad M.; Aliahmadipour, Laya

    2011-09-01

    An important and essential issue for wireless networks is routing protocol design that is a major technical challenge due to the function of the network. Game theory is a powerful mathematical tool that analyzes the strategic interactions among multiple decision makers and the results of researches show that applied game theory in routing protocol lead to improvement the network performance through reduce overhead and motivates selfish nodes to collaborate in the network. This paper presents a review and comparison for typical representatives of routing protocols designed that applied game theory approaches for various wireless networks such as ad hoc networks, mobile ad hoc networks and sensor networks that all of them lead to improve the network performance.

  6. Novel Congestion-Free Alternate Routing Path Scheme using Stackelberg Game Theory Model in Wireless Networks

    Directory of Open Access Journals (Sweden)

    P. Chitra

    2017-04-01

    Full Text Available Recently, wireless network technologies were designed for most of the applications. Congestion raised in the wireless network degrades the performance and reduces the throughput. Congestion-free network is quit essen- tial in the transport layer to prevent performance degradation in a wireless network. Game theory is a branch of applied mathematics and applied sciences that used in wireless network, political science, biology, computer science, philosophy and economics. e great challenges of wireless network are their congestion by various factors. E ective congestion-free alternate path routing is pretty essential to increase network performance. Stackelberg game theory model is currently employed as an e ective tool to design and formulate conges- tion issues in wireless networks. is work uses a Stackelberg game to design alternate path model to avoid congestion. In this game, leaders and followers are selected to select an alternate routing path. e correlated equilibrium is used in Stackelberg game for making better decision between non-cooperation and cooperation. Congestion was continuously monitored to increase the throughput in the network. Simulation results show that the proposed scheme could extensively improve the network performance by reducing congestion with the help of Stackelberg game and thereby enhance throughput.

  7. 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.

  8. 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.

  9. Neural network based cluster creation in the ATLAS silicon Pixel Detector

    CERN Document Server

    Andreazza, A; The ATLAS collaboration

    2013-01-01

    The read-out from individual pixels on planar semi-conductor sensors are grouped into clusters to reconstruct the location where a charged particle passed through the sensor. The resolution given by individual pixel sizes is significantly improved by using the information from the charge sharing between pixels. Such analog cluster creation techniques have been used by the ATLAS experiment for many years to obtain an excellent performance. However, in dense environments, such as those inside high-energy jets, clusters have an increased probability of merging the charge deposited by multiple particles. Recently, a neural network based algorithm which estimates both the cluster position and whether a cluster should be split has been developed for the ATLAS Pixel Detector. The algorithm significantly reduces ambiguities in the assignment of pixel detector measurement to tracks within jets and improves the position accuracy with respect to standard interpolation techniques by taking into account the 2-dimensional ...

  10. Neural network based cluster creation in the ATLAS silicon pixel detector

    CERN Document Server

    Selbach, K E; The ATLAS collaboration

    2012-01-01

    The read-out from individual pixels on planar semi-conductor sensors are grouped into clusters to reconstruct the location where a charged particle passed through the sensor. The resolution given by individual pixel sizes is significantly improved by using the information from the charge sharing between pixels. Such analog cluster creation techniques have been used by the ATLAS experiment for many years to obtain an excellent performance. However, in dense environments, such as those inside high-energy jets, clusters have an increased probability of merging the charge deposited by multiple particles. Recently, a neural network based algorithm which estimates both the cluster position and whether a cluster should be split has been developed for the ATLAS pixel detector. The algorithm significantly reduces ambiguities in the assignment of pixel detector measurement to tracks within jets and improves the position accuracy with respect to standard interpolation techniques by taking into account the 2-dimensional ...

  11. The strategic impact of social networks on the online gaming industry : strategic use of technology

    OpenAIRE

    Sousa, Sofia Taveira de

    2012-01-01

    This dissertation focuses on assessing the strategic potential of social networks by answering the following research question: Is there any strategic impact of social networks on the online gaming industry? In order to analyze the strategic potential of social networks for online games, we identify the main factors that online players consider as crucial for them to keep playing. These factors can either be related to the game’s strategy itself, such as all the details, graphics and ambig...

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. Social network games uncovered: motivations and their attitudinal and behavioral outcomes.

    Science.gov (United States)

    Lee, Jieun; Lee, Mira; Choi, In Hyok

    2012-12-01

    This study explores motivations for playing games on social network sites as well as attitudinal and behavioral outcomes of those motivations. A total of 324 college students in the United States participated in an online survey. Found were the six motivations for playing social network games (SNG): social interaction, self-presentation, fantasy/role playing, passing time/escapism, entertainment, and challenge/competition. Further, the findings demonstrated that different types of motivations influenced attitudes toward playing SNG and intentions to engage in different social network gaming activities differentially.

  17. Exploring how technological and social drivers affect the experience of co-creation in the video game industry

    NARCIS (Netherlands)

    Grohn, Jamie; Loohuis, Raymond Petrus Antonius; Kijl, Björn

    2017-01-01

    From a service logic perspective, customers are considered as both contributor and experiencer of value and are also referred to as co-creators of value. However, little is known about the drivers of co-creation that service providers can put in use and how these affect the actual co-creation

  18. A System Dynamics Based Multi User Network Game

    National Research Council Canada - National Science Library

    Toyoglu, Hunkar

    1999-01-01

    .... This game can accommodate simultaneous play by a maximum of seven players. Management's job in the game is to employ its company's resources and to manage its operations in such a way as to minimize the inventory fluctuations and costs...

  19. 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…

  20. 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.

  1. 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.

  2. 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...

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

    Science.gov (United States)

    2010-03-01

    EVOLUTIONARY ARTIFICIAL NEURAL NETWORK WEIGHT TUNING TO OPTIMIZE DECISION MAKING FOR AN ABSTRACT...AFIT/GCS/ENG/10-06 EVOLUTIONARY ARTIFICIAL NEURAL NETWORK WEIGHT TUNING TO OPTIMIZE DECISION MAKING FOR AN ABSTRACT GAME THESIS Presented...35 14: Diagram of pLoGANN’s Artificial Neural Network and

  4. 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.

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

    DEFF Research Database (Denmark)

    Witkowski, Emma

    of computer games? What does it mean when these types of games are suggested to be “found” securely in the software? What and where else is the game in action? And how are these games oriented by the many things engaged in their configuration? Taking a qualitative approach, this study explores such concerns...... with players, administrators, organizers and spectators, as well as observations and field notes. I take the perspective of phenomenological sociology coupled with a decidedly Actor‐network theory approach, which assists in exploring the connections and translations made between embodiment, game cultures......, 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...

  6. 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.

  7. 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.

  8. A game theory approach to target tracking in sensor networks.

    Science.gov (United States)

    Gu, Dongbing

    2011-02-01

    In this paper, we investigate a moving-target tracking problem with sensor networks. Each sensor node has a sensor to observe the target and a processor to estimate the target position. It also has wireless communication capability but with limited range and can only communicate with neighbors. The moving target is assumed to be an intelligent agent, which is "smart" enough to escape from the detection by maximizing the estimation error. This adversary behavior makes the target tracking problem more difficult. We formulate this target estimation problem as a zero-sum game in this paper and use a minimax filter to estimate the target position. The minimax filter is a robust filter that minimizes the estimation error by considering the worst case noise. Furthermore, we develop a distributed version of the minimax filter for multiple sensor nodes. The distributed computation is implemented via modeling the information received from neighbors as measurements in the minimax filter. The simulation results show that the target tracking algorithm proposed in this paper provides a satisfactory result.

  9. Network structure and institutional complexity in an ecology of water management games

    Directory of Open Access Journals (Sweden)

    Mark Lubell

    2014-12-01

    Full Text Available Social-ecological systems are governed by a complex of ecology of games featuring multiple actors, policy institutions, and issues, and not just single institutions operating in isolation. We update Long's (1958 ecology of games to analyze the coordinating roles of actors and institutions in the context of the ecology of water management games in San Francisco Bay, California. The ecology of games is operationalized as a bipartite network with actors participating in institutions, and exponential random graph models are used to test hypotheses about the structural features of the network. We found that policy coordination is facilitated mostly by federal and state agencies and collaborative institutions that span geographic boundaries. Network configurations associated with closure show the most significant departures from the predicted model values, consistent with the Berardo and Scholz (2010 "risk hypothesis" that closure is important for solving cooperation problems.

  10. 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.

  11. 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.

  12. 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.

  13. Contemplation, Subcreation, and Video Games

    Directory of Open Access Journals (Sweden)

    Mark J. P. Wolf

    2018-04-01

    Full Text Available This essay asks how religion and theological ideas might be made manifest in video games, and particularly the creation of video games as a religious activity, looking at contemplative experiences in video games, and the creation and world-building of game worlds as a form of Tolkienian subcreation, which itself leads to contemplation regarding the creation of worlds.

  14. The migration game in habitat network: the case of tuna

    DEFF Research Database (Denmark)

    Mariani, Patrizio; Krivan, Vlastimil; MacKenzie, Brian

    2016-01-01

    migration in direction of increasing fitness should lead to the ideal free distribution (IFD) which is the evolutionary stable strategy of the habitat selection game. We introduce a migration game which focuses on migrating dynamics leading to the IFD for age-structured populations and in time varying...

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

    Science.gov (United States)

    Liu, Jianhua; Yue, Guangxue; Shang, Huiliang; Li, Hongjie

    2014-01-01

    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. PMID:25105171

  16. 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

  17. Study of network resource allocation based on market and game theoretic mechanism

    Science.gov (United States)

    Liu, Yingmei; Wang, Hongwei; Wang, Gang

    2004-04-01

    We work on the network resource allocation issue concerning network management system function based on market-oriented mechanism. The scheme is to model the telecommunication network resources as trading goods in which the various network components could be owned by different competitive, real-world entities. This is a multidisciplinary framework concentrating on the similarity between resource allocation in network environment and the market mechanism in economic theory. By taking an economic (market-based and game theoretic) approach in routing of communication network, we study the dynamic behavior under game-theoretic framework in allocating network resources. Based on the prior work of Gibney and Jennings, we apply concepts of utility and fitness to the market mechanism with an intention to close the gap between experiment environment and real world situation.

  18. 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.

  19. Game Theoretic Centrality Analysis of Terrorist Networks : The Cases of Jemaah Islamiyah and Al Qaeda

    NARCIS (Netherlands)

    Lindelauf, R.; Hamers, H.J.M.; Husslage, B.G.M.

    2011-01-01

    The identification of key players in a terrorist network can lead to prevention of attacks, due to efficient allocation of surveillance means or isolation of key players in order to destabilize the network. In this paper we introduce a game theoretic approach to identify key players in terrorist

  20. 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.

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

    International Nuclear Information System (INIS)

    Xu, Bo; Liu, Lu; You, Weijia

    2011-01-01

    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. -- Highlights: → Tie strength is used to measure heterogeneous influences of different pairs of nodes. → Weak ties play a role in maintaining cooperation in prisoner's dilemma games. → Micro-dynamics of nodes are illustrated to explain the conclusion.

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

    Energy Technology Data Exchange (ETDEWEB)

    Xu, Bo, E-mail: xubosuper@163.com [Department of Information Systems, School of Economics and Management, Beihang University (China); Liu, Lu; You, Weijia [Department of Information Systems, School of Economics and Management, Beihang University (China)

    2011-06-13

    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. -- Highlights: → Tie strength is used to measure heterogeneous influences of different pairs of nodes. → Weak ties play a role in maintaining cooperation in prisoner's dilemma games. → Micro-dynamics of nodes are illustrated to explain the conclusion.

  3. 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.

  4. 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.

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

    Science.gov (United States)

    Song, Kaida; Wang, Rui; Liu, Yi; Qian, Depei; Zhang, Han; Cai, Jihong

    2015-01-01

    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.

  6. 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.

  7. 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

  8. 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.

  9. 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)

  10. A Game Theory Based Approach for Power Efficient Vehicular Ad Hoc Networks

    Directory of Open Access Journals (Sweden)

    Kun Hua

    2017-01-01

    Full Text Available Green communications are playing critical roles in vehicular ad hoc networks (VANETs, while the deployment of a power efficient VANET is quite challenging in practice. To add more greens into such kind of complicated and time-varying mobile network, we specifically investigate the throughput and transmission delay performances for real-time and delay sensitive services through a repeated game theoretic solution. This paper has employed Nash Equilibrium in the noncooperative game model and analyzes its efficiency. Simulation results have shown an obvious improvement on power efficiency through such efforts.

  11. 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.

  12. 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.

  13. A game theory-based trust measurement model for social networks.

    Science.gov (United States)

    Wang, Yingjie; Cai, Zhipeng; Yin, Guisheng; Gao, Yang; Tong, Xiangrong; Han, Qilong

    2016-01-01

    In social networks, trust is a complex social network. Participants in online social networks want to share information and experiences with as many reliable users as possible. However, the modeling of trust is complicated and application dependent. Modeling trust needs to consider interaction history, recommendation, user behaviors and so on. Therefore, modeling trust is an important focus for online social networks. We propose a game theory-based trust measurement model for social networks. The trust degree is calculated from three aspects, service reliability, feedback effectiveness, recommendation credibility, to get more accurate result. In addition, to alleviate the free-riding problem, we propose a game theory-based punishment mechanism for specific trust and global trust, respectively. We prove that the proposed trust measurement model is effective. The free-riding problem can be resolved effectively through adding the proposed punishment mechanism.

  14. A Game-Theoretic Model to Analyze Value Creation with Simultaneous Cooperation and Competition of Supply Chain Partners

    Directory of Open Access Journals (Sweden)

    F. Kafi

    2014-01-01

    Full Text Available There is a rising trend in supplying chain management to employ simultaneous cooperation and competition (coopetition among supply chain partners as an efficient strategy to create value. There exist, however, few models which analyze coopetitive situations mathematically. Cooperative game theory is the common tool in analyzing cooperative situations. However, the term “cooperative” in “cooperative game theory” is absolutely misleading since it ultimately leads to competition analysis and ignores the internal structure of the cooperation. Coopetition, however, results in structural transformations in players. Therefore, we require a mathematical modeling approach which takes into account the internal structural changes due to cooperation among competitors. In so doing, in this paper we propose, we assume that those parameters of each firm’s profit function are subject to transformation by cooperation as a function of cooperation level so as to determine the right level of cooperation and production of firms while considering technical cooperation between them. Furthermore, we demonstrate the results of applying the idea to a supply chain situation where two similar suppliers participate. We conclude that under intuitive conditions coopetition strategy is superior to the pure competitive relationship between the suppliers in terms of profitability which validates the previous empirical results mathematically.

  15. Coevolution of network structure and cooperation in the public goods game

    International Nuclear Information System (INIS)

    Wang Lei; Xia Chengyi; Wang Juan

    2013-01-01

    Recently, the emergence of cooperation has become a central topic in the evolutionary game field, and coevolution of game dynamics and network topology structure can give us a fresh viewpoint of how the network evolves and cooperation arises. In this paper, we show in detail a picture of the co-evolutionary behaviors between the microscopic structure of the network and cooperation promotion in the public goods game (PGG). Based on a mechanism named after evolutionary preferential attachment (EPA), in which the growth of the network depends on the outcome of PGG dynamics, we explore the structural properties of networks and cooperative behaviors taking place on the networks created by EPA rules. Extensive simulation results indicate that the structure of the resulting networks displays a transition from homogeneous to heterogeneous properties as the selection strength ϵ increases, and the cooperative behaviors have a non-trivial state in which cooperators and defectors can simultaneously occupy the hub nodes in the network. Current results are of interest for us to further understand the cooperation persistence and structure evolution in many natural, social and economical systems. (paper)

  16. A game theoretic algorithm to detect overlapping community structure in networks

    Science.gov (United States)

    Zhou, Xu; Zhao, Xiaohui; Liu, Yanheng; Sun, Geng

    2018-04-01

    Community detection can be used as an important technique for product and personalized service recommendation. A game theory based approach to detect overlapping community structure is introduced in this paper. The process of the community formation is converted into a game, when all agents (nodes) cannot improve their own utility, the game process will be terminated. The utility function is composed of a gain and a loss function and we present a new gain function in this paper. In addition, different from choosing action randomly among join, quit and switch for each agent to get new label, two new strategies for each agent to update its label are designed during the game, and the strategies are also evaluated and compared for each agent in order to find its best result. The overlapping community structure is naturally presented when the stop criterion is satisfied. The experimental results demonstrate that the proposed algorithm outperforms other similar algorithms for detecting overlapping communities in networks.

  17. Dilemma solving by the coevolution of networks and strategy in a 2 x 2 game.

    Science.gov (United States)

    Tanimoto, Jun

    2007-08-01

    A 2 x 2 game model implemented by a coevolution mechanism of both networks and strategy, inspired by the work of Zimmermann and Eguiluz [Phys. Rev. E72, 056118 (2005)] is established. Network adaptation is the manner in which an existing link between two agents is destroyed and how a new one is established to replace it. The strategy is defined as whether an agent offers cooperation (C) or defection (D) . Both the networks and strategy are synchronously renovated in a simulation time step. A series of numerical experiments, considering various 2 x 2 game structures, reveals that the proposed coevolution mechanism can solve dilemmas in several game classes. The effect of solving a dilemma means mutual-cooperation reciprocity (R reciprocity), which is brought about by emerging several cooperative hub agents who have plenty of links. This effect can be primarily observed in game classes of the prisoner's dilemma and stag hunt. The coevolution mechanism, however, seems counterproductive for game classes of leader and hero, where the alternating reciprocity (ST reciprocity) is meaningful.

  18. 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.

  19. The migration game in habitat network: the case of tuna

    Czech Academy of Sciences Publication Activity Database

    Mariani, P.; Křivan, Vlastimil; MacKenzie, B. R.; Mullon, C.

