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. 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....

  7. 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.

  8. 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,…

  9. 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...

  10. 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.

  11. 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...

  12. 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.

  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. 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

  15. 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.

  16. 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

  17. 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...

  18. 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 ...

  19. 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.

  20. Neural Network to Solve Concave Games

    OpenAIRE

    Liu, Zixin; Wang, Nengfa

    2014-01-01

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

  1. 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...

  2. 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

  3. 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 ...

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. Networks and their traffic in multiplayer games

    Directory of Open Access Journals (Sweden)

    Cristian Andrés Melo López

    2016-06-01

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

  10. 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

  11. 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.

  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. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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...

  18. 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

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  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. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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)

  4. 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)

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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).

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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

  17. 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.

  18. 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.

  19. 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.

  20. 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”...

  1. 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.

  2. 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....

  3. 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.

  4. 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.

  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. 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.

  7. 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.

  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. 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...

  10. 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

  11. 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.

  12. 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.

  13. 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...

  14. 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.

  15. 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

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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 ...

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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,…

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

    DEFF Research Database (Denmark)

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

    2011-01-01

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

  10. 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. 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...

  12. 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.

  13. 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…

  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. 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. 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...

  17. 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…

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. 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

  4. 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.

  5. 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

  6. 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…

  7. 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.

  8. 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.

  9. 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…

  10. 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.

  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. 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...

  13. 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.

  14. 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.

  15. 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

  16. 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.

  17. 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

  18. 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.

  19. 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

  20. Mean field games for cognitive radio networks

    KAUST Repository

    Tembine, Hamidou

    2012-06-01

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

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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/.

  7. 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/.

  8. 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

  9. 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.

  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. 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.

  12. 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. 

  13. 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

  14. 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.

  15. [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.

  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. 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

  18. Teaching and learning English through digital game projects

    Directory of Open Access Journals (Sweden)

    Jonathan deHaan

    2011-04-01

    Full Text Available Digital games are receiving increasing attention by researchers and practitioners in education; however, most of the theory and pedagogy focus on general education or language and literacy development of native speakers. There are very few investigations of game play or game culture and second language development. Language teachers and institutions must know more about games to use the media effectively. Two completed extracurricular projects, based on constructionist learning and media literacy theories and practices, are described in this paper: game design and game magazine creation. The action research projects aimed to guide students towards a better understanding of games’ formal features and technologies through their active creation of games and game-related media, and to improve their spoken and written English language skills. In general, students learned and practised a variety of language and technology skills with the design projects. The projects motivated the students, challenged the students, and provided many opportunities for authentic discussions in the foreign language. Various suggestions, based on the teacher and student experiences of these projects, are made for other language teachers interested in conducting creative game-based projects with their students.

  19. 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...

  20. 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 ...

  1. 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 ...

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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...

  7. Game-theoretic strategies for asymmetric networked systems

    Energy Technology Data Exchange (ETDEWEB)

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

    2017-07-01

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

  8. 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

  9. 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.

  10. 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.

  11. 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

  12. 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

  13. 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

  14. 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.

  15. 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.

  16. 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...

  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. 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.

  19. 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.

  20. 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

  1. 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.

  2. 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.

  3. 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.

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

    Directory of Open Access Journals (Sweden)

    Paweł Sroka

    2016-01-01

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

  5. 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.

  6. 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

  7. 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 ...

  8. 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....

  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. Change in the game : business model innovation in the video game industry across time

    OpenAIRE

    Locke, Austin; Uhrínová, Bianka

    2017-01-01

    Technological innovation has changed business models across multiple industries – retail (Amazon), taxi (Uber), hotel (Airbnb). Through exploratory research, using secondary data, this thesis describes changes that have occurred in video gaming industry from its creation to the current, modern era that are connected to technological innovation. Based on the current research of business models, the authors created a “Value Creation-Revenue Stream Framework” that they use to anal...

  11. 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)

  12. 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.

  13. 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.

  14. 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.

  15. 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

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

    Directory of Open Access Journals (Sweden)

    Gafurov Denis

    2016-01-01

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

  17. 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...

  18. 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…

  19. 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.

  20. 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.

  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. Business Models for Successfully Maintaining Games for Health.

    Science.gov (United States)

    Baranowski, Moderator Tom; Isaac, Participants Fikry; Ashford, Chris; Goldman, Ron; Lenihan, David J; Poole, Brent; Buday, Richard; van Rijswijk, Jurriaan

    2013-04-01

    Videogames for health provide innovative, exciting, and possibly highly effective new media for helping players change their behaviors or otherwise benefit their health. Getting the right videogames into the hands of players who can benefit most in a way that pays for the continued innovation and creation of such games is a current challenge. Entertainment videogame companies, which create games primarily to enhance players' enjoyment, have used the general business marketplace (e.g., online stores, walk-in stores, app stores) to deliver their products directly to consumers and earn enough capital to invest in making new products. No one believes, however, that enough kids or adults would use the general business marketplace to purchase games for health in sufficient volume to provide the down payment for the innovation and creation of new games for health. A successful business model is critical to the financial future of games for health. We asked members of our Editorial Board who are in health-related companies (Fikry Isaac, MD, MPH), in several game development companies (Chris Ashford, Ron Goldman, David J. Lenihan, Brent Poole, and Richard Buday, FAIA), and the head of the Games for Health Europe Foundation (Jurriaan van Rijswijk, MSc) to address questions in a roundtable about the current and possible future business models for games for health.

  3. 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

  4. 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.

  5. 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

  6. 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.

  7. 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.

  8. 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.

  9. 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...

  10. 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.

  11. 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

  12. 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.

  13. 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

  14. 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,…

  15. 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.

  16. 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。

  17. 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…

  18. 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.

  19. 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

  20. 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....

  1. "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...

  2. 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.

  3. 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.

  4. 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)

  5. 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 (...

  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. 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.

  8. Methods Used in Game Development to Foster FLOW

    Science.gov (United States)

    Jeppsen, Isaac Ben

    2010-01-01

    Games designed for entertainment have a rich history of providing compelling experiences. From consoles to PCs, games have managed to present intuitive and effective interfaces for a wide range of game styles to successfully allow users to "walk-up-and-play". Once a user is hooked, successful games artfully present challenging experiences just within reach of a user's ability, weaving each task and achievement into a compelling and engaging experience. In this paper, engagement is discussed in terms of the psychological theory of Flow. I argue that engagement should be one of the primary goals when developing a serious game and I discuss the best practices and techniques that have emerged from traditional video game development which help foster the creation of engaging, high Flow experiences.

  9. 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...

  10. 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...

  11. 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.

  12. 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.

  13. 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.

  14. Relacije umetnosti i video igara / Relations of Art and Video Games

    Directory of Open Access Journals (Sweden)

    Manojlo Maravić

    2012-12-01

    performances and includes more complex narrations and characters/avatars. A number of artists take part in their creation: designers, composers and actors. Video games are a medium through which the fans of commercial games are trying to secure their position in the contemporary technologised culture.