    2016-01-01

    Roč. 9, č. 2 (2016), s. 219-232 ISSN 1874-1738 Institutional support: RVO:60077344 Keywords : structured population * ideal free distribution * game theory Subject RIV: EH - Ecology, Behaviour Impact factor: 1.221, year: 2016 http://link.springer.com/article/10.1007%2Fs12080-015-0290-8

  20. Extensive video-game experience alters cortical networks for complex visuomotor transformations.

    Science.gov (United States)

    Granek, Joshua A; Gorbet, Diana J; Sergio, Lauren E

    2010-10-01

    Using event-related functional magnetic resonance imaging (fMRI), we examined the effect of video-game experience on the neural control of increasingly complex visuomotor tasks. Previously, skilled individuals have demonstrated the use of a more efficient movement control brain network, including the prefrontal, premotor, primary sensorimotor and parietal cortices. Our results extend and generalize this finding by documenting additional prefrontal cortex activity in experienced video gamers planning for complex eye-hand coordination tasks that are distinct from actual video-game play. These changes in activation between non-gamers and extensive gamers are putatively related to the increased online control and spatial attention required for complex visually guided reaching. These data suggest that the basic cortical network for processing complex visually guided reaching is altered by extensive video-game play. Crown Copyright © 2009. Published by Elsevier Srl. All rights reserved.

  1. 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.

  2. 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.

  3. Game-theoretic cooperativity in networks of self-interested units

    Science.gov (United States)

    Barto, Andrew G.

    1986-08-01

    The behavior of theoretical neural networks is often described in terms of competition and cooperation. I present an approach to network learning that is related to game and team problems in which competition and cooperation have more technical meanings. I briefly describe the application of stochastic learning automata to game and team problems and then present an adaptive element that is a synthesis of aspects of stochastic learning automata and typical neuron-like adaptive elements. These elements act as self-interested agents that work toward improving their performance with respect to their individual preference orderings. Networks of these elements can solve a variety of team decision problems, some of which take the form of layered networks in which the ``hidden units'' become appropriate functional components as they attempt to improve their own payoffs.

  4. 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.

  5. The influence of tie strength on evolutionary games on networks: An empirical investigation

    Science.gov (United States)

    Buesser, Pierre; Peña, Jorge; Pestelacci, Enea; Tomassini, Marco

    2011-11-01

    Extending previous work on unweighted networks, we present here a systematic numerical investigation of standard evolutionary games on weighted networks. In the absence of any reliable model for generating weighted social networks, we attribute weights to links in a few ways supported by empirical data ranging from totally uncorrelated to weighted bipartite networks. The results of the extensive simulation work on standard complex network models show that, except in a case that does not seem to be common in social networks, taking the tie strength into account does not change in a radical manner the long-run steady-state behavior of the studied games. Besides model networks, we also included a real-life case drawn from a coauthorship network. In this case also, taking the weights into account only changes the results slightly with respect to the raw unweighted graph, although to draw more reliable conclusions on real social networks many more cases should be studied as these weighted networks become available.

  6. Money creation and financial instability: An agent-based credit network approach

    OpenAIRE

    Lengnick, Matthias; Krug, Sebastian; Wohltmann, Hans-Werner

    2013-01-01

    The authors develop a simple agent-based and stock flow consistent model of a monetary economy. Their model is well suited to explain money creation along the lines of mainstream theory. Additionally it uncovers a potential instability that follows from a maturity mismatch of assets and liabilities. The authors analyze the impact of interbank lending on the stability of the financial sector and find that an interbank market stabilizes the economy during normal times but amplifies systemic ins...

  7. How hard is it to find extreme Nash equilibria in network congestion games?

    NARCIS (Netherlands)

    Gassner, E.; Hatzl, J.; Krumke, S.O.; Sperber, H.; Woeginger, G.J.; Papadimitriou, C.; Zhang, S.

    2008-01-01

    We study the complexity of finding extreme pure Nash equilibria in symmetric (unweighted) network congestion games. In our context best and worst equilibria are those with minimum respectively maximum makespan. On series-parallel graphs a worst Nash equilibrium can be found by a Greedy approach

  8. THE ROLE PLAYING GAME (RPG AS A PEDAGOGICAL STRATEGY IN THE TRAINING OF THE NURSE: AN EXPERIENCE REPORT ON THE CREATION OF A GAME

    Directory of Open Access Journals (Sweden)

    Amanda Nathale Soares

    2015-01-01

    Full Text Available Este es un relato de experiencia en la creación de un juego de Role Playing Game utilizado como una estrategia pedagógica para animar a los estudiantes de pregrado en Enfermería autonomía en desarrollo y el pensamiento crítico-reflexivo en su formación. La creación del juego se produjo en la Escuela de Enfermería de la Universidad Federal de Minas Gerais, entre noviembre de 2011 y marzo de 2012, que implica cuatro pasos: definición de diseño del juego; creación del prototipo del juego; la evaluación de la dinámica del juego para los jugadores de rol; y la preparación de los maestros. El juego fue creado con el objetivo de animar a los estudiantes de enfermería experiencia metafórica de situaciones problemáticas que corresponden a los principales escenarios de trabajo profesional. Se cree que el juego elaborado se ha constituido como una estrategia en la que los estudiantes se involucran y participan en el proceso de pensar, desarrollar nuevas formas de conocer y actuar.

  9. A Cross-Layer Cooperation Mechanism of Wireless Networks Based on Game Theory

    OpenAIRE

    Chunsheng, Cui; Yongjian, Yang; Liping, Huang

    2014-01-01

    To meet the wireless network congestion control problem, we give a definition of congestion degree classification and propose a mechanism of directed cooperative path net, guided by the wireless network’s cross-layer design methods and node cooperation principles. Considering the virtual collision and “starved” phenomenon in congested networks, the QRD mechanism and channel competition mechanism QPCG are proposed, with introducing the game theory into the cross-layer design. Simulation result...

  10. 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...

  11. 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.

  12. Cooperation among cancer cells as public goods games on Voronoi networks.

    Science.gov (United States)

    Archetti, Marco

    2016-05-07

    Cancer cells produce growth factors that diffuse and sustain tumour proliferation, a form of cooperation that can be studied using mathematical models of public goods in the framework of evolutionary game theory. Cell populations, however, form heterogeneous networks that cannot be described by regular lattices or scale-free networks, the types of graphs generally used in the study of cooperation. To describe the dynamics of growth factor production in populations of cancer cells, I study public goods games on Voronoi networks, using a range of non-linear benefits that account for the known properties of growth factors, and different types of diffusion gradients. The results are surprisingly similar to those obtained on regular graphs and different from results on scale-free networks, revealing that network heterogeneity per se does not promote cooperation when public goods diffuse beyond one-step neighbours. The exact shape of the diffusion gradient is not crucial, however, whereas the type of non-linear benefit is an essential determinant of the dynamics. Public goods games on Voronoi networks can shed light on intra-tumour heterogeneity, the evolution of resistance to therapies that target growth factors, and new types of cell therapy. Copyright © 2016 Elsevier Ltd. All rights reserved.

  13. 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

  14. Nanoscale molecular communication networks: a game-theoretic perspective

    Science.gov (United States)

    Jiang, Chunxiao; Chen, Yan; Ray Liu, K. J.

    2015-12-01

    Currently, communication between nanomachines is an important topic for the development of novel devices. To implement a nanocommunication system, diffusion-based molecular communication is considered as a promising bio-inspired approach. Various technical issues about molecular communications, including channel capacity, noise and interference, and modulation and coding, have been studied in the literature, while the resource allocation problem among multiple nanomachines has not been well investigated, which is a very important issue since all the nanomachines share the same propagation medium. Considering the limited computation capability of nanomachines and the expensive information exchange cost among them, in this paper, we propose a game-theoretic framework for distributed resource allocation in nanoscale molecular communication systems. We first analyze the inter-symbol and inter-user interference, as well as bit error rate performance, in the molecular communication system. Based on the interference analysis, we formulate the resource allocation problem as a non-cooperative molecule emission control game, where the Nash equilibrium is found and proved to be unique. In order to improve the system efficiency while guaranteeing fairness, we further model the resource allocation problem using a cooperative game based on the Nash bargaining solution, which is proved to be proportionally fair. Simulation results show that the Nash bargaining solution can effectively ensure fairness among multiple nanomachines while achieving comparable social welfare performance with the centralized scheme.

  15. Effect of local information within network layers on the evolution of cooperation in duplex public goods games

    International Nuclear Information System (INIS)

    Zhou, Yifeng; Zheng, Xiaoming; Wu, Weiwei

    2015-01-01

    Traditional works of public goods game (PGG) are often studied in simplex networks where agents play games through the same type of social interactions. In order to promote cooperation against the defection in PGGs in simplex network environment, many mechanisms have been proposed from different perspectives, such as the volunteering mechanisms, and the punishment and reward approaches. However, due to diverse types of interactions between agents in reality, the study of PGG should also consider the characteristic of multiplexity of networks. Hence, we firstly model the public goods game in the duplex network (for simplification of analysis, the duplex network is considered), in which agents have two types of social interactions, and thus the network is modeled as two network layers. This type of PGG is naturally named as duplex public goods game (D-PGG), in which agents can select one of the network layers to allocate their limited resources. Then for the new game environment (D-PGG), we propose a novel perspective to promote cooperation: degrading the information integrity, i.e., agents get information just from one network layer (local information) rather than from the whole duplex network (global information) in the evolution process. Finally, through theoretical analyses and simulations, we find that if agents imitate based on the local information of the payoff in the evolution, cooperation can be generally promoted; and the extent of promotion depends on both the network structure and the similarity of the network layers

  16. 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

  17. Creation of Knowledge Networks – the Best Practices from Russian Communities of Practice

    International Nuclear Information System (INIS)

    Belenkaya, Natalya

    2014-01-01

    Communities of practice - Design principle. Sponsor: Initiate community creation, provide “recognized” status to the community in organization, allocate resources to support activity of communities, provide feedback on key issues and etc. Moderator: Organize and plan community work, creates events, start discussions, assign and track execution of tasks and etc. Expert: Facilitate knowledge exchange, interpret information, answer questions, lead discussions, recommend useful material and publications and etc. Community Members: Participate in community work, collaboratively develop documents, perform tasks, can initiate and participate in discussions, ask questions and etc. Best practices: 1. Deploy and configure IT infrastructure; 2. Create collaborative environment; 3. Choose confident subject-matter experts as community moderators

  18. An Empirical Analysis of Indirect Network Effects in the Home Video Game Market

    OpenAIRE

    James E. Prieger; Wei-Min Hu

    2006-01-01

    We explore the indirect network effect in the market for home video games. We examine the video game console makers’ strategic choice between increasing demand by lowering console price and by encouraging the growth of software variety. We also explore the existence of an applications barrier to entry in the console market, and find that there is little evidence for such a barrier. Finally, we assess the applicability of the model to out-of-sample situations, to look at whether our model and ...

  19. On-chip network interfaces supporting automatic burst write creation, posted writes and read prefetch

    NARCIS (Netherlands)

    Stefan, R.; Windt, de J.; Goossens, K.G.W.

    2010-01-01

    Networks-on-Chip are seen as a scalable solution for facilitating the development of Systems-on-Chip with an increasing number of IP cores. Many studies already address the implementation details of such networks and a large effort has been invested in optimizing the routing strategy and the

  20. 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.

  1. 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.

  2. 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.

  3. Emergence of multilevel selection in the prisoner's dilemma game on coevolving random networks

    International Nuclear Information System (INIS)

    Szolnoki, Attila; Perc, Matjaz

    2009-01-01

    We study the evolution of cooperation in the prisoner's dilemma game, whereby a coevolutionary rule is introduced that molds the random topology of the interaction network in two ways. First, existing links are deleted whenever a player adopts a new strategy or its degree exceeds a threshold value; second, new links are added randomly after a given number of game iterations. These coevolutionary processes correspond to the generic formation of new links and deletion of existing links that, especially in human societies, appear frequently as a consequence of ongoing socialization, change of lifestyle or death. Due to the counteraction of deletions and additions of links the initial heterogeneity of the interaction network is qualitatively preserved, and thus cannot be held responsible for the observed promotion of cooperation. Indeed, the coevolutionary rule evokes the spontaneous emergence of a powerful multilevel selection mechanism, which despite the sustained random topology of the evolving network, maintains cooperation across the whole span of defection temptation values.

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

    Science.gov (United States)

    Lee, JongHyup; Pak, Dohyun

    2016-01-01

    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. PMID:27589743

  5. 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.

  6. The position value for partition function form network games

    NARCIS (Netherlands)

    Nouweland, van den C.G.A.M.; Slikker, M.

    We use the axiomatization of the position value for network situations in van den Nouweland and Slikker (2012) to define a position value for partition function form network situations. We do this by generalizing the axioms to the partition function form value function setting as studied in Navarro

  7. Network effects: Game Changer in EU competition Law

    NARCIS (Netherlands)

    Herz, Martin

    2018-01-01

    In the last 20 years, economic research into platform markets has expanded. At the heart of these markets lie various types of network externalities or network effects. However, whereas these effects have mainly been analysed by economists as phenomena to clari-fy changes in value for end-users of

  8. 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.

  9. 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.

  10. 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....

  11. 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

    The growing complexity of markets, business development and administration has fostered the application of more sophisticated quantitative methods aiming at the analysis of common features and differences amongst different businesses. Amongst those quantitative methods, Neural Networks are gainin...

  12. 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.

  13. The Effects of Sacred Value Networks Within an Evolutionary, Adversarial Game

    Science.gov (United States)

    McCalla, Scott G.; Short, Martin B.; Brantingham, P. Jeffrey

    2013-05-01

    The effects of personal relationships and shared ideologies on levels of crime and the formation of criminal coalitions are studied within the context of an adversarial, evolutionary game first introduced in Short et al. (Phys. Rev. E 82:066114, 2010). Here, we interpret these relationships as connections on a graph of N players. These connections are then used in a variety of ways to define each player's "sacred value network"—groups of individuals that are subject to special consideration or treatment by that player. We explore the effects on the dynamics of the system that these networks introduce, through various forms of protection from both victimization and punishment. Under local protection, these networks introduce a new fixed point within the game dynamics, which we find through a continuum approximation of the discrete game. Under more complicated, extended protection, we numerically observe the emergence of criminal coalitions, or "gangs". We also find that a high-crime steady state is much more frequent in the context of extended protection networks, in both the case of Erdős-Rényi and small world random graphs.

  14. Dual-Level Game-Based Energy Efficiency and Fairness for Green Cellular Networks

    Directory of Open Access Journals (Sweden)

    Sungwook Kim

    2016-01-01

    Full Text Available In the recent decades, cellular networks have revolutionized the way of next generation communication networks. However, due to the global climate change, reducing the energy consumption of cellular infrastructures is an important and urgent problem. In this study, we propose a novel two-level cooperative game framework for improving the energy efficiency and fairness in cellular networks. For the energy efficiency, base stations (BSs constantly monitor the current traffic load and cooperate with each other to maximize the energy saving. For the energy fairness, renewable energy can be shared dynamically while ensuring the fairness among BSs. To achieve an excellent cellular network performance, the concepts of the Raiffa Bargaining Solution and Jain’s fairness are extended and practically applied to our dual-level cooperative game model. Through system level simulations, the proposed scheme is evaluated and compared with other existing schemes. The simulation results show that our two-level game approach outperforms the existing schemes in providing a better fair-efficient system performance.

  15. Design of Network Architectures: Role of Game Theory and Economics

    OpenAIRE

    Shetty, Nikhil

    2010-01-01

    The economics of the market that a network architecture enables has a important bearing on its success and eventual adoption. Some of these economic issues are tightly coupled with the design of the network architecture. A poor design could end up making certain markets very difficult to enable, even if they are in the better interest of society. Theanalysis of these cross-disciplinary problems requires understanding both the technology and the economic aspects. This thesis introduces three m...

  16. Concurrent Transmission Based on Channel Quality in Ad Hoc Networks: A Game Theoretic Approach

    Science.gov (United States)

    Chen, Chen; Gao, Xinbo; Li, Xiaoji; Pei, Qingqi

    In this paper, a decentralized concurrent transmission strategy in shared channel in Ad Hoc networks is proposed based on game theory. Firstly, a static concurrent transmissions game is used to determine the candidates for transmitting by channel quality threshold and to maximize the overall throughput with consideration of channel quality variation. To achieve NES (Nash Equilibrium Solution), the selfish behaviors of node to attempt to improve the channel gain unilaterally are evaluated. Therefore, this game allows each node to be distributed and to decide whether to transmit concurrently with others or not depending on NES. Secondly, as there are always some nodes with lower channel gain than NES, which are defined as hunger nodes in this paper, a hunger suppression scheme is proposed by adjusting the price function with interferences reservation and forward relay, to fairly give hunger nodes transmission opportunities. Finally, inspired by stock trading, a dynamic concurrent transmission threshold determination scheme is implemented to make the static game practical. Numerical results show that the proposed scheme is feasible to increase concurrent transmission opportunities for active nodes, and at the same time, the number of hunger nodes is greatly reduced with the least increase of threshold by interferences reservation. Also, the good performance on network goodput of the proposed model can be seen from the results.

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

    KAUST Repository

    Douik, Ahmed S.; Sorour, Sameh; Tembine, Hamidou; Al-Naffouri, Tareq Y.; Alouini, Mohamed-Slim

    2016-01-01

    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.

  18. 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.

  19. 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.

  20. 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

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

    Science.gov (United States)

    Pranevicius, Henrikas; Pranevicius, Mindaugas; Pranevicius, Osvaldas; 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. PMID:25705700

  3. 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.

  4. 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.

  5. Game Analysis of Determinants of Stability of Semiconductor Modular Production Networks

    Directory of Open Access Journals (Sweden)

    Wei He

    2014-07-01

    Full Text Available In today’s rapidly changing environment, semiconductor manufacturers compete more in the area of modular production networks. However, the instability of semiconductor modular production networks can to a large extent lead to the failure of these networks. The aim of this paper is to discuss the significance and explore the maintenance of the stability of these semiconductor modular production networks. Firstly, this paper qualitatively and quantitatively defines the stability of semiconductor modular production networks. Based on this, by establishing game models, this paper analyzes the influence mechanism of the main factors: external market fluctuation, the internal benefit allocation mechanism, and opportunism, which can jeopardize the stability of these networks. We find that: the greater the benefits a member enterprise derives from the common benefits, the more likely it is the member enterprise will not exit the modular production network; the adaptive ability of the networks to the external environment is closely related to the stability of the modular production networks; the supervision and punishment in networks can be substituted for each other and the level of supervision, punishment and trust can exert great influence on the stability of semiconductor modular production networks. Lastly, we propose some specific suggestions.