  15. Tactile Radar: experimenting a computer game with visually disabled.

    Science.gov (United States)

    Kastrup, Virgínia; Cassinelli, Alvaro; Quérette, Paulo; Bergstrom, Niklas; Sampaio, Eliana

    2017-09-18

    Visually disabled people increasingly use computers in everyday life, thanks to novel assistive technologies better tailored to their cognitive functioning. Like sighted people, many are interested in computer games - videogames and audio-games. Tactile-games are beginning to emerge. The Tactile Radar is a device through which a visually disabled person is able to detect distal obstacles. In this study, it is connected to a computer running a tactile-game. The game consists in finding and collecting randomly arranged coins in a virtual room. The study was conducted with nine congenital blind people including both sexes, aged 20-64 years old. Complementary methods of first and third person were used: the debriefing interview and the quasi-experimental design. The results indicate that the Tactile Radar is suitable for the creation of computer games specifically tailored for visually disabled people. Furthermore, the device seems capable of eliciting a powerful immersive experience. Methodologically speaking, this research contributes to the consolidation and development of first and third person complementary methods, particularly useful in disabled people research field, including the evaluation by users of the Tactile Radar effectiveness in a virtual reality context. Implications for rehabilitation Despite the growing interest in virtual games for visually disabled people, they still find barriers to access such games. Through the development of assistive technologies such as the Tactile Radar, applied in virtual games, we can create new opportunities for leisure, socialization and education for visually disabled people. The results of our study indicate that the Tactile Radar is adapted to the creation of video games for visually disabled people, providing a playful interaction with the players.

  16. Abstract of Dynamic Range: When Game Design and Narratives Unite

    OpenAIRE

    Arsenault, Dominic

    2005-01-01

    This paper proposes a tool and methodology for measuring the degree of freedom given to a player in any resource-driven game (that is, any game in which managing resources is an integral part of the gameplay). This concept, which I call the Dynamic Range, can be used namely to evaluate a given game system’s potential for developing emergent narratives, as defined by Henry Jenkins in his publication Game Design as Narrative Architecture. While Jenkins places at the heart of the creation of nar...

  17. 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

  18. 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.

  19. 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.

  20. 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.

  1. 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.

  2. 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.

  3. What Do Students Learn by Playing an Online Simulation Game?

    Science.gov (United States)

    Franciosi, Stephan J.; Mehring, Jeffrey

    2015-01-01

    Studies suggest that simulations and games not only improve target language skills, but they can also support knowledge creation regarding a broader variety of topics. Thus, we wanted to explore how playing an online simulation game affected knowledge of energy supply and its relationship to environmental and economic factors among learners of…

  4. 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)

  5. 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

  6. 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.

  7. 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.

  8. 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

  9. 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 ...

  10. 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

  11. 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.

  12. 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

  13. 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...

  14. Potential game theory applications in radio resource allocation

    CERN Document Server

    Lã, Quang Duy; Soong, Boon-Hee

    2016-01-01

    This book offers a thorough examination of potential game theory and its applications in radio resource management for wireless communications systems and networking. The book addresses two major research goals: how to identify a given game as a potential game, and how to design the utility functions and the potential functions with certain special properties in order to formulate a potential game. After proposing a unifying mathematical framework for the identification of potential games, the text surveys existing applications of this technique within wireless communications and networking problems found in OFDMA 3G/4G/WiFi networks, as well as next-generation systems such as cognitive radios and dynamic spectrum access networks. Professionals interested in understanding the theoretical aspect of this specialized field will find Potential Game Theory a valuable resource, as will advanced-level engineering students. It paves the way for extensive and rigorous research exploration on a topic whose capacity for...

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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....

  20. 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.

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

    Science.gov (United States)

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

    2015-01-01

    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

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

    Directory of Open Access Journals (Sweden)

    Lusheng Wang

    2015-09-01

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

  3. A Graphical Tool for the Creation of Behaviors in Virtual Worlds

    DEFF Research Database (Denmark)

    Corradini, Andrea; Mehta, Manish

    2016-01-01

    Typically, the creation of AI-based behaviors for Non-Playing Characters (NPC) in computer games is carried out by people with specialized skills in the broad areas of design and programming. This book chapter presents Second Mind (SM), a digital solution that makes it possible for novice users...

  4. Platform for Distributed 3D Gaming

    Directory of Open Access Journals (Sweden)

    A. Jurgelionis

    2009-01-01

    Full Text Available Video games are typically executed on Windows platforms with DirectX API and require high performance CPUs and graphics hardware. For pervasive gaming in various environments like at home, hotels, or internet cafes, it is beneficial to run games also on mobile devices and modest performance CE devices avoiding the necessity of placing a noisy workstation in the living room or costly computers/consoles in each room of a hotel. This paper presents a new cross-platform approach for distributed 3D gaming in wired/wireless local networks. We introduce the novel system architecture and protocols used to transfer the game graphics data across the network to end devices. Simultaneous execution of video games on a central server and a novel streaming approach of the 3D graphics output to multiple end devices enable the access of games on low cost set top boxes and handheld devices that natively lack the power of executing a game with high-quality graphical output.

  5. 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.

  6. 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.

  7. 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...

  8. Multi-language naming game

    Science.gov (United States)

    Zhou, Jianfeng; Lou, Yang; Chen, Guanrong; Tang, Wallace K. S.

    2018-04-01

    Naming game is a simulation-based experiment used to study the evolution of languages. The conventional naming game focuses on a single language. In this paper, a novel naming game model named multi-language naming game (MLNG) is proposed, where the agents are different-language speakers who cannot communicate with each other without a translator (interpreter) in between. The MLNG model is general, capable of managing k different languages with k ≥ 2. For illustration, the paper only discusses the MLNG with two different languages, and studies five representative network topologies, namely random-graph, WS small-world, NW small-world, scale-free, and random-triangle topologies. Simulation and analysis results both show that: 1) using the network features and based on the proportion of translators the probability of establishing a conversation between two or three agents can be theoretically estimated; 2) the relationship between the convergence speed and the proportion of translators has a power-law-like relation; 3) different agents require different memory sizes, thus a local memory allocation rule is recommended for saving memory resources. The new model and new findings should be useful for further studies of naming games and for better understanding of languages evolution from a dynamical network perspective.

  9. 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.

  10. Tactical Behavior Mining of a Soldier-Based Gaming Environment (Briefing Charts)

    Science.gov (United States)

    2016-05-23

    training game • Hyper-realistic (i.e. physics) • https://bisimulations.com/ Lot’s of canned content (40GB Install) Detailed interiors/ crew positions ...System and method for automated creation of video game highlights. Sony Entertainment. D Cottrell - US Patent 8,515,253, 2013. Seif El-Nasr, M... Games . Elsevier Entertainment Computing Journal. Impact Factor 1.65 1 2 3 4 5 6 7 8 UNCLASSIFIED: Distribution Statement A. Approved for public

  11. Escapist Motives for Playing On-Line Games

    DEFF Research Database (Denmark)

    Sudzina, Frantisek; Razmerita, Liana

    2012-01-01

    Social games have become popular along with the tremendous growth of social networking sites, esp. Facebook. There is a gap in literature on what motivates people to play Facebook games. This paper studies social games usage behavior of students. We focus on escapist reasons, based on Warmelink...... of escapist motives for playing Facebook and other on-line games, we investigate how they are linked to demographic data such as: age, gender, place of origin, along with other social interactions patterns and social network usage behavior, current gaming status and an estimate of gaming time. According...... to our study, only 10% of respondents, who have started to play Facebook games, continued to play them. The most important motives for playing games is mundane breaking, the second reason is pleasure seeking, the third is stress relieving, and the least important is imagination conjuring....