  6. Game-theoretic modeling of curtailment rules and network investments with distributed generation

    International Nuclear Information System (INIS)

    Andoni, Merlinda; Robu, Valentin; Früh, Wolf-Gerrit; Flynn, David

    2017-01-01

    Highlights: •Comparative study on curtailment rules and their effects on RES profitability. •Proposal of novel fair curtailment rule which minimises generators’ disruption. •Modeling of private network upgrade as leader-follower (Stackelberg) game. •New model incorporating stochastic generation and variable demand. •New methodology for setting transmission charges in private network upgrade. -- Abstract: Renewable energy has achieved high penetration rates in many areas, leading to curtailment, especially if existing network infrastructure is insufficient and energy generated cannot be exported. In this context, Distribution Network Operators (DNOs) face a significant knowledge gap about how to implement curtailment rules that achieve desired operational objectives, but at the same time minimise disruption and economic losses for renewable generators. In this work, we study the properties of several curtailment rules widely used in UK renewable energy projects, and their effect on the viability of renewable generation investment. Moreover, we propose a new curtailment rule which guarantees fair allocation of curtailment amongst all generators with minimal disruption. Another key knowledge gap faced by DNOs is how to incentivise private network upgrades, especially in settings where several generators can use the same line against the payment of a transmission fee. In this work, we provide a solution to this problem by using tools from algorithmic game theory. Specifically, this setting can be modelled as a Stackelberg game between the private transmission line investor and local renewable generators, who are required to pay a transmission fee to access the line. We provide a method for computing the equilibrium of this game, using a model that captures the stochastic nature of renewable energy generation and demand. Finally, we use the practical setting of a grid reinforcement project from the UK and a large dataset of wind speed measurements and demand

  7. Dynamic noise from action errors enhances network reciprocity in the prisoner's dilemma game

    International Nuclear Information System (INIS)

    Tanimoto, Jun; Ogasawara, Takashi

    2015-01-01

    Inspired by the fact that people make mistakes in a transient, fluctuating or chaotic environment, we establish a spatial prisoner's dilemma model where an agent commits action errors proportionally varying with the increasing/decreasing rate of the global cooperation fraction. A series of numerical simulations reveal that the cooperation level is enhanced in games in which the stag hunt (SH)-type dilemma is dominant; however, it is slightly diminished in games in which the chicken-type dilemma is dominant, compared with the standard network reciprocity model. Intensive analysis reveals that the noise created by the action error contribute to the spatial expansion of a cooperators' cluster, because a dilemma that is less chicken-type and more SH-type makes it disadvantageous for defectors to neighbor cooperators. Our finding, that errors in behavior in a chaotic environment contribute to the evolution of cooperation, might aim to explain the problem of how network reciprocity works. (paper)

  8. 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...

  9. D2D-Enabled Small Cell Network Control Scheme Based on the Dynamic Stackelberg Game

    Directory of Open Access Journals (Sweden)

    Sungwook Kim

    2017-01-01

    Full Text Available For current and future cellular networks, small cell structure with licensed and unlicensed bandwidth, caching content provisioning, and device-to-device (D2D communications is seen as a necessary architecture. Recently, a series of control methods have been developed to address a myriad of challenges in next-generation small cell networks. In this study, we focus on the design of novel D2D-enabled small cell network control scheme by allowing caching and unlicensed D2D communications. Motivated by game theory and learning algorithm, the proposed scheme adaptively selects caching contents and splits the available bandwidth for licensed and unlicensed communications. Under dynamically changing network environments, we capture the dynamics of the network system and design a new dynamic Stackelberg game model. Based on a hierarchical and feedback based control manner, small base stations and users can be leaders or followers dynamically while improving 5G network performance. Simulations and performance analysis verify the efficiency of the proposed scheme, showing that our approach can outperform existing schemes by about 5%~15% in terms of bandwidth utilization, cache hit ratio, and system throughput.

  10. 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.

  11. 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.

  12. Optimal convergence in naming game with geography-based negotiation on small-world networks

    Energy Technology Data Exchange (ETDEWEB)

    Liu Runran, E-mail: runran@mail.ustc.edu.c [Department of Modern Physics and Nonlinear Science Center, University of Science and Technology of China, Hefei Anhui 230026 (China); Wang Wenxu [School of Electrical, Computer and Energy Engineering, Arizona State University, Tempe, AZ 85287 (United States); Lai Yingcheng [School of Electrical, Computer and Energy Engineering, Arizona State University, Tempe, AZ 85287 (United States); Department of Physics, Arizona State University, Tempe, AZ 85287 (United States); Chen Guanrong [Department of Electronic Engineering, City University of Hong Kong, Hong Kong (Hong Kong); Wang Binghong [Department of Modern Physics and Nonlinear Science Center, University of Science and Technology of China, Hefei Anhui 230026 (China); Research Center for Complex System Science, University of Shanghai for Science and Technology and Shanghai Academy of System Science, Shanghai 200093 (China)

    2011-01-17

    We propose a negotiation strategy to address the effect of geography on the dynamics of naming games over small-world networks. Communication and negotiation frequencies between two agents are determined by their geographical distance in terms of a parameter characterizing the correlation between interaction strength and the distance. A finding is that there exists an optimal parameter value leading to fastest convergence to global consensus on naming. Numerical computations and a theoretical analysis are provided to substantiate our findings.

  13. Optimal convergence in naming game with geography-based negotiation on small-world networks

    International Nuclear Information System (INIS)

    Liu Runran; Wang Wenxu; Lai Yingcheng; Chen Guanrong; Wang Binghong

    2011-01-01

    We propose a negotiation strategy to address the effect of geography on the dynamics of naming games over small-world networks. Communication and negotiation frequencies between two agents are determined by their geographical distance in terms of a parameter characterizing the correlation between interaction strength and the distance. A finding is that there exists an optimal parameter value leading to fastest convergence to global consensus on naming. Numerical computations and a theoretical analysis are provided to substantiate our findings.

  14. Towards the creation of a European Network of Earth Observation Networks within GEO. The ConnectinGEO project.

    Science.gov (United States)

    Masó, Joan; Serral, Ivette; Menard, Lionel; Wald, Lucien; Nativi, Stefano; Plag, Hans-Peter; Jules-Plag, Shelley; Nüst, Daniel; Jirka, Simon; Pearlman, Jay; De Maziere, Martine

    2015-04-01

    ConnectinGEO (Coordinating an Observation Network of Networks EnCompassing saTellite and IN-situ to fill the Gaps in European Observations" is a new H2020 Coordination and Support Action with the primary goal of linking existing Earth Observation networks with science and technology (S&T) communities, the industry sector, the Group on Earth Observations (GEO), and Copernicus. ConnectinGEO aims to facilitate a broader and more accessible knowledge base to support the needs of GEO, its Societal Benefit Areas (SBAs) and the users of the Global Earth Observing System of Systems (GEOSS). A broad range of subjects from climate, natural resources and raw materials, to the emerging UN Sustainable Development Goals (SDGs) will be addressed. The project will generate a prioritized list of critical gaps within available observation data and models to translate observations into practice-relevant knowledge, based on stakeholder consultation and systematic analysis. Ultimately, it will increase coherency of European observation networks, increase the use of Earth observations for assessments and forecasts and inform the planning for future observation systems. ConnectinGEO will initiate a European Network of Earth Observation Networks (ENEON) that will encompass space-based, airborne and in-situ observations networks. ENEON will be composed by project partners representing thematic observation networks along with the GEOSS Science and Technology Stakeholder Network, GEO Communities of Practices, Copernicus services, Sentinel missions and in-situ support data representatives, representatives of the space-based, airborne and in-situ observations European networks (e.g. EPOS, EMSO and GROOM, etc), representatives of the industry sector and European and national funding agencies, in particular those participating in the future ERA-PlaNET. At the beginning, the ENEON will be created and managed by the project. Then the management will be transferred to the network itself to ensure

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

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

    KAUST Repository

    Douik, Ahmed S.; Al-Naffouri, Tareq Y.; Alouini, Mohamed-Slim; Sorour, Sameh; Tembine, Hamidou

    2014-01-01

    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.

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

    Science.gov (United States)

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

    2018-01-01

    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. PMID:29389874

  2. A Dynamic Game on Network Topology for Counterinsurgency Applications

    Science.gov (United States)

    2015-03-26

    multicollinearity within the factors. All VIF values are adequately low, indicating the variance for each factor estimated in the model is not significantly...impacted by multicollinearity with other factors. 71 Table 9. 9/11 Hijacker Network Results Summary of Fit R2 0.5061 Adjusted R2 0.4536 Root Mean

  3. 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.

  4. 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.

  5. 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

  6. Building Social Interactions as a Creation of Networks in an RDF Repository

    Directory of Open Access Journals (Sweden)

    Eun G Park

    2018-02-01

    Full Text Available Humanities scholars are not likely to be thinking about their research findings as data, and the predominant models of organizing documents remain generally archival or bibliographic in nature for text-based documents. Although the linked data movement has greatly influenced information organization and search queries on the Web, in comparison to other fields, the adoption of the linked data approach to humanities collections is unequally paced.  This study intends to explain how people or actors make social interactions, and how social interactions are formed in a type of network through the example of the Making Publics (MaPs project. The objective of the MaPs project is to build collaborative common environments for tracing social interactions between people, things, places and times. To build social interactions, the Networked Event Model was designed in a collaborative environment. Events were defined as six types of nodes (e.g., people, organizations, places, things, events, and literals in the RDF (Resource Description Framework triple statements. The interaction vocabulary list is made of 173 verbs and predicates, offering 510 traceable events. The RDF repository runs on a Sesame server and MySQL architecture. Users can use digital tools to select and document events and visually present the selected events in interactive social web forms. The MaPs project sought to extract the network extant in the works of prose in large collaborative humanities documents. In this way, the dissemination of and access to humanities data can be made more connectable, available and accessible to both academic and non-academic communities.

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

    DEFF Research Database (Denmark)

    Gretzinger, Susanne; Leick, Birgit

    .8 % of Denmark´s total exports in 2013 (DAMVAD, 2014). While the production of windmills is concentrated on large companies, the assembly, maintenance and service of the windmill parks is dominated by SMEs. Many firms in the Danish wind energy or wind turbine industry are organized in cooperating networks...... ). In the future, the surplus per windmill is expected to only slightly rise compared to total energy output that will rise tremendously owing to an increase in the number of windmills per windmill farm (DAMVAD, 2014). Increasing the number of windmills per farm will increase the demand of service and maintenance...

  8. Analysis for Ad Hoc Network Attack-Defense Based on Stochastic Game Model

    Directory of Open Access Journals (Sweden)

    Yuanjie LI

    2014-06-01

    Full Text Available The attack actions analysis for Ad Hoc networks can provide a reference for the design security mechanisms. This paper presents an analysis method of security of Ad Hoc networks based on Stochastic Game Nets (SGN. This method can establish a SGN model of Ad Hoc networks and calculate to get the Nash equilibrium strategy. After transforming the SGN model into a continuous-time Markov Chain (CTMC, the security of Ad Hoc networks can be evaluated and analyzed quantitatively by calculating the stationary probability of CTMC. Finally, the Matlab simulation results show that the probability of successful attack is related to the attack intensity and expected payoffs, but not attack rate.

  9. 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.

  10. Distributed Power Allocation for Wireless Sensor Network Localization: A Potential Game Approach.

    Science.gov (United States)

    Ke, Mingxing; Li, Ding; Tian, Shiwei; Zhang, Yuli; Tong, Kaixiang; Xu, Yuhua

    2018-05-08

    The problem of distributed power allocation in wireless sensor network (WSN) localization systems is investigated in this paper, using the game theoretic approach. Existing research focuses on the minimization of the localization errors of individual agent nodes over all anchor nodes subject to power budgets. When the service area and the distribution of target nodes are considered, finding the optimal trade-off between localization accuracy and power consumption is a new critical task. To cope with this issue, we propose a power allocation game where each anchor node minimizes the square position error bound (SPEB) of the service area penalized by its individual power. Meanwhile, it is proven that the power allocation game is an exact potential game which has one pure Nash equilibrium (NE) at least. In addition, we also prove the existence of an ϵ -equilibrium point, which is a refinement of NE and the better response dynamic approach can reach the end solution. Analytical and simulation results demonstrate that: (i) when prior distribution information is available, the proposed strategies have better localization accuracy than the uniform strategies; (ii) when prior distribution information is unknown, the performance of the proposed strategies outperforms power management strategies based on the second-order cone program (SOCP) for particular agent nodes after obtaining the estimated distribution of agent nodes. In addition, proposed strategies also provide an instructional trade-off between power consumption and localization accuracy.

  11. Gaming the Game: Honeypot Venues Against Cheaters in Location-based Social Networks

    OpenAIRE

    Pelechrinis, Konstantinos; Krishnamurthy, Prashant; Zhang, Ke

    2012-01-01

    The proliferation of location-based social networks (LBSNs) has provided the community with an abundant source of information that can be exploited and used in many different ways. LBSNs offer a number of conveniences to its participants, such as - but not limited to - a list of places in the vicinity of a user, recommendations for an area never explored before provided by other peers, tracking of friends, monetary rewards in the form of special deals from the venues visited as well as a chea...

  12. Evolutionary Game for Mining Pool Selection in Blockchain Networks

    OpenAIRE

    Liu, Xiaojun; Wang, Wenbo; Niyato, Dusit; Zhao, Narisa; Wang, Ping

    2017-01-01

    In blockchain networks adopting the proof-of-work schemes, the monetary incentive is introduced by the Nakamoto consensus protocol to guide the behaviors of the full nodes (i.e., block miners) in the process of maintaining the consensus about the blockchain state. The block miners have to devote their computation power measured in hash rate in a crypto-puzzle solving competition to win the reward of publishing (a.k.a., mining) new blocks. Due to the exponentially increasing difficulty of the ...

  13. 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.

  14. [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.

  15. Evolutionary prisoner's dilemma games on the network with punishment and opportunistic partner switching

    Science.gov (United States)

    Takesue, H.

    2018-02-01

    Punishment and partner switching are two well-studied mechanisms that support the evolution of cooperation. Observation of human behaviour suggests that the extent to which punishment is adopted depends on the usage of alternative mechanisms, including partner switching. In this study, we investigate the combined effect of punishment and partner switching in evolutionary prisoner's dilemma games conducted on a network. In the model, agents are located on the network and participate in the prisoner's dilemma games with punishment. In addition, they can opportunistically switch interaction partners to improve their payoff. Our Monte Carlo simulation showed that a large frequency of punishers is required to suppress defectors when the frequency of partner switching is low. In contrast, cooperation is the most abundant strategy when the frequency of partner switching is high regardless of the strength of punishment. Interestingly, cooperators become abundant not because they avoid the cost of inflicting punishment and earn a larger average payoff per game but rather because they have more numerous opportunities to be referred to as a role agent by defectors. Our results imply that the fluidity of social relationships has a profound effect on the adopted strategy in maintaining cooperation.

  16. 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.

  17. A User Cooperation Stimulating Strategy Based on Cooperative Game Theory in Cooperative Relay Networks

    Directory of Open Access Journals (Sweden)

    Ping Zhang

    2009-01-01

    Full Text Available This paper proposes a user cooperation stimulating strategy among rational users. The strategy is based on cooperative game theory and enacted in the context of cooperative relay networks. Using the pricing-based mechanism, the system is modeled initially with two nodes and a Base Station (BS. Within this framework, each node is treated as a rational decision maker. To this end, each node can decide whether to cooperate and how to cooperate. Cooperative game theory assists in providing an optimal system utility and provides fairness among users. Under different cooperative forwarding modes, certain questions are carefully investigated, including “what is each node's best reaction to maximize its utility?” and “what is the optimal reimbursement to encourage cooperation?” Simulation results show that the nodes benefit from the proposed cooperation stimulating strategy in terms of utility and thus justify the fairness between each user.

  18. A User Cooperation Stimulating Strategy Based on Cooperative Game Theory in Cooperative Relay Networks

    Directory of Open Access Journals (Sweden)

    Jiang Fan

    2009-01-01

    Full Text Available This paper proposes a user cooperation stimulating strategy among rational users. The strategy is based on cooperative game theory and enacted in the context of cooperative relay networks. Using the pricing-based mechanism, the system is modeled initially with two nodes and a Base Station (BS. Within this framework, each node is treated as a rational decision maker. To this end, each node can decide whether to cooperate and how to cooperate. Cooperative game theory assists in providing an optimal system utility and provides fairness among users. Under different cooperative forwarding modes, certain questions are carefully investigated, including "what is each node's best reaction to maximize its utility?" and "what is the optimal reimbursement to encourage cooperation?" Simulation results show that the nodes benefit from the proposed cooperation stimulating strategy in terms of utility and thus justify the fairness between each user.

  19. 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. PMID:29435355

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

    Directory of Open Access Journals (Sweden)

    Seong-Soo Cha

    2018-02-01

    Full Text Available 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.

  1. 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.

  2. 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.

  3. 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

  4. "Indirect Network Effects and the Product Cycle: Video Games in the U.S., 1994-2002"

    OpenAIRE

    Matthew T. Clements; Hiroshi Ohashi

    2004-01-01

    This paper examines the importance of indirect network effects in the U.S. video game market between 1994 and 2002. The diffusion of game systems is analyzed by the interaction between console adoption decisions and software supply decisions. Estimation results suggest that introductory pricing is an effective practice at the beginning of the product cycle, and expanding software variety becomes more effective later. The paper also finds a degree of inertia in the software market that does no...

  5. 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

  6. Analysis of Context Dependence in Social Interaction Networks of a Massively Multiplayer Online Role-Playing Game

    OpenAIRE

    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 (...

  7. 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.