  12. Use of behavioral biometrics in intrusion detection and online gaming

    Science.gov (United States)

    Yampolskiy, Roman V.; Govindaraju, Venu

    2006-04-01

    Behavior based intrusion detection is a frequently used approach for insuring network security. We expend behavior based intrusion detection approach to a new domain of game networks. Specifically, our research shows that a unique behavioral biometric can be generated based on the strategy used by an individual to play a game. We wrote software capable of automatically extracting behavioral profiles for each player in a game of Poker. Once a behavioral signature is generated for a player, it is continuously compared against player's current actions. Any significant deviations in behavior are reported to the game server administrator as potential security breaches. Our algorithm addresses a well-known problem of user verification and can be re-applied to the fields beyond game networks, such as operating systems and non-game networks security.

  13. 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

  14. 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...

  15. Game Design Jomblo Keren As a Startup Marketing Product

    Directory of Open Access Journals (Sweden)

    Celvin Laviano

    2018-01-01

    ability to be able to take advantage of opportunities with the best. Bill Gates once quoted a word from Don Corleone that we must keep our friend close but our enemies even closer. Because of these competitors we will see various types of opportunities and opportunities that exist. The creation of "Jomblo Keren" game design will look at different types of aspects that can be used to get the right predictions to make the games acceptable by the market. These aspects include themes, games platform, visuals, gameplay, and stories.

  16. Gaming gentrification. An explorative device for urban policy making

    Directory of Open Access Journals (Sweden)

    Sandra Annunziata

    2013-03-01

    Full Text Available Gentrification is an urban phenomenon that can be seen as a game in which a multiplicity of agencies have uneven power to participate. An alternative narrative to the process can only be shaped by intercepting and informing the decision making process that concerns the development of the future gentrifying areas. This can be done with a participatory and educative game that invites participants to re-image the future of the city. This assumption stimulated the creation of a board game called Gentrification: What’s in it for Hackney Wick?

  17. 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.

  18. Effects of Some Topological Ingredients on the Evolutionary Ultimatum Game

    International Nuclear Information System (INIS)

    Deng Lili; Zhang Jianxiong; Tang Wansheng; Zhang Wei

    2012-01-01

    This study aims at figuring out the crucial topological ingredients which affect the outcomes of the ultimatum game located on different networks, encompassing the regular network, the random network, the small-world network, and the scale-free network. With the aid of random interchanging algorithm, we investigate the relations between the outcomes of the ultimatum game and some topological ingredients, including the average range, the clustering coefficient and the heterogeneity, and so forth. It is found that for the regular, random and small-work networks, the average range and the clustering coefficient have evident impacts on the ultimatum game, while for the scale-free network, the original degree heterogeneity and the underlying rich-club characterizations are the mainly important topological ingredients that influence the outcomes of ultimatum game substantially.

  19. Games and gamification: an alternative for distance education models

    Directory of Open Access Journals (Sweden)

    Eliane Schlemmer

    2016-06-01

    Full Text Available This article presents research about how the games and gamification can contribute to the creation of new drawings in distance education. The goal was to understand the contribution of games and gamification, thought from "Games for Change" movement in view of Hybrids, Multimodal and Pervasive Coexistence Spaces configuration for learning, an approach between initial training and basic education. The research is exploratory and qualitative, inspired by the cartographic method of intervention research. It uses participant observation, the logbook and text records, audio, photo and digital video. The data are interpreted from the theoretical framework. In conclusion, the results show that the games and gamification enabled the development of teaching and learning situations that are configured as Hybrid, Multimodal and Pervasive Coexistence Space, a process of co-creation, from the critical reading of the everyday basic education, which sought to identify problems and how games and gamification could contribute to changes in the school. There was a greater engagement of the subjects of learning and reframing of lived experience in the initial training for primary education, from the critical reading of the school routine. The discussion arises about the need for reconfiguration of the teaching and curriculum practices, and how to organize them in time and space, starting from everyday problems, enabling the construction of learning pathways to contribute to an emancipatory education and citizen.

  20. 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

  1. SEEK!: creating and crowdfunding a game-based open educational resource to improve information literacy

    Directory of Open Access Journals (Sweden)

    Andrew Walsh

    2014-03-01

    Full Text Available Crowdfunding was used for the development and production of an information literacy game, SEEK!, in 2012. The game aims to build skills around creating a search strategy and is deliberately generic and adaptable. This article outlines the reasons for using such a game for the teaching of information skills, the process of gaining funding via the crowdfunding platform Indiegogo and some future developments that build on the initial game creation and use.

  2. Analyzing Crowdsourced Mobile Content: Do Games Make a Difference?

    Directory of Open Access Journals (Sweden)

    Pe-Than, Ei Pa Pa

    2017-06-01

    Full Text Available Populating information-rich online environments through crowdsourcing is increasingly becoming popular. One approach to motivate participation is via games. That is, a crowdsourcing game offers entertainment while generating useful outputs as byproducts of gameplay. A gap in current research is that actual usage patterns of crowdsourcing games have not been investigated thoroughly. We thus compare content creation patterns in a game for crowdsourcing mobile content against a non-game version. Our analysis of 3,323 contributions in both apps reveal 10 categories including those that conform to the traditional notion of mobile content created to describe locations of interest, and those that are social in nature. We contend that both types of content are potentially useful as they meet different needs. Further, the distribution of categories varied across the apps suggests that games shape behavior differently from non-game-based approaches to crowdsourcing.

  3. Evaluating the benefits of collaboration in simulation games: the case of health care.

    Science.gov (United States)

    Leung, Ricky

    2014-01-28

    Organizations have used simulation games for health promotion and communication. To evaluate how simulation games can foster collaboration among stakeholders, this paper develops two social network measures. The paper aims to initiate two specific measures that facilitate organizations and researchers to evaluate the effectiveness of Web-based simulation games in fostering collaboration. The two measures are: (1) network density and (2) network diversity. They measure the level of connectedness and communication evenness within social networks. To illustrate how these measures may be used, a hypothetical game about health policy is outlined. Web-based games can serve as an effective platform to engage stakeholders because interaction among them is quite convenient. Yet, systematic evaluation and planning are necessary to realize the benefits of these games. The paper suggests directions for testing how the social network dimension of Web-based games can augment individual-level benefits that stakeholders can obtain from playing simulation games. While this paper focuses on measuring the structural properties of social networks in Web-based games, further research should focus more attention on the appropriateness of game contents. In addition, empirical research should cover different geographical areas, such as East Asian countries where video games are very popular.

  4. 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.

  5. Case Study 3: Students' Experiences of Interdisciplinary Learning While Building Scientific Video Games

    Science.gov (United States)

    Jennett, Charlene; Papadopoulou, Sofia; Himmelstein, Jesse; Vaugoux, Alexandre; Roger, Vincent; Cox, Anna L.

    2017-01-01

    Game jams, hackathons and similar group game creation events have become increasingly popular over the past decade (Fowler et al., 2015). They provide new and exciting opportunities for education and research. They foster creative thinking and innovation (Preston et al., 2012), and strengthen project management and communication skills (Smith…

  6. 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

  7. Sentient Sketchbook: Computer-Assisted Game Level Authoring

    DEFF Research Database (Denmark)

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

    2013-01-01

    constrained novelty search via a two-population paradigm for generating, in real-time, alternatives to the author's design and evaluates its potential against current approaches. The paper concludes with a small-scale user study in which industry experts interact with the Sentient Sketchbook to design game......This paper introduces the Sentient Sketchbook, a tool which supports a designer in the creation of game levels. Using map sketches to alleviate designer effort, the tool automates playability checks and evaluations and visualizes significant gameplay properties. This paper also introduces...

  8. 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....

  9. 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.

  10. Iconicity can ground the creation of vocal symbols.

    Science.gov (United States)

    Perlman, Marcus; Dale, Rick; Lupyan, Gary

    2015-08-01

    Studies of gestural communication systems find that they originate from spontaneously created iconic gestures. Yet, we know little about how people create vocal communication systems, and many have suggested that vocalizations do not afford iconicity beyond trivial instances of onomatopoeia. It is unknown whether people can generate vocal communication systems through a process of iconic creation similar to gestural systems. Here, we examine the creation and development of a rudimentary vocal symbol system in a laboratory setting. Pairs of participants generated novel vocalizations for 18 different meanings in an iterative 'vocal' charades communication game. The communicators quickly converged on stable vocalizations, and naive listeners could correctly infer their meanings in subsequent playback experiments. People's ability to guess the meanings of these novel vocalizations was predicted by how close the vocalization was to an iconic 'meaning template' we derived from the production data. These results strongly suggest that the meaningfulness of these vocalizations derived from iconicity. Our findings illuminate a mechanism by which iconicity can ground the creation of vocal symbols, analogous to the function of iconicity in gestural communication systems.

  11. 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

  12. 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.

  13. 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)

  14. Evolutionary games on graphs

    Science.gov (United States)

    Szabó, György; Fáth, Gábor

    2007-07-01

    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first four sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fifth section surveys the topological complications implied by non-mean-field-type social network structures in general. The next three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.

  15. A study on haptic collaborative game in shared virtual environment

    Science.gov (United States)

    Lu, Keke; Liu, Guanyang; Liu, Lingzhi

    2013-03-01

    A study on collaborative game in shared virtual environment with haptic feedback over computer networks is introduced in this paper. A collaborative task was used where the players located at remote sites and played the game together. The player can feel visual and haptic feedback in virtual environment compared to traditional networked multiplayer games. The experiment was desired in two conditions: visual feedback only and visual-haptic feedback. The goal of the experiment is to assess the impact of force feedback on collaborative task performance. Results indicate that haptic feedback is beneficial for performance enhancement for collaborative game in shared virtual environment. The outcomes of this research can have a powerful impact on the networked computer games.

  16. 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.

  17. Effects of micro transactions on video games industry

    Directory of Open Access Journals (Sweden)

    Tomić Nenad

    2017-01-01

    Full Text Available During the twentieth century, the entertainment industry recorded a steady revenue growth. The progress of information and communication technology (ICT influenced the creation of a new segment in the industry at the beginning of the 80s, known as the video game industry. During the first two decades, the dominant model of earning for video games publishers was sale of a full game, which means that users were obliged to pay in order to play the game (pay-to-play concept. In the past ten years, publishers have developed a new approach, which instead of selling entire game content at once tends to decompose the sale into several smaller transactions. The prices of these supplements are often calculated in the virtual currency that is considered to be the currency of video game, and not in one of convertible currencies, which creates additional confusion. The subject of the paper is to explain the essence of microtransactions as type of electronic payments created in the video games industry and to observe their role in the process of industry transformation.

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

    Directory of Open Access Journals (Sweden)

    Jun Huang

    2015-08-01

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

  19. 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

  20. Heterogeneous game resource distributions promote cooperation in spatial prisoner's dilemma game

    Science.gov (United States)

    Cui, Guang-Hai; Wang, Zhen; Yang, Yan-Cun; Tian, Sheng-Wen; Yue, Jun

    2018-01-01

    In social networks, individual abilities to establish interactions are always heterogeneous and independent of the number of topological neighbors. We here study the influence of heterogeneous distributions of abilities on the evolution of individual cooperation in the spatial prisoner's dilemma game. First, we introduced a prisoner's dilemma game, taking into account individual heterogeneous abilities to establish games, which are determined by the owned game resources. Second, we studied three types of game resource distributions that follow the power-law property. Simulation results show that the heterogeneous distribution of individual game resources can promote cooperation effectively, and the heterogeneous level of resource distributions has a positive influence on the maintenance of cooperation. Extensive analysis shows that cooperators with large resource capacities can foster cooperator clusters around themselves. Furthermore, when the temptation to defect is high, cooperator clusters in which the central pure cooperators have larger game resource capacities are more stable than other cooperator clusters.

  1. Exploiting Textured 3D Models for Developing Serious Games

    Directory of Open Access Journals (Sweden)

    G. Kontogianni

    2015-08-01

    Full Text Available Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc. is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  2. Exploiting Textured 3D Models for Developing Serious Games

    Science.gov (United States)

    Kontogianni, G.; Georgopoulos, A.

    2015-08-01

    Digital technologies have affected significantly many fields of computer graphics such as Games and especially the field of the Serious Games. These games are usually used for educational proposes in many fields such as Health Care, Military applications, Education, Government etc. Especially Digital Cultural Heritage is a scientific area that Serious Games are applied and lately many applications appear in the related literature. Realistic 3D textured models which have been produced using different photogrammetric methods could be a useful tool for the creation of Serious Game applications in order to make the final result more realistic and close to the reality. The basic goal of this paper is how 3D textured models which are produced by photogrammetric methods can be useful for developing a more realistic environment of a Serious Game. The application of this project aims at the creation of an educational game for the Ancient Agora of Athens. The 3D models used vary not only as far as their production methods (i.e. Time of Flight laser scanner, Structure from Motion, Virtual historical reconstruction etc.) is concerned, but also as far as their era as some of them illustrated according to their existing situation and some others according to how these monuments looked like in the past. The Unity 3D® game developing environment was used for creating this application, in which all these models were inserted in the same file format. For the application two diachronic virtual tours of the Athenian Agora were produced. The first one illustrates the Agora as it is today and the second one at the 2nd century A.D. Finally the future perspective for the evolution of this game is presented which includes the addition of some questions that the user will be able to answer. Finally an evaluation is scheduled to be performed at the end of the project.

  3. 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.

  4. PotuGame: A video game for learning about university

    Directory of Open Access Journals (Sweden)

    Antoni Guillem

    2013-11-01

    Full Text Available The aim of the PotuGame proposal to give a step more on strategies already developed in previous Potu Program (Programa d’Orientació i Transició a la Universitat-UIB. For that we add a new multidisciplinary component that enables high school students, teachers and researchers from UIB to share knowledge of the research conducted using a common language or a common world. Therefore it is considered very appropriate to use the technologies related to the creation of virtual worlds, especially those aimed in online video games as a means to allow vehicle for the transmission of knowledge in an interactive and fun way increasing mass participation of all components of the teaching environment at all levels. Several experiments have been developed and that have been implemented in several virtual worlds. The final tool used was the Unreal SDK.