  8. Cooperation in memory-based prisoner's dilemma game on interdependent networks

    Science.gov (United States)

    Luo, Chao; Zhang, Xiaolin; Liu, Hong; Shao, Rui

    2016-05-01

    Memory or so-called experience normally plays the important role to guide the human behaviors in real world, that is essential for rational decisions made by individuals. Hence, when the evolutionary behaviors of players with bounded rationality are investigated, it is reasonable to make an assumption that players in system are with limited memory. Besides, in order to unravel the intricate variability of complex systems in real world and make a highly integrative understanding of their dynamics, in recent years, interdependent networks as a comprehensive network structure have obtained more attention in this community. In this article, the evolution of cooperation in memory-based prisoner's dilemma game (PDG) on interdependent networks composed by two coupled square lattices is studied. Herein, all or part of players are endowed with finite memory ability, and we focus on the mutual influence of memory effect and interdependent network reciprocity on cooperation of spatial PDG. We show that the density of cooperation can be significantly promoted within an optimal region of memory length and interdependent strength. Furthermore, distinguished by whether having memory ability/external links or not, each kind of players on networks would have distinct evolutionary behaviors. Our work could be helpful to understand the emergence and maintenance of cooperation under the evolution of memory-based players on interdependent networks.

  9. 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.

  10. Probabilistic interconnection between interdependent networks promotes cooperation in the public goods game

    International Nuclear Information System (INIS)

    Wang, Baokui; Chen, Xiaojie; Wang, Long

    2012-01-01

    Most previous works study the evolution of cooperation in a structured population by commonly employing an isolated single network. However, realistic systems are composed of many interdependent networks coupled with each other, rather than an isolated single one. In this paper, we consider a system including two interacting networks with the same size, entangled with each other by the introduction of probabilistic interconnections. We introduce the public goods game into such a system, and study how the probabilistic interconnection influences the evolution of cooperation of the whole system and the coupling effect between two layers of interdependent networks. Simulation results show that there exists an intermediate region of interconnection probability leading to the maximum cooperation level in the whole system. Interestingly, we find that at the optimal interconnection probability the fraction of internal links between cooperators in two layers is maximal. Also, even if initially there are no cooperators in one layer of interdependent networks, cooperation can still be promoted by probabilistic interconnection, and the cooperation levels in both layers can more easily reach an agreement at the intermediate interconnection probability. Our results may be helpful in understanding cooperative behavior in some realistic interdependent networks and thus highlight the importance of probabilistic interconnection on the evolution of cooperation. (paper)

  11. 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.

  12. User Profile Analysis Using an Online Social Network Integrated Quiz Game

    Directory of Open Access Journals (Sweden)

    Yusuf YASLAN

    2017-09-01

    Full Text Available User interest profiling is important for personalized web search, recommendation and retrieval systems. In order to develop a good personalized application one needs to have accurate representation of user profiles. Most of the personalized systems generate interest profiles from user declarations or inferred from cookies or visited web pages. But to achieve a certain result that satisfies the user needs, explicit definition of the user interests is needed. In this paper we propose to obtain interest profiles from a quiz game played by the user where at each play he/she is asked 10 questions from different categories with different difficulty levels. The developed quiz game is integrated to Facebook online social network. By doing so, we had the chance to extract each user’s both explicit Facebook interest profiles and implicit interest profiles from quiz game answers. These profiles are used to extract different features for each user. Both implicit interest profile and explicit interest profile features are evaluated for clustering and interest ranking tasks separately. The experimental results show that the implicit interest profile features have promising results on personalized systems.

  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. 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.

  15. 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…

  16. Expert Game experiment predicts emergence of trust in professional communication networks.

    Science.gov (United States)

    Bendtsen, Kristian Moss; Uekermann, Florian; Haerter, Jan O

    2016-10-25

    Strong social capital is increasingly recognized as an organizational advantage. Better knowledge sharing and reduced transaction costs increase work efficiency. To mimic the formation of the associated communication network, we propose the Expert Game, where each individual must find a specific expert and receive her help. Participants act in an impersonal environment and under time constraints that provide short-term incentives for noncooperative behavior. Despite these constraints, we observe cooperation between individuals and the self-organization of a sustained trust network, which facilitates efficient communication channels with increased information flow. We build a behavioral model that explains the experimental dynamics. Analysis of the model reveals an exploitation protection mechanism and measurable social capital, which quantitatively describe the economic utility of trust.

  17. 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.

  18. 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.

  19. 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.

  20. Survey < > Creation

    DEFF Research Database (Denmark)

    2017-01-01

    The project, Survey Creation suggests that point cloud models from 3D scans of an existing space can be the source for explorative drawings. By probing into the procedure of 3D laser scanning, it became possible to make use of the available point clouds to both access geometric representation......) and the creation drawing (of the anticipated)....

  1. Effects of Network Characteristics on Reaching the Payoff-Dominant Equilibrium in Coordination Games: A Simulation study.

    Science.gov (United States)

    Buskens, Vincent; Snijders, Chris

    2016-01-01

    We study how payoffs and network structure affect reaching the payoff-dominant equilibrium in a [Formula: see text] coordination game that actors play with their neighbors in a network. Using an extensive simulation analysis of over 100,000 networks with 2-25 actors, we show that the importance of network characteristics is restricted to a limited part of the payoff space. In this part, we conclude that the payoff-dominant equilibrium is chosen more often if network density is larger, the network is more centralized, and segmentation of the network is smaller. Moreover, it is more likely that heterogeneity in behavior persists if the network is more segmented and less centralized. Persistence of heterogeneous behavior is not related to network density.

  2. Power allocation for target detection in radar networks based on low probability of intercept: A cooperative game theoretical strategy

    Science.gov (United States)

    Shi, Chenguang; Salous, Sana; Wang, Fei; Zhou, Jianjiang

    2017-08-01

    Distributed radar network systems have been shown to have many unique features. Due to their advantage of signal and spatial diversities, radar networks are attractive for target detection. In practice, the netted radars in radar networks are supposed to maximize their transmit power to achieve better detection performance, which may be in contradiction with low probability of intercept (LPI). Therefore, this paper investigates the problem of adaptive power allocation for radar networks in a cooperative game-theoretic framework such that the LPI performance can be improved. Taking into consideration both the transmit power constraints and the minimum signal to interference plus noise ratio (SINR) requirement of each radar, a cooperative Nash bargaining power allocation game based on LPI is formulated, whose objective is to minimize the total transmit power by optimizing the power allocation in radar networks. First, a novel SINR-based network utility function is defined and utilized as a metric to evaluate power allocation. Then, with the well-designed network utility function, the existence and uniqueness of the Nash bargaining solution are proved analytically. Finally, an iterative Nash bargaining algorithm is developed that converges quickly to a Pareto optimal equilibrium for the cooperative game. Numerical simulations and theoretic analysis are provided to evaluate the effectiveness of the proposed algorithm.

  3. A Game Theoretic Framework for Bandwidth Allocation and Pricing in Federated Wireless Networks

    Science.gov (United States)

    Gu, Bo; Yamori, Kyoko; Xu, Sugang; Tanaka, Yoshiaki

    With the proliferation of IEEE 802.11 wireless local area networks, large numbers of wireless access points have been deployed, and it is often the case that a user can detect several access points simultaneously in dense metropolitan areas. Most owners, however, encrypt their networks to prevent the public from accessing them due to the increased traffic and security risk. In this work, we use pricing as an incentive mechanism to motivate the owners to share their networks with the public, while at the same time satisfying users' service demand. Specifically, we propose a “federated network” concept, in which radio resources of various wireless local area networks are managed together. Our algorithm identifies two candidate access points with the lowest price being offered (if available) to each user. We then model the price announcements of access points as a game, and characterize the Nash Equilibrium of the system. The efficiency of the Nash Equilibrium solution is evaluated via simulation studies as well.

  4. [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.

  5. Balance of thrones: a network study on "Game of Thrones" that unveils predictable popularity of the story

    OpenAIRE

    Liu, Dianbo; Albergante, Luca

    2017-01-01

    How do social interactions in fictional words? Here we show that network theory can be used to systematically and quantitatively analyse relationships among noble houses and how the web of alliances and conflicts changes over time in the fantasy drama TV series Game of Thrones. Network analysis proved to be a powerful tool in capturing structures and dynamics of the story. Degree distribution and centrality were used to accurately identify important houses in storyline and number of relations...

  6. OmicsNet: a web-based tool for creation and visual analysis of biological networks in 3D space.

    Science.gov (United States)

    Zhou, Guangyan; Xia, Jianguo

    2018-06-07

    Biological networks play increasingly important roles in omics data integration and systems biology. Over the past decade, many excellent tools have been developed to support creation, analysis and visualization of biological networks. However, important limitations remain: most tools are standalone programs, the majority of them focus on protein-protein interaction (PPI) or metabolic networks, and visualizations often suffer from 'hairball' effects when networks become large. To help address these limitations, we developed OmicsNet - a novel web-based tool that allows users to easily create different types of molecular interaction networks and visually explore them in a three-dimensional (3D) space. Users can upload one or multiple lists of molecules of interest (genes/proteins, microRNAs, transcription factors or metabolites) to create and merge different types of biological networks. The 3D network visualization system was implemented using the powerful Web Graphics Library (WebGL) technology that works natively in most major browsers. OmicsNet supports force-directed layout, multi-layered perspective layout, as well as spherical layout to help visualize and navigate complex networks. A rich set of functions have been implemented to allow users to perform coloring, shading, topology analysis, and enrichment analysis. OmicsNet is freely available at http://www.omicsnet.ca.

  7. 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.

  8. 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.

  9. Resource Management for Device-to-Device Communications in Heterogeneous Networks Using Stackelberg Game

    Directory of Open Access Journals (Sweden)

    Yinuo He

    2014-01-01

    Full Text Available Device-to-device (D2D communications and femtocell systems can bring significant benefits to users’ throughput. However, the complicated three-tier interference among macrocell, femtocell, and D2D systems is a challenging issue in heterogeneous networks. As D2D user equipment (UE can cause interference to cellular UE, scheduling and allocation of channel resources and power of D2D communication need elaborate coordination. In this paper, we propose a joint scheduling and resource allocation scheme to improve the performance of D2D communication. We take UE rate and UE fairness into account by performing interference management. First, we construct a Stackelberg game framework in which we group a macrocellular UE, a femtocellular UE, and a D2D UE to form a two-leader one-follower pair. The cellular UE are leaders, and D2D UE is the follower who buys channel resources from the leaders. We analyze the equilibrium of the game and obtain solutions to the equilibrium. Second, we propose an algorithm for joint scheduling of D2D pairs based on their utility. Finally, we perform computer simulations to study the performance of the proposed scheme.

  10. Energy Management for Community Energy Network with CHP Based on Cooperative Game

    Directory of Open Access Journals (Sweden)

    Xiaofeng Liu

    2018-04-01

    Full Text Available Integrated energy system (IES has received increasing attention in micro grid due to the high energy efficiency and low emission of carbon dioxide. Based on the technology of combined heat and power (CHP, this paper develops a novel operation mechanism with community micro turbine and shared energy storage system (ESS for energy management of prosumers. In the proposed framework, micro-grid operator (MGO equipped with micro turbine and ESS provides energy selling business and ESS leasing business for prosumers. Prosumers can make energy trading with public grid and MGO, and ESS will be shared among prosumers when they pay for the rent to MGO. Based on such framework, we adopt a cooperative game for prosumers to determine optimal energy trading strategies from MGO and public grid for the next day. Concretely, a cooperative game model is formulated to search the optimal strategies aiming at minimizing the daily cost of coalition, and then a bilateral Shapley value (BSV is proposed to solve the allocation problem of coalition’s cost among prosumers. To verify the effectiveness of proposed energy management framework, a practical example is conducted with a community energy network containing MGO and 10 residential buildings. Simulation results show that the proposed scheme is able to provide financial benefits to all prosumers, while providing peak load leveling for the grid.

  11. 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.

  12. 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.

  13. 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.

  14. Self-control with spiking and non-spiking neural networks playing games.

    Science.gov (United States)

    Christodoulou, Chris; Banfield, Gaye; Cleanthous, Aristodemos

    2010-01-01

    Self-control can be defined as choosing a large delayed reward over a small immediate reward, while precommitment is the making of a choice with the specific aim of denying oneself future choices. Humans recognise that they have self-control problems and attempt to overcome them by applying precommitment. Problems in exercising self-control, suggest a conflict between cognition and motivation, which has been linked to competition between higher and lower brain functions (representing the frontal lobes and the limbic system respectively). This premise of an internal process conflict, lead to a behavioural model being proposed, based on which, we implemented a computational model for studying and explaining self-control through precommitment behaviour. Our model consists of two neural networks, initially non-spiking and then spiking ones, representing the higher and lower brain systems viewed as cooperating for the benefit of the organism. The non-spiking neural networks are of simple feed forward multilayer type with reinforcement learning, one with selective bootstrap weight update rule, which is seen as myopic, representing the lower brain and the other with the temporal difference weight update rule, which is seen as far-sighted, representing the higher brain. The spiking neural networks are implemented with leaky integrate-and-fire neurons with learning based on stochastic synaptic transmission. The differentiating element between the two brain centres in this implementation is based on the memory of past actions determined by an eligibility trace time constant. As the structure of the self-control problem can be likened to the Iterated Prisoner's Dilemma (IPD) game in that cooperation is to defection what self-control is to impulsiveness or what compromising is to insisting, we implemented the neural networks as two players, learning simultaneously but independently, competing in the IPD game. With a technique resembling the precommitment effect, whereby the

  15. 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…

  16. 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.

  17. A game theoretical approach for QoS provisioning in heterogeneous networks

    Directory of Open Access Journals (Sweden)

    A.S.M. Zadid Shifat

    2015-09-01

    Full Text Available With the proliferation of mobile phone users, interference management is a big concern in this neoteric years. To cope with this problem along with ensuring better Quality of Service (QoS, femtocell plays an imperious preamble in heterogeneous networks (HetNets for some of its noteworthy characteristics. In this paper, we propose a game theoretic algorithm along with dynamic channel allocation and hybrid access mechanism with self-organizing power control scheme. With a view to resolving prioritized access issue, the concept of primary and secondary users is applied. Existence of pure strategy Nash equilibrium (NE has been investigated and comes to a perfection that our proposed scheme can be adopted both increasing capacity and increasing revenue of operators considering optimal price for consumers.

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

    Directory of Open Access Journals (Sweden)

    Biqing Zeng

    2017-01-01

    Full Text Available 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.

  19. 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.

  20. 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.

  1. 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.

  2. A Game Theory-Based Obstacle Avoidance Routing Protocol for Wireless Sensor Networks

    Directory of Open Access Journals (Sweden)

    Shujun Bi

    2011-09-01

    Full Text Available The obstacle avoidance problem in geographic forwarding is an important issue for location-based routing in wireless sensor networks. The presence of an obstacle leads to several geographic routing problems such as excessive energy consumption and data congestion. Obstacles are hard to avoid in realistic environments. To bypass obstacles, most routing protocols tend to forward packets along the obstacle boundaries. This leads to a situation where the nodes at the boundaries exhaust their energy rapidly and the obstacle area is diffused. In this paper, we introduce a novel routing algorithm to solve the obstacle problem in wireless sensor networks based on a game-theory model. Our algorithm forms a concave region that cannot forward packets to achieve the aim of improving the transmission success rate and decreasing packet transmission delays. We consider the residual energy, out-degree and forwarding angle to determine the forwarding probability and payoff function of forwarding candidates. This achieves the aim of load balance and reduces network energy consumption. Simulation results show that based on the average delivery delay, energy consumption and packet delivery ratio performances our protocol is superior to other traditional schemes.

  3. 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...

  4. 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

  5. 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. PMID:22496771

  6. 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.

  7. 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.

  8. 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...... will demonstrate how traditional notions of social activity, work and leisure, public and private, reality and fiction are being challenged by our life in the network....... 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...

  9. 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.

  10. 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.

  11. Path Creation

    DEFF Research Database (Denmark)

    Karnøe, Peter; Garud, Raghu

    2012-01-01

    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. Competenc......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....... 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...

  12. Combining evolutionary game theory and network theory to analyze human cooperation patterns

    International Nuclear Information System (INIS)

    Scatà, Marialisa; Di Stefano, Alessandro; La Corte, Aurelio; Liò, Pietro; Catania, Emanuele; Guardo, Ermanno; Pagano, Salvatore

    2016-01-01

    Highlights: • We investigate the evolutionary dynamics of human cooperation in a social network. • We introduce the concepts of “Critical Mass”, centrality measure and homophily. • The emergence of cooperation is affected by the spatial choice of the “Critical Mass”. • Our findings show that homophily speeds up the convergence towards cooperation. • Centrality and “Critical Mass” spatial choice partially offset the impact of homophily. - Abstract: As natural systems continuously evolve, the human cooperation dilemma represents an increasingly more challenging question. Humans cooperate in natural and social systems, but how it happens and what are the mechanisms which rule the emergence of cooperation, represent an open and fascinating issue. In this work, we investigate the evolution of cooperation through the analysis of the evolutionary dynamics of behaviours within the social network, where nodes can choose to cooperate or defect following the classical social dilemmas represented by Prisoner’s Dilemma and Snowdrift games. To this aim, we introduce a sociological concept and statistical estimator, “Critical Mass”, to detect the minimum initial seed of cooperators able to trigger the diffusion process, and the centrality measure to select within the social network. Selecting different spatial configurations of the Critical Mass nodes, we highlight how the emergence of cooperation can be influenced by this spatial choice of the initial core in the network. Moreover, we target to shed light how the concept of homophily, a social shaping factor for which “birds of a feather flock together”, can affect the evolutionary process. Our findings show that homophily allows speeding up the diffusion process and make quicker the convergence towards human cooperation, while centrality measure and thus the Critical Mass selection, play a key role in the evolution showing how the spatial configurations can create some hidden patterns, partially

  13. 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…

  14. 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.