  5. Neuroevolution in Games: State of the Art and Open Challenges

    DEFF Research Database (Denmark)

    Risi, Sebastian; Togelius, Julian

    2015-01-01

    This paper surveys research on applying neuroevolution (NE) to games. In neuroevolution, artificial neural networks are trained through evolutionary algorithms, taking inspiration from the way biological brains evolved. We analyse the application of NE in games along five different axes, which...... are the role NE is chosen to play in a game, the different types of neural networks used, the way these networks are evolved, how the fitness is determined and what type of input the network receives. The article also highlights important open research challenges in the field....

  6. 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.

  7. Games as a Platform for Student Participation in Authentic Scientific Research

    DEFF Research Database (Denmark)

    Magnussen, Rikke; Damgaard Hansen, Sidse; Planke, Tilo

    2014-01-01

    for student-research collaboration is to investigate if and how this type of game concept can strengthen authentic experimental practice and the creation of new knowledge in science education. Researchers and game developers tested the game in three separate high school classes (Class 1, 2, and 3). The tests...... were documented using video observations of students playing the game, qualitative interviews, and qualitative and quantitative questionnaires. The focus of the tests has been to study players' motivation and their experience of learning through participation in authentic scientific inquiry....... In questionnaires conducted in the two first test classes students found that the aspects of doing “real scientific research” and solving physics problems were the more interesting aspects of playing the game. However, designing a game that facilitates professional research collaboration while simultaneously...

  8. Network Technologies for Networked Terrorists: Assessing the Value of Information and Communication Technologies to Modern Terrorist Organizations

    Science.gov (United States)

    2007-01-01

    used a number of violent video games 7 See, for example, the Anti-Defamation League study on extremist recruitment in prisons (B’nai B’rith, 2002). 8...compelling experience. The latest generations of computer-based, massively multiplayer online games (MMOGs), in which many individuals interact in a... effectiveness , those with that potential would require some specialization by the group (e.g., creation or subversion of massively multiplayer games for

  9. 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 ...

  10. 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 ...

  11. 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

  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. Video Gaming in a Hyperconnected World: A Cross-sectional Study of Heavy Gaming, Problematic Gaming Symptoms, and Online Socializing in Adolescents.

    Science.gov (United States)

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

    2017-03-01

    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. 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 friendship quality. We identified two types of heavy gaming classes that differed in probability of online social interaction. Classes with more online social interaction reported fewer problematic gaming symptoms than those with less online social interaction. Most adolescents estimated to be in heavy gaming classes had more depressive symptoms than normative classes. Male non-social gamers had more social anxiety. Female social gamers had less social anxiety and loneliness, but lower self-esteem. Friendship quality attenuated depression in some male social gamers, but strengthened associations with loneliness in some male non-social gamers. In adolescents, symptoms of video game addiction depend not only on video game play but also on concurrent levels of online communication, and those who are very socially active online report fewer symptoms of game addiction.

  15. 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...

  16. Reinventing the Arcade: Computer Game Mediated Play Spaces for Physical Interaction

    Directory of Open Access Journals (Sweden)

    A. M. Connor

    2015-10-01

    Full Text Available This paper suggests that recent developments in video game technology have occurred in parallel to play being moved from public into private spaces, which has had impact on the way people interact with games. The paper also argues and that there is potentially value in the creation of public play spaces to create opportunities to utilise both technology and body for the benefit of community culture and experiences through gaming. Co-located social gaming coupled with tangible interfaces offer alternative possibilities for the local video game scene. This paper includes a descriptive account of Rabble Room Arcade, an experimental social event combining custom-built tangible interface devices and multiplayer video games. The event was designed around games that promoted a return to simplicity through the use of unique tangible controllers to allow casual gamers to connect to the game and to each other, whilst also transforming the event into a spectacle.

  17. Going Green : Framing Effects in a Dynamic Coordination Game

    NARCIS (Netherlands)

    Gerlagh, Reyer; van der Heijden, Eline

    2015-01-01

    We experimentally study decision-making in a novel dynamic coordination game. The game captures features of a transition between externality networks. Groups consisting of three subjects start in a stable benchmark equilibrium with network externality. Over seven rounds, they can transit to an

  18. Educational On-Line Gaming Propensity

    DEFF Research Database (Denmark)

    Sudzina, Frantisek; Razmerita, Liana; Kirchner, Kathrin

    2014-01-01

    Educational on-line games are promising for new generations of students who are grown up digital. Th e new generations of students are technology savvy and spend lots of time on the web and on social networks. Based on an exploratory study, this article investigates the factors that infl uence...... students’ willingness to participate in serious games for teaching/learning. Th is study investigates the relationship between students’ behavior on Facebook, Facebook games, and their attitude toward educational on-line games. Th e results of the study reveal that the early adopters of educational games...... are likely to be students, who are young, have only a few Facebook connections, who currently play Facebook game(s). Furthermore, the study emphasizes that there may be differences between students coming from various countries....

  19. 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…

  20. 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....

  1. 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...

  2. General Video Game AI: Learning from Screen Capture

    OpenAIRE

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

    2017-01-01

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

  3. Documentary film and the (reproduction of the 1980s UK game industry

    Directory of Open Access Journals (Sweden)

    Alex Casper Cline

    2015-09-01

    Full Text Available As a medium older and more established than the digital game, film has certainly played a role in documenting its trajectories. Through audiovisual essays and narratives we can be introduced to game artifacts alongside the contexts of their creation, distribution and reception. The older medium avoids a problem of abandonware and emulation, whereby games are preserved but are devoid of the temporal specificity and popular excitement often so important to their meaning. Yet there are always problems with such documentation; film, with its limited capacity for immersion, can only represent and relate narratives about gaming. As such, it alienates viewers from the content and mechanics of such games, relegating them to the position of a passive viewer.

  4. 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.

  5. Managing innovation processes through value co-creation: a process case from business-to-business service practise

    DEFF Research Database (Denmark)

    Nardelli, Giulia; Broumels, Marcel

    2018-01-01

    Value co-creation is a specific type of collaboration that is considered to be an innovative and interactive process between end users and organisations; it aims to increase the value of a product or service. This study investigates how a network of stakeholders collaborating to manage innovation...... openly co-creates value over time; it contributes to the existing literature on value co-creation by taking the perspective of the network as a whole. The study follows a case in which value co-creation unfolds over time across a network of stakeholders within the business-to-business facility service...... context. The in-depth longitudinal investigation of a network composed of a corporate customer and its external facility service providers revealed that a network of stakeholders co-creates value over time by 1) offering an adaptable structure for the network to organise innovation activities...

  6. 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...

  7. Online Gaming Appealing to the Female Market

    Institute of Scientific and Technical Information of China (English)

    MICHAEL O'NEILL

    2006-01-01

    @@ Magical Land, the latest online game from Shanda Interactive Entertainment, is a little different from other titles the company has put onto the market in the last few years. Gone is the dark and violent realism of their previous creations. In its place is a colorful,dreamlike cartoon world, closer to Hello Kitty than Dungeons and Dragons.

  8. Education (gaming simulation: characteristic of software). Kyoiku (gaming simulation: software no tokucho)

    Energy Technology Data Exchange (ETDEWEB)

    Baba, N [Osaka Kyoiku University, Osaka (Japan)

    1992-12-10

    This paper explains history and classification of gaming simulations briefly, and then introduces some instances actually applied to education and training. First, an environmental game by personal computer network gaming system is introduced, which was recently developed. Each player is required to decide on his own investment for products and environmental protection in consideration of the present state of the environment and the managerial situation of his company. If his decision making is not correct, he fails to continue his management due to the aggravation of the environment. In addition, a gaming simulation for the acid rain problem is described, which is being developed in the same way of thinking. Second, an instance of an educational gaming called Sweden Game is introduced, where students learning the mathematical programming carried out the simulation of a pipe-line plan covering six regions of Sweden. Finally, the state of training is explained, in which several kinds of management games are utilized to bring up mainstay leaders in business organizations. 15 refs., 5 figs., 1 tab.

  9. 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.

  10. 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...

  11. 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.

  12. 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.

  13. Evolutionary game dynamics in a growing structured population

    Energy Technology Data Exchange (ETDEWEB)

    Poncela, Julia; Gomez-Gardenes, Jesus; Moreno, Yamir [Institute for Biocomputation and Physics of Complex Systems (BIFI), University of Zaragoza, E-50009 Zaragoza (Spain); Traulsen, Arne [Emmy-Noether Group for Evolutionary Dynamics, Department of Evolutionary Ecology, Max Planck Institute for Evolutionary Biology, August-Thienemann-Strasse 2, 24306 Ploen (Germany)], E-mail: traulsen@evolbio.mpg.de

    2009-08-15

    We discuss a model for evolutionary game dynamics in a growing, network-structured population. In our model, new players can either make connections to random preexisting players or preferentially attach to those that have been successful in the past. The latter depends on the dynamics of strategies in the game, which we implement following the so-called Fermi rule such that the limits of weak and strong strategy selection can be explored. Our framework allows to address general evolutionary games. With only two parameters describing the preferential attachment and the intensity of selection, we describe a wide range of network structures and evolutionary scenarios. Our results show that even for moderate payoff preferential attachment, over represented hubs arise. Interestingly, we find that while the networks are growing, high levels of cooperation are attained, but the same network structure does not promote cooperation as a static network. Therefore, the mechanism of payoff preferential attachment is different to those usually invoked to explain the promotion of cooperation in static, already-grown networks.

  14. Evolutionary game dynamics in a growing structured population

    International Nuclear Information System (INIS)

    Poncela, Julia; Gomez-Gardenes, Jesus; Moreno, Yamir; Traulsen, Arne

    2009-01-01

    We discuss a model for evolutionary game dynamics in a growing, network-structured population. In our model, new players can either make connections to random preexisting players or preferentially attach to those that have been successful in the past. The latter depends on the dynamics of strategies in the game, which we implement following the so-called Fermi rule such that the limits of weak and strong strategy selection can be explored. Our framework allows to address general evolutionary games. With only two parameters describing the preferential attachment and the intensity of selection, we describe a wide range of network structures and evolutionary scenarios. Our results show that even for moderate payoff preferential attachment, over represented hubs arise. Interestingly, we find that while the networks are growing, high levels of cooperation are attained, but the same network structure does not promote cooperation as a static network. Therefore, the mechanism of payoff preferential attachment is different to those usually invoked to explain the promotion of cooperation in static, already-grown networks.

  15. 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...

  16. Game design as marketing: How game mechanics create demand for virtual goods

    Directory of Open Access Journals (Sweden)

    Lehdonvirta, V.

    2010-01-01

    Full Text Available Selling virtual goods for real money is an increasingly popular revenue model for massively-multiplayer online games (MMOs, social networking sites (SNSs and other online hangouts. In this paper, we argue that the marketing of virtual goods currently falls short of what it could be. Game developers have long created compelling game designs, but having to market virtual goods to players is a relatively new situation to them. Professional marketers, on the other hand, tend to overlook the internal design of games and hangouts and focus on marketing the services as a whole. To begin bridging the gap, we propose that the design patterns and game mechanics commonly used in games and online hangouts should be viewed as a set of marketing techniques designed to sell virtual goods. Based on a review of a number of MMOs, we describe some of the most common patterns and game mechanics and show how their effects can be explained in terms of analogous techniques from marketing science. The results provide a new perspective to game design with interesting implications to developers. Moreover, they also suggest a radically new perspective to marketers of ordinary goods and services: viewing marketing as a form of game design.

  17. 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.

  18. Declarative Terrain Modeling for Military Training Games

    Directory of Open Access Journals (Sweden)

    Ruben M. Smelik

    2010-01-01

    Full Text Available 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 models. Terrain plays a key role in many military training games, as for example, in our case game Tactical Air Defense. However, current manual terrain editors are both too complex and too time-consuming to be useful for instructors; automatic terrain generation methods show a lot of potential, but still lack user control and intuitive editing capabilities. We present a novel way for instructors to model terrain for their training games: instead of constructing a terrain model using complex modeling tools, instructors can declare the required properties of their terrain using an advanced sketching interface. Our framework integrates terrain generation methods and manages dependencies between terrain features in order to automatically create a complete 3D terrain model that matches the sketch. With our framework, instructors can easily design a large variety of terrain models that meet their training requirements.

  19. 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...

  20. 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.

  1. Evaluating the Benefits of Collaboration in Simulation Games: The Case of Health Care

    OpenAIRE

    Leung, Ricky

    2014-01-01

    Background Organizations have used simulation games for health promotion and communication. To evaluate how simulation games can foster collaboration among stakeholders, this paper develops two social network measures. Objective The paper aims to initiate two specific measures that facilitate organizations and researchers to evaluate the effectiveness of Web-based simulation games in fostering collaboration. Methods The two measures are: (1) network density and (2) network diversity. They mea...

  2. 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.

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

    Science.gov (United States)

    Uretsky, Michael

    1995-01-01

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

  4. 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.

  5. 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.

  6. Nonasymptotic mean-field games

    KAUST Repository

    Tembine, Hamidou

    2014-12-01

    Mean-field games have been studied under the assumption of very large number of players. For such large systems, the basic idea consists to approximate large games by a stylized game model with a continuum of players. The approach has been shown to be useful in some applications. However, the stylized game model with continuum of decision-makers is rarely observed in practice and the approximation proposed in the asymptotic regime is meaningless for networked systems with few entities. In this paper we propose a mean-field framework that is suitable not only for large systems but also for a small world with few number of entities. The applicability of the proposed framework is illustrated through a dynamic auction with asymmetric valuation distributions.

  7. Nonasymptotic mean-field games

    KAUST Repository

    Tembine, Hamidou

    2014-12-01

    Mean-field games have been studied under the assumption of very large number of players. For such large systems, the basic idea consists of approximating large games by a stylized game model with a continuum of players. The approach has been shown to be useful in some applications. However, the stylized game model with continuum of decision-makers is rarely observed in practice and the approximation proposed in the asymptotic regime is meaningless for networks with few entities. In this paper, we propose a mean-field framework that is suitable not only for large systems but also for a small world with few number of entities. The applicability of the proposed framework is illustrated through various examples including dynamic auction with asymmetric valuation distributions, and spiteful bidders.

  8. 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 ...

  9. A Distributed AI Aided 3D Domino Game

    OpenAIRE

    Amrahov, Şahin Emrah; Nooraden, Orhan A.