  15. 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. PMID:26759829

  16. Implementation of Business Game Activity Support System

    Institute of Scientific and Technical Information of China (English)

    TANABU Motonari

    2004-01-01

    Business game can be used not only as an educational tool for the development of decision making ability, but also can be used for supporting the knowledge creation activity in organizations. In this paper, some conceptual considerations to meanings of the business game in the knowledge creation activity by using the knowledge creation theory and other related theories are given,and business game activity concept which refers to game play and development is proposed. Then focusing on the business game activity as an instantiation of the knowledge creation activity, and a Web based gaming activity support system based on the former system called YBG that enables us to play and develop many business games through the standard web browser is proposed. This system also provides us a lot of opportunities to play and develop the business games over business game communities.

  17. Path synthesis of four-bar mechanisms using synergy of polynomial neural network and Stackelberg game theory

    Science.gov (United States)

    Ahmadi, Bahman; Nariman-zadeh, Nader; Jamali, Ali

    2017-06-01

    In this article, a novel approach based on game theory is presented for multi-objective optimal synthesis of four-bar mechanisms. The multi-objective optimization problem is modelled as a Stackelberg game. The more important objective function, tracking error, is considered as the leader, and the other objective function, deviation of the transmission angle from 90° (TA), is considered as the follower. In a new approach, a group method of data handling (GMDH)-type neural network is also utilized to construct an approximate model for the rational reaction set (RRS) of the follower. Using the proposed game-theoretic approach, the multi-objective optimal synthesis of a four-bar mechanism is then cast into a single-objective optimal synthesis using the leader variables and the obtained RRS of the follower. The superiority of using the synergy game-theoretic method of Stackelberg with a GMDH-type neural network is demonstrated for two case studies on the synthesis of four-bar mechanisms.

  18. 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.

  19. 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

  20. Dependency links can hinder the evolution of cooperation in the prisoner's dilemma game on lattices and networks.

    Directory of Open Access Journals (Sweden)

    Xuwen Wang

    Full Text Available Networks with dependency links are more vulnerable when facing the attacks. Recent research also has demonstrated that the interdependent groups support the spreading of cooperation. We study the prisoner's dilemma games on spatial networks with dependency links, in which a fraction of individual pairs is selected to depend on each other. The dependency individuals can gain an extra payoff whose value is between the payoff of mutual cooperation and the value of temptation to defect. Thus, this mechanism reflects that the dependency relation is stronger than the relation of ordinary mutual cooperation, but it is not large enough to cause the defection of the dependency pair. We show that the dependence of individuals hinders, promotes and never affects the cooperation on regular ring networks, square lattice, random and scale-free networks, respectively. The results for the square lattice and regular ring networks are demonstrated by the pair approximation.

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

    OpenAIRE

    Seong-Soo Cha; Bo-Kyung Seo

    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 servi...

  2. Game-Theoretic Social-Aware Resource Allocation for Device-to-Device Communications Underlaying Cellular Network

    Directory of Open Access Journals (Sweden)

    Lei Wang

    2018-01-01

    Full Text Available Device-to-Device communication underlaying cellular network can increase the spectrum efficiency due to direct proximity communication and frequency reuse. However, such performance improvement is influenced by the power interference caused by spectrum sharing and social characteristics in each social community jointly. In this investigation, we present a dynamic game theory with complete information based D2D resource allocation scheme for D2D communication underlaying cellular network. In this resource allocation method, we quantify both the rate influence from the power interference caused by the D2D transmitter to cellular users and rate enhancement brought by the social relationships between mobile users. Then, the utility function maximization game is formulated to optimize the overall transmission rate performance of the network, which synthetically measures the final influence from both power interference and sociality enhancement. Simultaneously, we discuss the Nash Equilibrium of the proposed utility function maximization game from a theoretical point of view and further put forward a utility priority searching algorithm based resource allocation scheme. Simulation results show that our proposed scheme attains better performance compared with the other two advanced proposals.

  3. 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.

  4. 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…

  5. 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.

  6. 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.

  7. 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.

  8. Customer Satisfaction in Networked Narratives – Exploring the applicability of ECT in Alternate Reality Games

    OpenAIRE

    Regelin, Tilman; Staar, Henning; Janneck, Monique

    2018-01-01

    Alternate Reality Games (ARG) have been one of the first and most prominent viral marketing tools. In a dynamic marketing world, where new practices appear every other day and seemingly ‘old’ practices lose their appeal very quickly, Blizzard Entertainment – a leading video game developer – gained much attention regarding its marketing strategy promoting the release of a new playable hero called ‘Sombra’ for their online game Overwatch, which is the third most-played game in the world with ov...

  9. An Automated Tool for the Creation of Desired Emulated Topologies of a Mobile Ad-Hoc Network

    National Research Council Canada - National Science Library

    Nguyen, Binh Q

    2006-01-01

    This report documents a research effort that the U.S. Army Research Laboratory conducted in FY 2005 in support of the development of advanced technologies for tactical mobile ad hoc networks (MANET...

  10. Tree-based server-middleman-client architecture: improving scalability and reliability for voting-based network games in ad hoc wireless networks

    Science.gov (United States)

    Guo, Y.; Fujinoki, H.

    2006-10-01

    The concept of a new tree-based architecture for networked multi-player games was proposed by Matuszek to improve scalability in network traffic at the same time to improve reliability. The architecture (we refer it as "Tree-Based Server- Middlemen-Client architecture") will solve the two major problems in ad-hoc wireless networks: frequent link failures and significance in battery power consumption at wireless transceivers by using two new techniques, recursive aggregation of client messages and subscription-based propagation of game state. However, the performance of the TBSMC architecture has never been quantitatively studied. In this paper, the TB-SMC architecture is compared with the client-server architecture using simulation experiments. We developed an event driven simulator to evaluate the performance of the TB-SMC architecture. In the network traffic scalability experiments, the TB-SMC architecture resulted in less than 1/14 of the network traffic load for 200 end users. In the reliability experiments, the TB-SMC architecture improved the number of successfully delivered players' votes by 31.6, 19.0, and 12.4% from the clientserver architecture at high (failure probability of 90%), moderate (50%) and low (10%) failure probability.

  11. The EUVAC-NET project: creation and operation of a surveillance community network for vaccine preventable infectious diseases.

    Science.gov (United States)

    Glismann, S; Rønne, T; Tozzi, A

    2001-06-01

    The EUVAC-NET network is in charge of the epidemiological surveillance and control of vaccine preventable diseases. It is coordinated by the SSI in Denmark, in collaboration with the ISS in Italy. The two main diseases targeted by the network are measles and pertussis. A collaboration is planned with the PHLS for the monitoring of Haemophilus influenzae b. EUVAC-NET includes the Member States of the European Union, and Iceland, Norway and Switzerland.

  12. 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…

  13. 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

  14. Frequency Resource Sharing and Allocation Scheme Based on Coalition Formation Game in Hybrid D2D-Cellular Network

    Directory of Open Access Journals (Sweden)

    Qing Ou

    2015-01-01

    Full Text Available A distributed cooperation scheme on frequency resource sharing is proposed to improve the quality of service (QoS in device-to-device (D2D communications underlaying cellular networks. Specifically, we formulate the resource allocation problem as a coalition formation game with transferable utility, in which all users have the incentive to cooperate with some others and form a competitive group to maximize the probability of obtaining their favorite spectrum resources. Taking the cost for coalition formation into account, such as the path loss for data sharing, we prove that the core of the proposed game is empty, which shows the impossibility of grand coalition. Hence, we propose a distributed merge-and-split based coalition formation algorithm based on a new defined Max-Coalition order to effectively solve the coalition game. Compared with the exhaustive search, our algorithm has much lower computer complexity. In addition, we prove that stability and convergence of the proposed algorithm using the concept of a defection function. Finally, the simulation results show that the proposed scheme achieves a suboptimal performance in terms of network sum rate compared with the centralized optimal resource allocation scheme obtained via exhaustive search.

  15. Evolution of Cooperation in Continuous Prisoner's Dilemma Games on Barabasi—Albert Networks with Degree-Dependent Guilt Mechanism

    Science.gov (United States)

    Wang, Xian-Jia; Quan, Ji; Liu, Wei-Bing

    2012-05-01

    This paper studies the continuous prisoner's dilemma games (CPDG) on Barabasi—Albert (BA) networks. In the model, each agent on a vertex of the networks makes an investment and interacts with all of his neighboring agents. Making an investment is costly, but which benefits its neighboring agents, where benefit and cost depend on the level of investment made. The payoff of each agent is given by the sum of payoffs it receives in its interactions with all its neighbors. Not only payoff, individual's guilty emotion in the games has also been considered. The negative guilty emotion produced in comparing with its neighbors can reduce the utility of individuals directly. We assume that the reduction amount depends on the individual's degree and a baseline level parameter. The group's cooperative level is characterized by the average investment of the population. Each player makes his investment in the next step based on a convex combination of the investment of his best neighbors in the last step, his best history strategies in the latest steps which number is controlled by a memory length parameter, and a uniformly distributed random number. Simulation results show that this degree-dependent guilt mechanism can promote the evolution of cooperation dramatically comparing with degree-independent guilt or no guilt cases. Imitation, memory, uncertainty coefficients and network structure also play determinant roles in the cooperation level of the population. All our results may shed some new light on studying the evolution of cooperation based on network reciprocity mechanisms.

  16. 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.

  17. Assortative and dissortative priorities for game interaction and strategy adaptation significantly bolster network reciprocity in the prisoner’s dilemma

    International Nuclear Information System (INIS)

    Tanimoto, Jun

    2014-01-01

    In 2 × 2 prisoner’s dilemma games, network reciprocity is one mechanism for adding social viscosity, which leads to cooperative equilibrium. Here we show that combining the process for selecting a gaming partner with the process for selecting an adaptation partner significantly enhances cooperation, even though such selection processes require additional costs to collect further information concerning which neighbor should be chosen. Based on elaborate investigations of the dynamics generated by our model, we find that high levels of cooperation result from two kinds of behavior: cooperators tend to interact with cooperators to prevent being exploited by defectors and defectors tend to choose cooperators to exploit despite the possibility that some defectors convert to cooperators. (paper)

  18. 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…

  19. Game Theoretic Analysis of Cooperative Message Forwarding in Opportunistic Mobile Networks.

    Science.gov (United States)

    Pal, Sujata; Saha, Barun Kumar; Misra, Sudip

    2017-12-01

    In cooperative communication, a set of players forming a coalition ensures communal behavior among themselves by helping one another in message forwarding. Opportunistic mobile networks (OMNs) require multihop communications for transferring messages from the source to the destination nodes. However, noncooperative nodes only forward their own messages to others, and drop others' messages upon receiving them. So, the message delivery overhead increases in OMN. For minimizing the overhead and maximizing the delivery rate, we propose two coalition-based cooperative schemes: 1) simple coalition formation (SCF) and 2) overlapping coalition formation (OCF) game. In SCF, we consider the presence of a central information center, whereas OCF is a fully distributed scheme. In SCF, coalitions are disjoint, whereas in OCF, a node may be the member of multiple coalitions at the same time. All nodes in a coalition help each other cooperatively by forwarding group messages to the intermediate or destination nodes. The goal of the nodes is to achieve high success rate in delivering messages. The proposed SCF scheme is cohesive, in which disjoint coalitions always combine to form grand coalition. In OCF, a node reaches a stable grand coalition when all the nodes of the OMN are members of overlapping coalition of the node. No node gains by deviating from the grand coalition in SCF and OCF. Simulation results based on synthetic mobility model and real-life traces show that the message delivery ratio of OMNs increase by up to 67%, as compared to the noncooperative scenario. Moreover, the message overhead ratio using the proposed coalition-based schemes reduces by up to about (1/3)rd of that of the noncooperative communication scheme.

  20. 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

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

    Science.gov (United States)

    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.

  2. 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.

  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. 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.

  5. 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.

  6. 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.

  7. 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…

  8. Video Game Player Profiles: Bridging Industry, Game Studies and Social Science Perspectives

    Science.gov (United States)

    Frye, Jonathan M.

    2013-01-01

    For decades, game designers and game studies experts have largely sought to understand video game players through a lens of experience and observation. Meanwhile, social science research has focused on the empirical understanding of video game players using a variety of psychological constructs. This study focuses on the creation and evaluation of…

  9. 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

  10. 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....

  11. 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].

  12. 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].

  13. Adaptive co-evolution of strategies and network leading to optimal cooperation level in spatial prisoner's dilemma game

    International Nuclear Information System (INIS)

    Han-Shuang, Chen; Zhong-Huai, Hou; Hou-Wen, Xin; Ji-Qian, Zhang

    2010-01-01

    We study evolutionary prisoner's dilemma game on adaptive networks where a population of players co-evolves with their interaction networks. During the co-evolution process, interacted players with opposite strategies either rewire the link between them with probability p or update their strategies with probability 1 – p depending on their payoffs. Numerical simulation shows that the final network is either split into some disconnected communities whose players share the same strategy within each community or forms a single connected network in which all nodes are in the same strategy. Interestingly, the density of cooperators in the final state can be maximised in an intermediate range of p via the competition between time scale of the network dynamics and that of the node dynamics. Finally, the mean-field analysis helps to understand the results of numerical simulation. Our results may provide some insight into understanding the emergence of cooperation in the real situation where the individuals' behaviour and their relationship adaptively co-evolve. (general)

  14. Evolution of Cooperation in Continuous Prisoner's Dilemma Games on Barabasi-Albert Networks with Degree-Dependent Guilt Mechanism

    International Nuclear Information System (INIS)

    Wang Xianjia; Quan Ji; Liu Weibing

    2012-01-01

    This paper studies the continuous prisoner's dilemma games (CPDG) on Barabasi-Albert (BA) networks. In the model, each agent on a vertex of the networks makes an investment and interacts with all of his neighboring agents. Making an investment is costly, but which benefits its neighboring agents, where benefit and cost depend on the level of investment made. The payoff of each agent is given by the sum of payoffs it receives in its interactions with all its neighbors. Not only payoff, individual's guilty emotion in the games has also been considered. The negative guilty emotion produced in comparing with its neighbors can reduce the utility of individuals directly. We assume that the reduction amount depends on the individual's degree and a baseline level parameter. The group's cooperative level is characterized by the average investment of the population. Each player makes his investment in the next step based on a convex combination of the investment of his best neighbors in the last step, his best history strategies in the latest steps which number is controlled by a memory length parameter, and a uniformly distributed random number. Simulation results show that this degree-dependent guilt mechanism can promote the evolution of cooperation dramatically comparing with degree-independent guilt or no guilt cases. Imitation, memory, uncertainty coefficients and network structure also play determinant roles in the cooperation level of the population. All our results may shed some new light on studying the evolution of cooperation based on network reciprocity mechanisms. (interdisciplinary physics and related areas of science and technology)

  15. Scale-up of networked HIV treatment in Nigeria: creation of an integrated electronic medical records system.

    Science.gov (United States)

    Chaplin, Beth; Meloni, Seema; Eisen, Geoffrey; Jolayemi, Toyin; Banigbe, Bolanle; Adeola, Juliette; Wen, Craig; Reyes Nieva, Harry; Chang, Charlotte; Okonkwo, Prosper; Kanki, Phyllis

    2015-01-01

    The implementation of PEPFAR programs in resource-limited settings was accompanied by the need to document patient care on a scale unprecedented in environments where paper-based records were the norm. We describe the development of an electronic medical records system (EMRS) put in place at the beginning of a large HIV/AIDS care and treatment program in Nigeria. Databases were created to record laboratory results, medications prescribed and dispensed, and clinical assessments, using a relational database program. A collection of stand-alone files recorded different elements of patient care, linked together by utilities that aggregated data on national standard indicators and assessed patient care for quality improvement, tracked patients requiring follow-up, generated counts of ART regimens dispensed, and provided 'snapshots' of a patient's response to treatment. A secure server was used to store patient files for backup and transfer. By February 2012, when the program transitioned to local in-country management by APIN, the EMRS was used in 33 hospitals across the country, with 4,947,433 adult, pediatric and PMTCT records that had been created and continued to be available for use in patient care. Ongoing trainings for data managers, along with an iterative process of implementing changes to the databases and forms based on user feedback, were needed. As the program scaled up and the volume of laboratory tests increased, results were produced in a digital format, wherever possible, that could be automatically transferred to the EMRS. Many larger clinics began to link some or all of the databases to local area networks, making them available to a larger group of staff members, or providing the ability to enter information simultaneously where needed. The EMRS improved patient care, enabled efficient reporting to the Government of Nigeria and to U.S. funding agencies, and allowed program managers and staff to conduct quality control audits. Copyright © 2014

  16. 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.

  17. Dysfunctional default mode network and executive control network in people with Internet gaming disorder: Independent component analysis under a probability discounting task.

    Science.gov (United States)

    Wang, L; Wu, L; Lin, X; Zhang, Y; Zhou, H; Du, X; Dong, G

    2016-04-01

    The present study identified the neural mechanism of risky decision-making in Internet gaming disorder (IGD) under a probability discounting task. Independent component analysis was used on the functional magnetic resonance imaging data from 19 IGD subjects (22.2 ± 3.08 years) and 21 healthy controls (HC, 22.8 ± 3.5 years). For the behavioral results, IGD subjects prefer the risky to the fixed options and showed shorter reaction time compared to HC. For the imaging results, the IGD subjects showed higher task-related activity in default mode network (DMN) and less engagement in the executive control network (ECN) than HC when making the risky decisions. Also, we found the activities of DMN correlate negatively with the reaction time and the ECN correlate positively with the probability discounting rates. The results suggest that people with IGD show altered modulation in DMN and deficit in executive control function, which might be the reason for why the IGD subjects continue to play online games despite the potential negative consequences. Copyright © 2016 Elsevier Masson SAS. All rights reserved.

  18. 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.  