    2010-01-01

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

  10. The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections

    Directory of Open Access Journals (Sweden)

    Vânia de Souza

    Full Text Available ABSTRACT Objective: To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Method: Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. Results: the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. Conclusion: By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.

  11. The game as strategy for approach to sexuality with adolescents: theoretical-methodological reflections.

    Science.gov (United States)

    Souza, Vânia de; Gazzinelli, Maria Flávia; Soares, Amanda Nathale; Fernandes, Marconi Moura; Oliveira, Rebeca Nunes Guedes de; Fonseca, Rosa Maria Godoy Serpa da

    2017-04-01

    To describe the Papo Reto [Straight Talk] game and reflect on its theoretical-methodological basis. Analytical study on the process of elaboration of the Papo Reto online game, destined to adolescents aged 15-18 years, with access to the Game between 2014 and 2015. the interactions of 60 adolescents from Belo Horizonte and São Paulo constituted examples of the potentialities of the Game to favor the approach to sexuality with adolescents through simulation of reality, invention and interaction. Based on those potentialities, four thinking categories were discussed: the game as pedagogic device; the game as simulation of realities; the game as device for inventive learning; and the game empowering the interaction. By permitting that the adolescents take risks on new ways, the Game allows them to become creative and active in the production of senses, in the creation of their discourses and in the ways of thinking, feeling and acting in the sexuality field.

  12. 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...

  13. 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)

  14. The Relationship Between Online Video Game Involvement and Gaming-Related Friendships Among Emotionally Sensitive Individuals

    Science.gov (United States)

    Domahidi, Emese; Quandt, Thorsten

    2014-01-01

    Abstract Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones. PMID:24660878

  15. The relationship between online video game involvement and gaming-related friendships among emotionally sensitive individuals.

    Science.gov (United States)

    Kowert, Rachel; Domahidi, Emese; Quandt, Thorsten

    2014-07-01

    Some researchers believe that online gaming spaces can be socially accommodating environments for socially inhibited individuals, such as the socially inept, socially anxious, or shy. While previous research has examined, and found, significant links between these populations and online video game play, it remains unknown to what extent these spaces are contributing to tangible social benefits for the socially inhibited. The current study addresses this question by evaluating the link between gaming-related friendships and shyness, as quantified by emotional sensitivity. Drawing from a representative sample of German game players, the results indicate that emotionally sensitive players are using online gaming spaces differently from their less emotionally sensitive counterparts and reporting tangible differences in their in-game friendship networks. This suggests that online games hold the potential to be socially advantageous for shy individuals by allowing them to overcome their traditional social difficulties and generate new friendships as well as strengthen old ones.

  16. 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.

  17. Mastering the game of Go without human knowledge

    Science.gov (United States)

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

    2017-10-01

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

  18. 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.

  19. 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)

  20. Towards gaze-controlled platform games

    DEFF Research Database (Denmark)

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

    2011-01-01

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

  1. The Olympic Games broadcasted as Interactive Television - New Media new Games?

    DEFF Research Database (Denmark)

    Bjørner, Thomas

    or delayed video coverage of the Olympic Games. The Torino Olympic Broadcasting was the first to be filmed entirely in High Definition Television. In the future the use of digital video processing, computer vision, 3D-visualisation and animation techniques allow viewers to watch sports events almost......The Olympic Games is the world´s largest media event and television is the engine that has driven the growth of the Olympic Movement. Increases in broadcast revenue over the past two decades have provided the Olympic Movement with a huge financial base. More networks than ever before broadcast...... the Olympic Games to more countries and territories, with a record number of hours, a significant rise in the total viewing hours, and dramatic increases in live and prime-time coverage. Over 300 channels transmitted 35.000 hours of the Athens 2004 Olympic Games. The future of television is digital, which...

  2. 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.

  3. Design Pattern Canvas: An Introduction to Unified Serious Game Design Patterns

    Directory of Open Access Journals (Sweden)

    Gregor Zavcer

    2014-10-01

    Full Text Available The aim of this article is to start a dialogue and search for a unified game design tool within the game design and research community. As a possible direction, presented paper outlines the practice and importance of design pattern use in serious game development and argues that design patterns can make serious game development more efficient by enabling knowledge exchange and better communication between different stakeholders. Furthermore, the use of design patterns provides a foundation for structured research and analysis of games. In order to help advance the state of game design the paper proposes a new method – the Serious Games Design Pattern Canvas or shorter Design Pattern Canvas (DPC. DPC is a design template for developing new or documenting existing (serious game design patterns. It is a visual chart with elements describing a pattern's purpose, mechanic, audience, consequences, collected data, related research and ethical considerations. It assists game designer in aligning their activities by illustrating patterns characteristics and potential trade-offs. One of the goals of the DPC is to either help break larger game design problems into smaller pieces or assist in a bottom up approach of designing serious games. It is important to note, that the paper proposes the first step for co-creation of a game design tool and further research and validation of the DPC is needed.

  4. 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.

  5. 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.

  6. NEW VENTURE CREATION: HOW START-UPS GROW?

    Directory of Open Access Journals (Sweden)

    AIDIN SALAMZADEH

    Full Text Available ABSTRACT Start-ups, often seen as sources of innovation and change, are prone to failure and accordingly they are attracting considerable attention not least from policy makers and Government officials. However, the various new venture creation studies that have emerged since the early 1980s lack cohesiveness, and the domain remains controversial. This article not only exposes the limitations of the existing body of understanding on the topic but attempts to develop a more comprehensive and comprehendible framework for start up (new venture creation. To do so it uses the frameworks proposed by Whetten, and March and Smith to develop 11 propositions. The resultant model suggests that the creation of a start up involves the identification of an idea or opportunity by an entrepreneur who subsequently organizes a series of activities, mobilizes resources and creates competence using his/her networks in an environment in order to create value. It sheds light on the start-up (new venture creation process and has relevance for entrepreneurs, policy makers and researchers.

  7. Value co-creation platform design within the context of technology-driven businesses

    Science.gov (United States)

    Tanev, Stoyan; Ruskov, Petko

    2010-02-01

    The article provides a discussion of value co-creation platforms within the context of technology driven business. It emphasizes the need for a terminological refinement of the value co-creation paradigm as well as for an articulation of its implications for the design and reconfiguration of the company value network.

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

    Directory of Open Access Journals (Sweden)

    Jaime Iranzo

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

  9. 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)

  10. 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...

  11. Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility

    International Nuclear Information System (INIS)

    Lin, E.