  19. UE-Initiated Cell Reselection Game for Cell Load Balancing in a Wireless Network

    Directory of Open Access Journals (Sweden)

    Jaesung Park

    2018-01-01

    Full Text Available A user changes its serving cell if the quality of experience (QoE provided by the current serving cell is not satisfactory. Since users reselect cells to increase their QoEs selfishly, the system resource efficiency can be deteriorated and a system can be unstable if users are not driven to cooperate appropriately. In this paper, inspired by the minority game (MG model, we design a UE-initiated cell reselection policy. The MG has a salient characteristic that the number of players who win the game converges to a prespecified value even though players act selfishly without knowing the actions taken by the other players. Using the MG model, we devise a rule by which each UE plays a cell reselection game. We also design a criterion that a system controller uses to determine the result of a game and public information sent by a system controller to induce implicit cooperation among UEs. The simulation results show that compared with noncooperative method the proposed method increases not only the system performance, such as cell load balance index and system utility, but also the performance of UEs in terms of a downlink data rate and an outage probability received from a system.

  20. 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.

  1. Babylonians - online strategy game using python

    OpenAIRE

    Al-Kendi, Wissam

    2015-01-01

    The internet provides many important needs and functions and arguably one of the most important of these is online gaming. To date, many different types of games have been designed to be played online by multiple players; these include board games, action games and strategic games. The majority of these games depend on client/server architecture to connect the players over a network. The current research project has developed a strategic game that simulates the Babylonian era in Mesopotami...

  2. 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.

  3. 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 sapiens is driven by the evolution of human-specific genomic regulatory networks via at least two mechanistically distinct pathways of creation of

  4. Fun and Games: The Suppression of Architectural Authoriality and the Rise of the Reader

    Directory of Open Access Journals (Sweden)

    Elizabeth Keslacy

    2015-12-01

    Full Text Available Between the Roarkian caricature of the heroic modernist and the spectre of the contemporary starchitect, there was a period of resistance in which architectural authoriality came under fire. One of the most explicit challenges was issued through the use of gaming and simulation in both architectural education and practice in the 1960s and the 1970s, particularly in the work of Juan Pablo Bonta and Henry Sanoff - both of them architectural scholars, educators, and game enthusiasts.  By tracing the importation of gaming and simulation techniques into architecture, this paper will show how architectural games sought to refigure the architect as a collaborative figure embedded in a network of experts, participants and constituents, and to modulate the architect’s design authority by foregrounding the contributions of viewer-interpreters to the creation of meaning. Situating their work within gaming precedents, from war and business games to urban planning gaming-simulations, I show how architecture games - particularly design games - worked to develop the architectural reader as a creative force, in some quarters going so far as to posit interpretation as the basis of design. 

  5. Effects of benefit-inspired network coevolution on spatial reciprocity in the prisoner’s dilemma game

    International Nuclear Information System (INIS)

    Wang, Lei; Wang, Juan; Guo, Baohong; Ding, Shuai; Li, Yukun; Xia, Chengyi

    2014-01-01

    Highlights: • A co-evolutionary prisoner’s dilemma game on regular lattice is proposed. • Each agent can have a chance to update its neighbors by pruning the connection with a defecting neighbor. • The structural properties of system structure display nontrivial transition. • The cooperation can be greatly promoted through the changing interaction topology. • The higher the cooperation level, the larger the probability to prune the defective link. - Abstract: How to interpret the emergence and ubiquity of cooperation between selfish agents has become a long-standing puzzle among the scientific communities. In this paper, we propose a co-evolutionary prisoner’s dilemma model to illustrate the evolution of cooperation, in which the model evolution can be divided into two basic steps: (i) strategy update: all agents play the game and perform the strategy update according to the Fermi rule; (ii) topology adjustment: each agent can have a chance to prune the connection with a defecting neighbor so as to decrease the potential benefit loss via an adjustment parameter (α). Large quantities of numerical simulations indicate that the cooperation level in the stationary state will be highly elevated, when compared to the traditional prisoner’s dilemma game on regular lattices. Meanwhile, we have also observed that the degree distribution of network will be broadened or more skewed and structural heterogeneities will also become higher when the dynamical adjustment of interaction topology is allowed during the system evolution. In addition, it is also proven that the tunable parameter α controls the link reconnection process, and even the node elimination and reproduction so that the whole cooperation level can be greatly influenced. Thus, the study points out a suitable way for the sustainability of cooperation in structured populations, and current findings are conducive to further understand the collective cooperation phenomenon within many biological

  6. Marketing Strategies of Network Game Products in Social Communicative Network Era%社交网络时代网络游戏产品的市场营销策略

    Institute of Scientific and Technical Information of China (English)

    叶舜雅

    2015-01-01

    With the continuous advance of online games market, corresponding marketing mode driven by social communicative network era becomes increasingly complex, which requires operators of online game products to constantly optimize and innovate, and put for-ward marketing means suitable for online game development by focusing on current network game market development, only in this way, can they continuously achieve new progress in the fierce competition of network games market. Based on marketing means and strategies of online games in social communicative era, this paper gives corresponding suggestions on sustainable development of the network game product marketing and the improvement of current online marketing means.%随着网游市场的不断推进,相应的市场营销模式在社交网络时代的驱动下日趋复杂化,这就要求网游产品的经营者,不断的进行优化和创新,围绕当前网络游戏市场发展提出更符合网络游戏产品发展的营销手段,才能在激烈的网游市场竞争中不断的取得新的进步。本文以网络游戏产品在社交网络时代的市场营销手段和策略为基础,围绕网游产品营销的可持续发展和当前营销手段的改进等提出相应的建议。

  7. 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.

  8. The Social Strategy Game: Resource Competition within Female Social Networks among Small-scale Forager-Horticulturalists.

    Science.gov (United States)

    Rucas, Stacey L; Gurven, Michael; Kaplan, Hillard; Winking, Jeffrey

    2010-03-10

    This paper examines social determinants of resource competition among Tsimane Amerindian women of Bolivia. We introduce a semi-anonymous experiment (the Social Strategy Game) designed to simulate resource competition among women. Information concerning dyadic social relationships and demographic data were collected to identify variables influencing resource competition intensity, as measured by the number of beads one woman took from another. Relationship variables are used to test how the affiliative or competitive aspects of dyads affect the extent of prosociality in the game. Using a mixed-modeling procedure, we find that women compete with those with whom they are quarreling over accusations of meat theft, mate competition, and rumor spreading. They also compete with members of their social network and with those who were designated as cooperative helpers or as close kin. Women take fewer beads from desired friends, neighbors, and from those viewed as enemies. We interpret favoritism toward enemies as resulting from fear of retribution. Our results suggest that social relations among women are multifaceted and often cannot be simplified by exclusive focus on genetic relatedness, physical proximity, or reciprocity. We argue that a complex understanding of cooperation and competition among women may require important contextual information concerning relationship history in addition to typical features of resource ecology.

  9. The Sharing of Benefits from a Logistics Alliance Based on a Hub-Spoke Network: A Cooperative Game Theoretic Approach

    Directory of Open Access Journals (Sweden)

    Minyoung Yea

    2018-06-01

    Full Text Available This study investigates a strategic alliance as a horizontal cooperation in the logistics and transportation industries by considering various sharing rules with a cooperative game approach. Through forging a strategic alliance, carriers gain extra benefits from resource sharing and high efficiency resource utilization. In particular, our research focuses on the cost savings from using larger vehicles utilizing collective market demand and regarding them as benefits of cooperation. The model conceptualizes the characteristic function of cost savings by coalitions that take into account the hub-spoke network which is common in transportation services. To share the improved profits fairly between members, we use different allocation schemes: the Shapley value, the core center, the τ -value, and the nucleolus. By analyzing those cooperative game theoretic solutions employing an alliance composed of three carriers, we investigate whether satisfaction in this specific coalition provides an incentive for carriers to join such a coalition. Our results from the analysis, with respect to fair allocation schemes, provide a practical and academic foundation for further research.

  10. Student Learning-Game Designs

    DEFF Research Database (Denmark)

    Weitze, Charlotte Lærke

    2016-01-01

    This article presents new knowledge about how students can implement learning and game elements into analogue and digital learning games as a means of learning and teaching curriculum‐based subject matter. The purpose of the analysis is to identify what learning‐game design elements were used...... in four learning games created by students, to investigate how these elements were em83 ployed, to determine what learning trajectories emerged in the two digital game tools and to offer reflections and suggestions regarding the learning processes students experienced when building the various learning...... trajectories for specific learning goals into the digital games. The article examines how specific features in the two digital game tools, Scratch and RGBMaker, afford creation of learning trajectories in various ways, enabling deep learning and gameplay processes for the players of the games. According...

  11. Topological chaos of the spatial prisoner's dilemma game on regular networks.

    Science.gov (United States)

    Jin, Weifeng; Chen, Fangyue

    2016-02-21

    The spatial version of evolutionary prisoner's dilemma on infinitely large regular lattice with purely deterministic strategies and no memories among players is investigated in this paper. Based on the statistical inferences, it is pertinent to confirm that the frequency of cooperation for characterizing its macroscopic behaviors is very sensitive to the initial conditions, which is the most practically significant property of chaos. Its intrinsic complexity is then justified on firm ground from the theory of symbolic dynamics; that is, this game is topologically mixing and possesses positive topological entropy on its subsystems. It is demonstrated therefore that its frequency of cooperation could not be adopted by simply averaging over several steps after the game reaches the equilibrium state. Furthermore, the chaotically changing spatial patterns via empirical observations can be defined and justified in view of symbolic dynamics. It is worth mentioning that the procedure proposed in this work is also applicable to other deterministic spatial evolutionary games therein. Copyright © 2015 Elsevier Ltd. All rights reserved.

  12. 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

  13. Impulsive Internet Game Play Is Associated With Increased Functional Connectivity Between the Default Mode and Salience Networks in Depressed Patients With Short Allele of Serotonin Transporter Gene

    Directory of Open Access Journals (Sweden)

    Ji Sun Hong

    2018-04-01

    Full Text Available Problematic Internet game play is often accompanied by major depressive disorder (MDD. Depression seems to be closely related to altered functional connectivity (FC within (and between the default mode network (DMN and salience network. In addition, serotonergic neurotransmission may regulate the symptoms of depression, including impulsivity, potentially by modulating the DMN. We hypothesized that altered connectivity between the DMN and salience network could mediate an association between the 5HTTLPR genotype and impulsivity in patients with depression. A total of 54 participants with problematic Internet game play and MDD completed the research protocol. We genotyped for 5HTTLPR and assessed the DMN FC using resting-state functional magnetic resonance imaging. The severity of Internet game play, depressive symptoms, anxiety, attention and impulsivity, and behavioral inhibition and activation were assessed using the Young Internet Addiction Scale (YIAS, Beck Depressive Inventory, Beck Anxiety Inventory (BAI, Korean Attention Deficit Hyperactivity Disorder scale, and the Behavioral Inhibition and Activation Scales (BIS-BAS, respectively. The SS allele was associated with increased FC within the DMN, including the middle prefrontal cortex (MPFC to the posterior cingulate cortex, and within the salience network, including the right supramarginal gyrus (SMG to the right rostral prefrontal cortex (RPFC, right anterior insular (AInsular to right SMG, anterior cingulate cortex (ACC to left RPFC, and left AInsular to right RPFC, and between the DMN and salience network, including the MPFC to the ACC. In addition, the FC from the MPFC to ACC positively correlated with the BIS and YIAS scores in the SS allele group. The SS allele of 5HTTLPR might modulate the FC within and between the DMN and salience network, which may ultimately be a risk factor for impulsive Internet game play in patients with MDD.

  14. Impulsive Internet Game Play Is Associated With Increased Functional Connectivity Between the Default Mode and Salience Networks in Depressed Patients With Short Allele of Serotonin Transporter Gene.

    Science.gov (United States)

    Hong, Ji Sun; Kim, Sun Mi; Bae, Sujin; Han, Doug Hyun

    2018-01-01

    Problematic Internet game play is often accompanied by major depressive disorder (MDD). Depression seems to be closely related to altered functional connectivity (FC) within (and between) the default mode network (DMN) and salience network. In addition, serotonergic neurotransmission may regulate the symptoms of depression, including impulsivity, potentially by modulating the DMN. We hypothesized that altered connectivity between the DMN and salience network could mediate an association between the 5HTTLPR genotype and impulsivity in patients with depression. A total of 54 participants with problematic Internet game play and MDD completed the research protocol. We genotyped for 5HTTLPR and assessed the DMN FC using resting-state functional magnetic resonance imaging. The severity of Internet game play, depressive symptoms, anxiety, attention and impulsivity, and behavioral inhibition and activation were assessed using the Young Internet Addiction Scale (YIAS), Beck Depressive Inventory, Beck Anxiety Inventory (BAI), Korean Attention Deficit Hyperactivity Disorder scale, and the Behavioral Inhibition and Activation Scales (BIS-BAS), respectively. The SS allele was associated with increased FC within the DMN, including the middle prefrontal cortex (MPFC) to the posterior cingulate cortex, and within the salience network, including the right supramarginal gyrus (SMG) to the right rostral prefrontal cortex (RPFC), right anterior insular (AInsular) to right SMG, anterior cingulate cortex (ACC) to left RPFC, and left AInsular to right RPFC, and between the DMN and salience network, including the MPFC to the ACC. In addition, the FC from the MPFC to ACC positively correlated with the BIS and YIAS scores in the SS allele group. The SS allele of 5HTTLPR might modulate the FC within and between the DMN and salience network, which may ultimately be a risk factor for impulsive Internet game play in patients with MDD.

  15. 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.

  16. Combinatorial optimization games

    Energy Technology Data Exchange (ETDEWEB)

    Deng, X. [York Univ., North York, Ontario (Canada); Ibaraki, Toshihide; Nagamochi, Hiroshi [Kyoto Univ. (Japan)

    1997-06-01

    We introduce a general integer programming formulation for a class of combinatorial optimization games, which immediately allows us to improve the algorithmic result for finding amputations in the core (an important solution concept in cooperative game theory) of the network flow game on simple networks by Kalai and Zemel. An interesting result is a general theorem that the core for this class of games is nonempty if and only if a related linear program has an integer optimal solution. We study the properties for this mathematical condition to hold for several interesting problems, and apply them to resolve algorithmic and complexity issues for their cores along the line as put forward in: decide whether the core is empty; if the core is empty, find an imputation in the core; given an imputation x, test whether x is in the core. We also explore the properties of totally balanced games in this succinct formulation of cooperative games.

  17. 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,…

  18. 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

  19. 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

  20. Utility Evaluation Based on One-To-N Mapping in the Prisoner's Dilemma Game for Interdependent Networks.

    Directory of Open Access Journals (Sweden)

    Juan Wang

    Full Text Available In the field of evolutionary game theory, network reciprocity has become an important means to promote the level of promotion within the population system. Recently, the interdependency provides a novel perspective to understand the widespread cooperation behavior in many real-world systems. In previous works, interdependency is often built from the direct or indirect connections between two networks through the one-to-one mapping mode. However, under many realistic scenarios, players may need much more information from many neighboring agents so as to make a more rational decision. Thus, beyond the one-to-one mapping mode, we investigate the cooperation behavior on two interdependent lattices, in which the utility evaluation of a focal player on one lattice may not only concern himself, but also integrate the payoff information of several corresponding players on the other lattice. Large quantities of simulations indicate that the cooperation can be substantially promoted when compared to the traditionally spatial lattices. The cluster formation and phase transition are also analyzed in order to explore the role of interdependent utility coupling in the collective cooperation. Current results are beneficial to deeply understand various mechanisms to foster the cooperation exhibited inside natural, social and engineering systems.

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

    KAUST Repository

    Tembine, Hamidou; Vilanova, Pedro; Debbah, Mé roú ane

    2012-01-01

    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

  2. 77 FR 29637 - Game Show Network, LLC v. Cablevision Systems Corp.

    Science.gov (United States)

    2012-05-18

    ... Affairs Bureau at (202) 418-0530 (voice), (202) 418-0432 (TTY). Synopsis of the Order I. Introduction 1... its affiliated cable networks (American Movie Classics (AMC), Fuse, Independent Film Channel, WE tv...

  3. 网络暴力游戏涵化青少年的传播学解析%Communication Analysis on the Network Violent Games Acculturating Adolescents

    Institute of Scientific and Technical Information of China (English)

    燕道成; 毛玮婷

    2012-01-01

    网络游戏已经成为青少年最喜爱的娱乐方式之一,而网络暴力游戏的盛行,对尚处于青春期的青少年的成长和发展有着不容忽视的影响。研究表明,随着接触网络暴力游戏时间的增长,青少年对暴力行为的赞成度会有所提高,也更易产生暴力情绪,同时考察了网络暴力游戏对青少年的涵化效应,即曲解暴力符号、宣泄权力欲望,以便得到心理上的满足和认同。同时分析了网络暴力游戏的盛行原因、传播现状和发展趋势,解析了网络暴力游戏涵化青少年的传播理论基础。%Online games have become one of the young people's favorite entertainments. But it can not be ignored that the prevalence of violent video games influences young people who are still in the adolescent growth and development. Cultivation theory is this paper's main theoretical assumptions. This paper investigates the acculturation effects of the network violent games on young people, analyzes the prevalent reason, the development status and trends of the network violent games, and resolves the communication theoretical basis of the network violent games acculturating adolescents.

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

    Energy Technology Data Exchange (ETDEWEB)

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

    2016-11-21

    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.

  5. 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.

  6. 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.

  7. 5G Network Communication, Caching, and Computing Algorithms Based on the Two‐Tier Game Model

    Directory of Open Access Journals (Sweden)

    Sungwook Kim

    2018-02-01

    Full Text Available In this study, we developed hybrid control algorithms in smart base stations (SBSs along with devised communication, caching, and computing techniques. In the proposed scheme, SBSs are equipped with computing power and data storage to collectively offload the computation from mobile user equipment and to cache the data from clouds. To combine in a refined manner the communication, caching, and computing algorithms, game theory is adopted to characterize competitive and cooperative interactions. The main contribution of our proposed scheme is to illuminate the ultimate synergy behind a fully integrated approach, while providing excellent adaptability and flexibility to satisfy the different performance requirements. Simulation results demonstrate that the proposed approach can outperform existing schemes by approximately 5% to 15% in terms of bandwidth utilization, access delay, and system throughput.

  8. Mapping Learning and Game Mechanics for Serious Games Analysis

    Science.gov (United States)

    Arnab, Sylvester; Lim, Theodore; Carvalho, Maira B.; Bellotti, Francesco; de Freitas, Sara; Louchart, Sandy; Suttie, Neil; Berta, Riccardo; De Gloria, Alessandro

    2015-01-01

    Although there is a consensus on the instructional potential of Serious Games (SGs), there is still a lack of methodologies and tools not only for design but also to support analysis and assessment. Filling this gap is one of the main aims of the Games and Learning Alliance (http://www.galanoe.eu) European Network of Excellence on Serious Games,…

  9. 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.

  10. Critical supply network protection against intentional attacks: A game-theoretical model

    International Nuclear Information System (INIS)

    Bricha, Naji; Nourelfath, Mustapha

    2013-01-01

    A crucial issue in today's critical supply chains is how to protect facilities against intentional attacks, since it has become unacceptable to ignore the high impact of low probability disruptions caused by these attacks. This article develops a game-theoretical model to deal with the protection of facilities, in the context of the uncapacitated fixed-charge location problem. Given a set of investment alternatives for protecting the facilities against identified threats, the objective is to select the optimal defence strategy. The attacker is considered as a player who tries to maximise the expected damage while weighing against the attacks expenditures. The conflict on facilities vulnerability is modelled using the concept of contest. The vulnerability of a facility is defined by its destruction probability. Contest success functions determine the vulnerability of each facility dependent on the relative investments of the defender and the attacker on each facility, and on the characteristics of the contest. A method is developed to evaluate the utilities of the players (i.e., the defender and the attacker). This method evaluates many expected costs, including the cost needed to restore disabled facilities, the backorder cost, and the cost incurred because of the increase in transportation costs after attacks. In fact, when one or several facilities are unavailable, transportation costs will increase since reassigned customers may receive shipments from facilities which are farther away. The model considers a non-cooperative two-period game between the players, and an algorithm is presented to determine the equilibrium solution and the optimal defence strategy. An illustrative example is presented. The approach is compared to other suggested strategies, and some managerial insights are provided in the context of facility location

  11. Effects of Equine-Assisted Activities and Therapies on the Affective Network of Adolescents with Internet Gaming Disorder.

    Science.gov (United States)

    Kang, Kyoung Doo; Jung, Tae Woon; Park, In Hui; Han, Doug Hyun

    2018-04-26

    Internet gaming disorder (IGD) has been suggested to be a mental health disorder. Attachment and emotional status in IGD patients are important for understanding the etiology and progression of IGD because both parameters are considered to be associated with the affective network. Equine-assisted activities and therapies (EAAT) have been reported to improve emotional status and attachment in subjects. We hypothesized that EAAT would improve attachment in IGD adolescents with insecure attachment issues and increase functional connectivity (FC) within the affective network. Subjects completed a demographic questionnaire, the Korean Experiences in Close Relationships Scale Revised version (K-ECRS), the Child Depression Inventory, Young's Internet Addiction Scale, the Korean Attention-Deficit Hyperactivity Disorder Rating Scale, and resting-state functional magnetic resonance imaging at baseline at the end of EAAT. Fifteen IGD adolescents with insecure attachment issues and 15 healthy comparison adolescents with secure attachment agreed to participate in this study. After 7 days of EAAT, K-ECRS avoidance and anxiety scores improved in all adolescents. K-ECRS avoidance scores of the IGD group showed marked improvement compared with those of the healthy group. In all participants, FC from the left amygdala to the left parahippocampal gyrus, left medial frontal gyrus, and left inferior frontal gyrus, as well as from the right amygdala to the left caudate, right claustrum, and left inferior frontal gyrus increased. In IGD adolescents, FC from the left amygdala to the left frontal orbital gyrus, as well as from the right amygdala to the right corpus callosum also increased. These findings suggested that EAAT improves attachment, which could lead to a decrease in the severity of IGD symptoms in IGD patients with insecure attachment issues. In addition, EAAT increases FC within the affective network, which was associated with attachment not only in healthy adolescents but

  12. 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...... research-based literature on the development of co-creation. This paper aims to build an overview of the literature on co-creation to explore what the existing literature relate to and indeed to pinpoint if any pattern or streams can be identified. A main finding from the analysis is how co-creation tends...

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

    OpenAIRE

    Lee, Jong-Sun; Jeong, Bumseok

    2014-01-01

    Background 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. Met...

  14. 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...

  15. Online Learning of Genetic Network Programming and its Application to Prisoner’s Dilemma Game

    Science.gov (United States)

    Mabu, Shingo; Hirasawa, Kotaro; Hu, Jinglu; Murata, Junichi

    A new evolutionary model with the network structure named Genetic Network Programming (GNP) has been proposed recently. GNP, that is, an expansion of GA and GP, represents solutions as a network structure and evolves it by using “offline learning (selection, mutation, crossover)”. GNP can memorize the past action sequences in the network flow, so it can deal with Partially Observable Markov Decision Process (POMDP) well. In this paper, in order to improve the ability of GNP, Q learning (an off-policy TD control algorithm) that is one of the famous online methods is introduced for online learning of GNP. Q learning is suitable for GNP because (1) in reinforcement learning, the rewards an agent will get in the future can be estimated, (2) TD control doesn’t need much memory and can learn quickly, and (3) off-policy is suitable in order to search for an optimal solution independently of the policy. Finally, in the simulations, online learning of GNP is applied to a player for “Prisoner’s dilemma game” and its ability for online adaptation is confirmed.

  16. The Mobile Learning Network: Getting Serious about Games Technologies for Learning

    Science.gov (United States)

    Petley, Rebecca; Parker, Guy; Attewell, Jill

    2011-01-01

    The Mobile Learning Network currently in its third year, is a unique collaborative initiative encouraging and enabling the introduction of mobile learning in English post-14 education. The programme, funded jointly by the Learning and Skills Council and participating colleges and schools and supported by LSN has involved nearly 40,000 learners and…

  17. 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.

  18. Rock-scissors-paper game on regular small-world networks

    International Nuclear Information System (INIS)

    Szabo, Gyoergy; Szolnoki, Attila; Izsak, Rudolf

    2004-01-01

    The spatial rock-scissors-paper game (or cyclic Lotka-Volterra system) is extended to study how the spatiotemporal patterns are affected by the rewired host lattice providing uniform number of neighbours (degree) at each site. On the square lattice this system exhibits a self-organizing pattern with equal concentration of the competing strategies (species). If the quenched background is constructed by substituting random links for the nearest-neighbour bonds of a square lattice then a limit cycle occurs when the portion of random links exceeds a threshold value. This transition can also be observed if the standard link is replaced temporarily by a random one with a probability P at each step of iteration. Above a second threshold value of P the amplitude of global oscillation increases with time and finally the system reaches one of the homogeneous (absorbing) states. In this case the results of Monte Carlo simulations are compared with the predictions of the dynamical cluster technique evaluating all the configuration probabilities on one-, two-, four- and six-site clusters

  19. TCP Performance in Multi-Polling Game Theory-Based IEEE 802.11 Networks

    Directory of Open Access Journals (Sweden)

    Cuzanauskas Tomas

    2016-12-01

    Full Text Available Easy usage and integration with various applications made IEEE 802.11 one of the most used technologies these days, both at home and business premises. Over the years, there have been many additional improvements to the 802.11 standards. Nevertheless, the algorithms and Media Access Control (MAC layer methods are almost the same as in previous Wi-Fi versions. In this paper, a set of methods to improve the total system capacity is proposed – such as efficient transmit power management based on Game Theory with a custom wireless medium protocol. The transmit power management and wireless medium protocol is verified by both simulation and real application scenarios. The results conclude that the capacity of the proposed wireless medium protocol is overall 20 percent higher than the standard 802.11 wireless medium access protocols. Additional TCP Acknowledgment filtering, which was tested together with the proposed wireless medium access protocol, can provide up to 10-percent-higher TCP throughput in high-density scenarios, especially for asymmetrical traffic cases. The conducted research suggests that efficient power management could result in lighter transmit power allocation rules that are currently set by the local regulators for current Wi-Fi devices. Thus, better propagation characteristics and wireless medium management would lead to an overall higher wireless system capacity.

  20. Productive Gaming

    OpenAIRE

    Brandstätter , Ulrich; Sommerer , Christa

    2016-01-01

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

  1. 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...... dimensions: practices and moods. Practice is the concept of all the doing in the activities. Moods are the particular concept of sense and feeling of being, which is what we are drawn to when we are playing or gaming....

  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. 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.

  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 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 (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.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 with substance addiction, they support the

  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. 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.; Tembine, Hamidou; Claudel, Christian G.

    2014-01-01

    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.

  7. 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

  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...... 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...

  9. 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....... The preliminary simulation results indicate the existence of such relationship. The ANN approach does not suggest a specific model but the relationship that was found out between the forecasted values of the perception of innovation and its actual values clearly points in this direction....... contribution is to provide preliminary results from a research project focusing on the relationship between value co-creation and the perception of innovation in technology-driven firms. The data was collected in a previous study using web search techniques and factor analysis to identify the key co...

  10. 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.

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

    OpenAIRE

    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 fu...

  12. Location-based games

    DEFF Research Database (Denmark)

    Ejsing-Duun, Stine

    In this dissertation, it is explored which prerequisites are necessary in location-based games (LBGs) to make meaningful the meeting between players and spatiality with an emphasis on physical locations. Throughout the dissertation, it has been shown that LBGs affect players’ perception of and be...... possible. The practical contribution is my creation of the LBG Visions of Sara. People continue to play this game in Odense more than two years after its launch, and DJEEO uses it as a showcase, enabling the company to sell similar LBGs....

  13. Game theory : Noncooperative games

    NARCIS (Netherlands)

    van Damme, E.E.C.; Wright, J.

    2015-01-01

    We describe noncooperative game models and discuss game theoretic solution concepts. Some applications are also noted. Conventional theory focuses on the question ‘how will rational players play?’, and has the Nash equilibrium at its core. We discuss this concept and its interpretations, as well as

  14. 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

  15. 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

  16. Components of Co-creation

    DEFF Research Database (Denmark)

    Allen, Stephen; Bailetti, Tony; Tanev, Stoyan

    2013-01-01

    at conceptualization and categorization of the different types of interactions between end users, the firm and the value network. Although useful, such an approach misses the advantages of an empirically driven quantitative approach that benefits from larger size samples and is more appropriate for theory building...... through the development and testing of hypotheses. It is important, therefore, to seek the development of a research methodology that combines the benefits of both qualitative and quantitative research approaches for studying the nature of value co-creation....

  17. Game theory and mercosul

    Directory of Open Access Journals (Sweden)

    Romeu Costa Ribeiro Bastos

    2011-06-01

    Full Text Available The processes of regional integration has aroused great interest in the field of International Relations since the 1950s, however, there has been renovated enthusiasm especially in the 1980s, in view of the successful experience of European Union and the creation of Mercosur. This article aims at analyzing the positions of Brazil and Argentina within Mercosur, using the instruments supplied by the Game Theory.

  18. Convex games versus clan games

    NARCIS (Netherlands)

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

    2008-01-01

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

  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. 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...

  4. 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...

  5. 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…

  6. 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.

  7. 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; Pallarès Segarra, Esteve; Tripp-Barba, Carolina; Urquiza-Aguiar, Luis; Forné, Jordi; Sanvicente Gargallo, Emilio

    2015-04-17

    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.

  8. 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.

  9. Science, evolution, and creationism

    National Research Council Canada - National Science Library

    Committee on Revising Science and Creationism

    ... are more comfortable. In the book Science, Evolution, and Creationism, a group of experts assembled by the National Academy of Sciences and the Institute of Medicine explain the fundamental methods of science, document...

  10. Co-creation theory.

    Science.gov (United States)

    Lynch, Elizabeth

    The Design Council is working with healthcare staff and users to reconfigure services for the 21st century. This 'co-creation approach' has focused on diabetes and motivating older people to stay healthy.

  11. 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....... It will be of interest to students and scholars in the history and philosophy of science, religious studies, and evolutionary theory, as well as policy makers and educators concerned about the spread of creationism in our time....

  12. Creationism in Europe

    DEFF Research Database (Denmark)

    Blancke, Stefaan; Hjermitslev, Hans Henrik; Braeckman, Johan

    2013-01-01

    which material is missing from the literature (the “gaps”) and signal which gaps we think should first be filled. Third, on the basis of a forthcoming international historical study, we outline the possible factors that affect the popularity of creationism in Europe (the “prospects”). We also sketch how...... 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....

  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.

    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/.

  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. 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...

  17. 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

  18. 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.

  19. Cyber security issues in online games

    Science.gov (United States)

    Zhao, Chen

    2018-04-01

    With the rapid development of the Internet, online gaming has become a way of entertainment for many young people in the modern era. However, in recent years, cyber security issues in online games have emerged in an endless stream, which have also caused great attention of many game operators. Common cyber security problems in the game include information disclosure and cyber-attacks. These problems will directly or indirectly cause economic losses to gamers. Many gaming companies are enhancing the stability and security of their network or gaming systems in order to enhance the gaming user experience. This article has carried out the research of the cyber security issues in online games by introducing the background and some common cyber security threats, and by proposing the latent solution. Finally, it speculates the future research direction of the cyber security issues of online games in the hope of providing feasible solution and useful information for game operators.

  20. The players may change but the game remains: network analyses of ruminal microbiomes suggest taxonomic differences mask functional similarity

    OpenAIRE

    Taxis, Tasia M.; Wolff, Sara; Gregg, Sarah J.; Minton, Nicholas O.; Zhang, Chiqian; Dai, Jingjing; Schnabel, Robert D.; Taylor, Jeremy F.; Kerley, Monty S.; Pires, J. Chris; Lamberson, William R.; Conant, Gavin C.

    2015-01-01

    By mapping translated metagenomic reads to a microbial metabolic network, we show that ruminal ecosystems that are rather dissimilar in their taxonomy can be considerably more similar at the metabolic network level. Using a new network bi-partition approach for linking the microbial network to a bovine metabolic network, we observe that these ruminal metabolic networks exhibit properties consistent with distinct metabolic communities producing similar outputs from common inputs. For instance,...

  1. Personalised gaming

    NARCIS (Netherlands)

    Bakkes, S.; Tan, C.T.; Pisan, Y.

    2012-01-01

    This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific

  2. Game Studies

    NARCIS (Netherlands)

    Raessens, J.F.F.

    2016-01-01

    This entry describes game studies as a dynamic interdisciplinary field of academic study and research that focuses on digital games and play in a wide variety of social and cultural contexts. It examines the history of game studies from its prehistory, when games were looked at as part of other

  3. Game theory

    DEFF Research Database (Denmark)

    Hendricks, Vincent F.

    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....

  4. 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...

  5. Game Theory in Wireless Ad-Hoc Opportunistic Radios

    OpenAIRE

    Mumtaz, Shahid; Gameiro, Atilio

    2010-01-01

    Emerging research in game theory based power control applied to ad hoc opportunist networks shows much promise to help understand the complex interactions between OR nodes in this highly dynamic and distributed environment. Also, the employment of game theory in modeling dynamic situations for opportunist ad hoc networks where OR nodes have incomplete information has led to the application of largely unexplored games such as games of imperfect monitoring. Ad hoc security using game theory is ...

  6. Monitoring Isotopes in Rivers: Creation of the Global Network of Isotopes in Rivers (GNIR). Results of a Coordinated Research Project 2002-2006

    International Nuclear Information System (INIS)

    2012-03-01

    River runoff plays a key role in human development in all societies through the provision of water for agriculture, industry and domestic use. Although the monitoring of water availability and our understanding of the main hydrological processes at the catchment scale are relatively good, many important aspects, especially those related to the interaction of runoff and groundwater, remain poorly understood. Additionally, the impact of human activities - such as the construction of large reservoirs and diversions, and the redirection of rivers to supply drinking water or water for irrigation or hydropower - are highly relevant and, together with the predicted impact of climate change, are likely to heavily impact local water cycles. The effects of such changes include: limited availability of water; changes in flood or drought frequency; changes in water quality, sediment load and groundwater recharge; and biodiversity loss in riparian environments. Additionally, political disputes may result as water resources become affected in terms of availability and/or quality. In most instances, stable isotopes and other water tracers provide a deeper insight into hydrological processes, especially in aspects related to water pathways, interconnections, transport of water and pollutants, and the transit time of water. To explore the contribution of these techniques in more detail, the IAEA has launched a monitoring programme, the Global Network of Isotopes in Rivers (GNIR), aimed at regular analysis of the isotope composition of runoff in large rivers. This isotope monitoring network complements an earlier precipitation network, the Global Network of Isotopes in Precipitation (GNIP). To prepare for GNIR, the IAEA launched a coordinated research project (CRP) called Design Criteria for a Network to Monitor Isotope Compositions of Runoff in Large Rivers. The main aim of the CRP was to develop a scientific rationale and a protocol for the operation of such a network, as well as

  7. Temporal difference learning for the game Tic-Tac-Toe 3D : applying structure to neural networks

    NARCIS (Netherlands)

    van de Steeg, M.; Drugan, M.M.; Wiering, M.

    2015-01-01

    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

  8. Money Creation and Destruction

    OpenAIRE

    Faure, Salomon; Gersbach, Hans

    2017-01-01

    We study money creation and destruction in today’s monetary architecture and examine the impact of monetary policy and capital regulation in a general equilibrium setting. There are two types of money created and destructed: bank deposits, when banks grant loans to firms or to other banks and central bank money, when the central bank grants loans to private banks. We show that equilibria yield the first-best level of money creation and lending when prices are flexible, regardless of the monet...

  9. Ruler of the plane - Games of geometry

    NARCIS (Netherlands)

    Beekhuis, S.; Buchin, K.; Castermans, T.; Hurks, T.; Sonke, W.; Aronov, B.; Katz, M.J.

    2017-01-01

    Ruler of the Plane is a set of games illustrating concepts from combinatorial and computational geometry. The games are based on the art gallery problem, ham-sandwich cuts, the Voronoi game, and geometric network connectivity problems like the Euclidean minimum spanning tree and traveling

  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. Creation / accumulation city

    NARCIS (Netherlands)

    Doevendans, C.H.; Schram, A.L.

    2005-01-01

    A distinction between basic archetypes of urban form was made by Bruno Fortier: the accumulation city as opposed to the creation city. These archetypes derive from archaeology - being based on the Roman and the Egyptian city - but are interpreted as morphological paradigms, as a set of assumptions

  12. Astronomy and Creationism.

    Science.gov (United States)

    Morrison, David

    1982-01-01

    Discusses the effects on astronomy courses/curriculum if equal time were given to the concept that the universe was created in its present form about ten thousand years ago. Includes the full text on a resolution concerning creationism passed by the Board of Directors of the Astronomical Society of the Pacific. (Author/JN)

  13. 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.

  14. 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...

  15. Latency reduction in online multiplayer games using detour routing

    OpenAIRE

    Ly, Cong

    2010-01-01

    Long network latency negatively impacts the performance of online multiplayer games. In this thesis, we propose a novel approach to reduce the network latency in online gaming. Our approach employs application level detour routing in which game-state update messages between two players can be forwarded through other intermediate relay nodes in order to reduce network latency. We present results from an extensive measurement study to show the potential benefits of detour routing in online game...

  16. Temporary Clusters and Knowledge Creation

    DEFF Research Database (Denmark)

    Maskell, Peter; Bathelt, Harald; Malmberg, Anders

    2004-01-01

    or participating in such events are means toidentify the current market frontier, take stock of relative competitive positions and formfuture plans. These events exhibit many of the characteristics ascribed to permanentclusters, albeit in a temporary, periodic and intensified form. The temporary clusters...... arehotspots of intense knowledge exchange, network building and idea generation.In investigating the extent and nature of these phenomena, the present paper explores anumber of issues. First, it shows that international trade fairs and other professionalgatherings are events which enable firms to compare...... their own products with others whichare available to the world market. Comparisons to and interactions with other firmsstimulate processes of knowledge creation. Second, it demonstrates how trade fairs areimportant for firms when selecting partners with whom to develop global pipelines,enabling access...

  17. Mobile Phone User Interfaces in Multiplayer Games

    OpenAIRE

    NURMINEN, MINNA

    2007-01-01

    This study focuses on the user interface elements of mobile phones and their qualities in multiplayer games. Mobile phone is not intended as a gaming device. Therefore its technology has many shortcomings when it comes to playing mobile games on the device. One of those is the non-standardized user interface design. However, it has also some strengths, such as the portability and networked nature. In addition, many mobile phone models today have a camera, a feature only few gaming devices hav...

  18. Artificial intelligence approach with the use of artificial neural networks for the creation of a forecasting model of Plasmopara viticola infection.

    Science.gov (United States)

    Bugliosi, R; Spera, G; La Torre, A; Campoli, L; Scaglione, M

    2006-01-01

    Most of the forecasting models of Plasmopara viticola infections are based upon empiric correlations between meteorological/environmental data and pathogen outbreak. These models generally overestimate the risk of infections and induce to treat the vineyard even if it should be not necessary. In rare cases they underrate the risk of infection leaving the pathogen to breakout. Starting from these considerations we have decided to approach the problem from another point of view utilizing Artificial Intelligence techniques for data elaboration and analysis. Meanwhile the same data have been studied with a more classic approach with statistical tools to verify the impact of a large data collection on the standard data analysis methods. A network of RTUs (Remote Terminal Units) distributed all over the Italian national territory transmits 12 environmental parameters every 15 minutes via radio or via GPRS to a centralized Data Base. Other pedologic data is collected directly from the field and sent via Internet to the centralized data base utilizing Personal Digital Assistants (PDAs) running a specific software. Data is stored after having been preprocessed, to guarantee the quality of the information. The subsequent analysis has been realized mostly with Artificial Neural Networks (ANNs). Collecting and analizing data in this way will probably bring us to the possibility of preventing Plasmospara viticola infection starting from the environmental conditions in this very complex context. The aim of this work is to forecast the infection avoiding the ineffective use of the plant protection products in agriculture. Applying different analysis models we will try to find the best ANN capable of forecasting with an high level of affordability.

  19. Academic Game Changers: A Study of the Social Networking Strategies of Leaders Guiding Disruptive Innovations in Higher Education

    Science.gov (United States)

    Langteau, Paula T.

    2017-01-01

    This study examines the internal and external networking strategies of leaders furthering potentially disruptive innovations in higher education. The goal of the research was to understand specifically what types of networks they develop, activate, and leverage; the functions of those networks; and the ways they engage them to further their…

  20. Exploring personality characteristics of Chinese adolescents with internet-related addictive behaviors: trait differences for gaming addiction and social networking addiction.

    Science.gov (United States)

    Wang, Chong-Wen; Ho, Rainbow T H; Chan, Cecilia L W; Tse, Samson

    2015-03-01

    This study investigated the associations between personality traits, based on the Big Five model, and addictive behaviors to different online activities among adolescents. A sample of 920 participants was recruited from four secondary schools in different districts using random cluster sampling. A structured questionnaire, including demographic information, internet usage pattern, the Internet Addiction Test, the Game Addiction Scale, the Bergen Facebook Addiction Scale - Revised, and the Big Five Inventory, was administered to each participant. The results demonstrated a significant difference in personality traits for addictive behaviors related to different online activities. Specifically, higher neuroticism (β=0.15, p<0.001) and less conscientiousness (β=0.12, p<0.001) displayed significant associations with internet addiction in general; less conscientiousness (β=0.09, p<0.01) and low openness (β=0.06, p<0.05) were significantly associated with gaming addiction; and neuroticism (β=0.15, p<0.001) and extraversion (β=0.10, p<0.01) were significantly associated with social networking addiction. Our findings may provide a better understanding of the etiopathology of internet-related addictive behaviors and have implications for psychoeducation and psychotherapy programs. Copyright © 2014 Elsevier Ltd. All rights reserved.

  1. Global Shipping Game

    Science.gov (United States)

    2011-01-28

    information please contact the Chairman, War Gaming Department, Naval War College, 686 Cushing Road, Newport, RI 02841 or via electronic mail at... Game ……………………………………………...9 c. Overarching Research Question……………………………………………..…10 d. Subsidiary Questions…………………………………………………………...10 e ...An e -SLOC is the “cyber network that supports the global maritime trade network.” Industry Global Shipping Game Report 27 experts felt that

  2. (ludo) game

    African Journals Online (AJOL)

    Dr Obe

    participants make decisions with or without the intervention of ... formulation of game theory started in 1944 with the publication of the book ... Nearly all games require seeing patterns, making plans, searching ..... utility/ outcome. •. Players will ...

  3. [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.

  4. Multilevel Evolutionary Algorithm that Optimizes the Structure of Scale-Free Networks for the Promotion of Cooperation in the Prisoner's Dilemma game.

    Science.gov (United States)

    Liu, Penghui; Liu, Jing

    2017-06-28

    Understanding the emergence of cooperation has long been a challenge across disciplines. Even if network reciprocity reflected the importance of population structure in promoting cooperation, it remains an open question how population structures can be optimized, thereby enhancing cooperation. In this paper, we attempt to apply the evolutionary algorithm (EA) to solve this highly complex problem. However, as it is hard to evaluate the fitness (cooperation level) of population structures, simply employing the canonical evolutionary algorithm (EA) may fail in optimization. Thus, we propose a new EA variant named mlEA-C PD -SFN to promote the cooperation level of scale-free networks (SFNs) in the Prisoner's Dilemma Game (PDG). Meanwhile, to verify the preceding conclusions may not be applied to this problem, we also provide the optimization results of the comparative experiment (EA cluster ), which optimizes the clustering coefficient of structures. Even if preceding research concluded that highly clustered scale-free networks enhance cooperation, we find EA cluster does not perform desirably, while mlEA-C PD -SFN performs efficiently in different optimization environments. We hope that mlEA-C PD -SFN may help promote the structure of species in nature and that more general properties that enhance cooperation can be learned from the output structures.

  5. 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....

  6. 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.

  7. Creation of Auditing Knowledge:

    DEFF Research Database (Denmark)

    Liempd, Dennis van

      Even though auditing research could play a role in understanding the many challenges that are threatening the profession, and in providing possible solutions, it seems to have failed in adequately doing so. This is for a major part because of a lack of research into auditing's basic assumptions......, 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...

  8. Creationism in the Netherlands

    OpenAIRE

    Blancke, Stefaan

    2010-01-01

    Recent events indicate that creationists are becoming increasingly active in the Netherlands. This article offers an overview of these events. First, I discuss the introduction of Intelligent Design (ID) creationism into the Dutch public sphere by a renowned physicist, Cees Dekker. Later, Dekker himself shifted towards a more evolution-friendly position, theistic evolution. Second, we will see how Dekker was followed in this shift by Andries Knevel, who is an important figure within the Dutch...

  9. The Electronic Game Gambit.

    Science.gov (United States)

    Bing, Jon

    1982-01-01

    The rapid evolution of today's video games now fills arcades, snack bars, and homes with an array of highly interactive, graphically vivid technical devices. This electronic environment is creating a worldwide communication network. Developments in this area will be beneficial provided that appropriate media policies can be framed. (Author/JN)

  10. Game Spaces

    DEFF Research Database (Denmark)

    Kristiansen, Erik

    2015-01-01

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

  11. Video gaming in a hyperconnected world : a cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents

    OpenAIRE

    Carras, Michelle Colder; van Rooij, Tony; Van de Mheen, Dike; Musci, Rashelle; Xue, Qian-Li; Mendelson, Tamar

    2017-01-01

    Aims: Examining online social interactions along with patterns of video gaming behaviors and game addiction symptoms has the potential to enrich our understanding of disorders related to excessive video game play. Methods: We performed latent class analysis in a sample of 9733 adolescents based on heavy use of games, social networking and instant messaging, and game addiction symptoms. We used latent class regression to determine associations between classes, psychosocial well-being and frien...

  12. Digital games and toys

    DEFF Research Database (Denmark)

    Petersson, Eva

    2005-01-01

    This paper describes textual, social and design dimensions of artefacts for play and learning by giving examples from studies on relations between children, social activities, games and toys. This paper exhibits design as characteristics of artefacts intended to stage play and learning. Furthermore...... the paper exhibits learning as a process of competence creation. This kind of learning is usually not considered as learning in a formal sense, rather as play and exploration. Field-studies were implemented among user groups of children between 4 to 8 years of age. The results disclose that multimodality......, scaffolding, and intrinsic motivation are essential resources for playful learning experiences....

  13. Efficiency of equilibria in uniform matroid congestion games

    NARCIS (Netherlands)

    de Jong, Jasper; Klimm, Max; Uetz, Marc Jochen

    2016-01-01

    Network routing games, and more generally congestion games play a central role in algorithmic game theory, comparable to the role of the traveling salesman problem in combinatorial optimization. It is known that the price of anarchy is independent of the network topology for non-atomic congestion

  14. 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.

  15. 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.

  16. Video games.

    Science.gov (United States)

    Funk, Jeanne B

    2005-06-01

    The video game industry insists that it is doing everything possible to provide information about the content of games so that parents can make informed choices; however, surveys indicate that ratings may not reflect consumer views of the nature of the content. This article describes some of the currently popular video games, as well as developments that are on the horizon, and discusses the status of research on the positive and negative impacts of playing video games. Recommendations are made to help parents ensure that children play games that are consistent with their values.

  17. The players may change but the game remains: network analyses of ruminal microbiomes suggest taxonomic differences mask functional similarity

    Science.gov (United States)

    Taxis, Tasia M.; Wolff, Sara; Gregg, Sarah J.; Minton, Nicholas O.; Zhang, Chiqian; Dai, Jingjing; Schnabel, Robert D.; Taylor, Jeremy F.; Kerley, Monty S.; Pires, J. Chris; Lamberson, William R.; Conant, Gavin C.

    2015-01-01

    By mapping translated metagenomic reads to a microbial metabolic network, we show that ruminal ecosystems that are rather dissimilar in their taxonomy can be considerably more similar at the metabolic network level. Using a new network bi-partition approach for linking the microbial network to a bovine metabolic network, we observe that these ruminal metabolic networks exhibit properties consistent with distinct metabolic communities producing similar outputs from common inputs. For instance, the closer in network space that a microbial reaction is to a reaction found in the host, the lower will be the variability of its enzyme copy number across hosts. Similarly, these microbial enzymes that are nearby to host nodes are also higher in copy number than are more distant enzymes. Collectively, these results demonstrate a widely expected pattern that, to our knowledge, has not been explicitly demonstrated in microbial communities: namely that there can exist different community metabolic networks that have the same metabolic inputs and outputs but differ in their internal structure. PMID:26420832

  18. 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...

  19. 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.

  20. Origami Creation System with Gesture Operations Based on Augmented Reality

    OpenAIRE

    松澤, 瞬; MATSUZAWA, Shun

    2013-01-01

    Augmented Reality (AR) allows us to enhance our perception of the real world by overlaying artificial objects or information. The AR Technology has been recently applied to commercial products such as game applications and car navigation systems. On the other hand, an origami creation using computer graphics has been developed with advance of graphic hardware. The origami creatio system enables users to fold an origami freely and interactively into complex figure. However the users can manipu...

  1. Aesthetics and collective creation

    DEFF Research Database (Denmark)

    Jakobsen, Annette Svaneklink

    2013-01-01

    When Lacaton & Vassal created the first phase of transforming the Palais de Tokyo in Paris into a center for centemporary creation (2001), they envisioned how activities and interactions could unfold in the already existing building. In the second phase of the project (2012), they created new...... in order to reach new audiences (Louvre-Lens, 2012) or to develop the museum practice through participations (BMW Guggenheim, 2011-2013). The Louvre-Lens is built in a former coal mining area in Northern France with the aim of contributing to a different cultural identity and the architecture by SANAA...

  2. Path dependence and creation

    DEFF Research Database (Denmark)

    Garud, Raghu; Karnøe, Peter

    This edited volume stems from a conference held in Copenhagen that the authors ran in August of 1997. The authors, aware of the recent work in evolutionary theory and the science of chaos and complexity, challenge the sometimes deterministic flavour of this work. They are interested in uncovering...... 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...

  3. Dynamics of spatial traveler's dilemma games

    International Nuclear Information System (INIS)

    Tanimoto, Jun

    2014-01-01

    By examining payoff structures, we elucidate the traveler's dilemma (TD) game. It can be said that the TD game as the 2-player and multi-strategy game is a variant of the donor and recipient game, which itself is a subclass of the 2-player and 2-strategy (2 × 2) prisoner's dilemma, in the sense that the Nash equilibrium and fair Pareto optimum appear on mutual defection and mutual cooperation, respectively. Exploring spatial TD games, we observed that the network reciprocity of TD games can be universally scaled with a single dilemma parameter as can be performed in usual 2 × 2 games. Furthermore, we observed a local peak event reflecting a resurging cooperation fraction with increasing dilemma strength after degradation to a low level. We successfully demonstrate that this is caused by the specific dynamics of TD games created by their specific payoff structure. (paper)

  4. 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.

  5. 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…

  6. Independent game development – Developers’ reflections in postmortems

    OpenAIRE

    Suorsa, Noora

    2017-01-01

    Independent computer games have gained a lot of popularity in the past few years. Digital distribution methods and networks have made it possible for indie games to find more players, and get an easier access to markets, and get noticed by the consumers, than it was during the traditional brick and mortar shop based retail and console game dominant era. The increased popularity and number of indie games and developers has made indie games an interesting research area. Research of independent ...

  7. Towards Multimodal Player Adaptivity in a Serious Game for Fair Resource Distribution

    DEFF Research Database (Denmark)

    Grappiolo, Corrado; Yannakakis, Georgios N.; Asteriadis, Stylianos

    2011-01-01

    We present an initial demonstrator towards the creation of an adaptive serious game for teaching conflict resolution. The overall aim is the development of a game which detects and models player in-game behaviours and cognitive processes and, based on these, automatically generates content...

  8. Strategy2D: Turn-based Strategy Video Game Engine for Mobile Devices

    OpenAIRE

    Calvo Villazón, Javier

    2014-01-01

    Multi-platform video game engine for the development of turn-based strategy games for mobile devices. Developed in C++ within the Cocos2d-x framework, It provides a scalable and configurable tool for the creation of this type of games.

  9. 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…

  10. 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.

  11. What does existing research say about value co-creation?

    DEFF Research Database (Denmark)

    Thomsen, Merethe Stjerne; Tanev, Stoyan; Pedrosa, Alex

    2010-01-01

    The paper presents a literature review on co-creation, which is summarized into emerging research areas and insights as a basis for a future research agenda for value co-creation. The search methodology is based on a keywords search on ISI Web of Knowledge, leading to 82 articles with a summary...... of four emerging subject areas within marketing science, service management, new product development & innovation and general business and management. The four subject areas lead to new key driving forces of value co-creation by involving the customers in experience networks, where both creating......-customer interaction events, which are extremely personal with unique products, services and experiences. In general the paper is starting up a conceptual refinement on value co-creation by addressing the key characteristics of current literature and driving forces of co-creation....

  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. Distribution of digital games via BitTorrent

    DEFF Research Database (Denmark)

    Drachen, Anders; Bauer, Kevin; Veitch, Robert W. D.

    2011-01-01

    distribution across game titles and game genres. This paper presents the first large-scale, open-method analysis of the distribution of digital game titles, which was conducted by monitoring the BitTorrent 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. The study provides findings that reveal the magnitude of game piracy, the time-frequency of game torrents, which genres that get pirated...

  14. 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 ...

  15. Simulation games

    OpenAIRE

    Giddings, S.

    2013-01-01

    This chapter outlines the conventions and pleasures of simulation games as a category, and explores the complicated and contested term simulation. This concept goes to the heart of what computer games and video games are, and the ways in which they articulate ideas, processes, and phenomena between their virtual worlds and the actual world. It has been argued that simulations generate and communicate knowledge and events quite differently from the long-­dominant cultural mode of narrative. Th...

  16. 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

  17. 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

  18. 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....

  19. 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...

  20. 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...