    2009-01-01

    The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicating a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the creation

  12. Jammer Type Estimation in LTE with a Smart Jammer Repeated Game

    KAUST Repository

    Aziz, Farhan

    2017-02-22

    LTE/LTE-Advanced networks are known to be vulnerable to denial-of-service (DOS) and loss-of-service attacks from smart jammers. The interaction between the network and the smart jammer has been modeled as an infinite-horizon general-sum (non-zero-sum) Bayesian game with asymmetric information, with the network being the uninformed player. Although significant work has been done on optimal strategy computation and control of information revelation of the informed player in repeated asymmetric information games, it has been limited to zero-sum games with perfect monitoring. Recent progress on the strategy computation of the uninformed player is also limited to zero-sum games with perfect monitoring and is focused on expected payoff formulations. Since the proposed formulation is a general-sum game with imperfect monitoring, existing formulations cannot be leveraged for estimating true state of nature (the jammer type). Hence, a threat-based mechanism is proposed for the uninformed player (the network) to estimate the informed player’s type (jammer type). The proposed mechanism helps the network resolve uncertainty about the state of nature (jammer type) so that it can compute a repeated-game strategy conditioned on its estimate. The proposed algorithm does not rely on the commonly assumed “full monitoring” premise, and uses a combination of threat-based mechanism and non-parametric estimation to estimate the jammer type. In addition, it does not require any explicit feedback from the network users nor does it rely on a specific distribution (e.g., Gaussian) of test statistic. It is shown that the proposed algorithm’s estimation performance is quite robust under realistic modeling and observational constraints despite all the aforementioned challenges.

  13. 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.

  14. Evaluating Motivation for the Use of an Electronic Health Record Simulation Game.

    Science.gov (United States)

    McLeod, Alexander; Hewitt, Barbara; Gibbs, David; Kristof, Caitlin

    2017-01-01

    Experiential learning via simulation offers a variety of benefits including reduced risks, repetitive exposure, and mastery of complex processes. How to motivate people to engage in and enjoy playing games is an important concept in the creation of serious games focused on learning new skills. This study sought to determine the motivators that increase users' pleasurable experience when playing an electronic health record simulation game. To examine how intrinsic and extrinsic motivation affected both engagement and enjoyment, we surveyed students of health professions at one university. Results indicate that while both forms of motivation are significant in increasing engagement and enjoyment, extrinsic motivation such as badges, points, and scoreboards were much more important than internal motivations for our participants. These findings have implications for the development of an electronic health record simulation game.

  15. 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.

  16. 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.

  17. Naming game with learning errors in communications

    OpenAIRE

    Lou, Yang; Chen, Guanrong

    2014-01-01

    Naming game simulates the process of naming an objective by a population of agents organized in a certain communication network topology. By pair-wise iterative interactions, the population reaches a consensus state asymptotically. In this paper, we study naming game with communication errors during pair-wise conversations, where errors are represented by error rates in a uniform probability distribution. First, a model of naming game with learning errors in communications (NGLE) is proposed....

  18. Domesticating Digital Game-based Learning

    Directory of Open Access Journals (Sweden)

    Helga Dís Sigurdardottir

    2016-07-01

    Full Text Available This paper analyses the use of digital game-based learning (DGBL in schools in Norway. It investigates the types of games used in Norwegian schools and how pupils experience that practice. Digital game-based learning is being widely employed throughout Norway as a result of the increased focus on digital skills in Norwegian education. This paper analyses that development by way of focus group interviews with a total of sixty-four pupils at four schools. Drawing upon domestication and actor-network theory, the paper provides a novel approach to the study of DGBL. The broad empirical investigation into DGBL practices furthermore provides a contribution to scholarly literature on the subject. A noteworthy finding of this study is the diversity of games employed in schools—around 30 different titles— indicating that the choice of games lies at the discretion of individual teachers. Findings from this research show that the domestication of digital game-based learning occurs through the construction of complex game-based learning assemblages. This includes the classroom and home as gaming sites, group work and individual assignments as practices, and PCs and iPads as platforms.

  19. Developing and Assessing Teachers' Knowledge of Game-Based Learning

    Science.gov (United States)

    Shah, Mamta; Foster, Aroutis

    2015-01-01

    Research focusing on the development and assessment of teacher knowledge in game-based learning is in its infancy. A mixed-methods study was undertaken to educate pre-service teachers in game-based learning using the Game Network Analysis (GaNA) framework. Fourteen pre-service teachers completed a methods course, which prepared them in game…

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

    Science.gov (United States)

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

    2011-12-01

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

  1. 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.

  2. International Business Models Developed Through Brokerage Knowledge and Value Creation

    DEFF Research Database (Denmark)

    Petersen, Nicolaj Hannesbo; Rasmussen, Erik Stavnsager

    This paper highlights theoretically and empirically international business model decisions in networks with knowledge sharing and value creation. The paper expands the conceptual in-ternational business model framework for technology-oriented companies to include the focal firm’s network role...... and strategic fit in a global embeddedness. The brokerage role in the in-ternationalization of a network is discussed from both a theoretical and empirical point of view. From a business model and social network analysis perspective, this paper will show how firms and network grow internationally through two...

  3. Do Policy Networks lead to Network Governing?

    DEFF Research Database (Denmark)

    Damgaard, Bodil

    This paper challenges the notion that creation of local policy networks necessarily leads to network governing. Through actor-centred case studies in the area of municipally implemented employment policy in Denmark it was found that the local governing mode is determined mainly by the municipality......’s approach to local co-governing as well as by the capacity and interest of key private actors. It is argued that national legislation requesting the creation of local policy networks was not enough to assure network governing and the case studies show that local policy networks may subsist also under...... hierarchical governing modes. Reasons why hierarchical governing modes prevail over network governing in some settings are identified pointing to both actor borne and structural factors. Output indicators of the four cases do not show that a particular governing mode is more efficient in its employment policy...

  4. 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

  5. An Extended Technology Acceptance Model for Mobile Social Gaming Service Popularity Analysis

    Directory of Open Access Journals (Sweden)

    Hui Chen

    2017-01-01

    Full Text Available The games industry has been growing prosperously with the development of information technology. Recently, with further advances in social networks and mobile services, playing mobile social gaming has gradually changed our daily life in terms of social connection and leisure time spending. What are the determinant factors which affect users intention to play such games? Therefore in this research we present an empirical study on WeChat, China’s most popular mobile social network, and apply a technology acceptance model (TAM to study the reasons beneath the popularity of games in mobile social networks. Furthermore, factors from social and mobile perspective are incorporated into the conventional TAM and their influence and relationships are studied. Experimental study on accumulated online survey data reveals several interesting findings and it is believed that this research offers the researchers in the community further insight in analysing the current popularity and future potential of mobile social games.

  6. 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....

  7. A Markov game theoretic data fusion approach for cyber situational awareness

    Science.gov (United States)

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

    2007-04-01

    This paper proposes an innovative data-fusion/ data-mining game theoretic situation awareness and impact assessment approach for cyber network defense. Alerts generated by Intrusion Detection Sensors (IDSs) or Intrusion Prevention Sensors (IPSs) are fed into the data refinement (Level 0) and object assessment (L1) data fusion components. High-level situation/threat assessment (L2/L3) data fusion based on Markov game model and Hierarchical Entity Aggregation (HEA) are proposed to refine the primitive prediction generated by adaptive feature/pattern recognition and capture new unknown features. A Markov (Stochastic) game method is used to estimate the belief of each possible cyber attack pattern. Game theory captures the nature of cyber conflicts: determination of the attacking-force strategies is tightly coupled to determination of the defense-force strategies and vice versa. Also, Markov game theory deals with uncertainty and incompleteness of available information. A software tool is developed to demonstrate the performance of the high level information fusion for cyber network defense situation and a simulation example shows the enhanced understating of cyber-network defense.

  8. Innovation in Virtual Networks

    DEFF Research Database (Denmark)

    Hu, Yimei; Sørensen, Olav Jull

    2011-01-01

    The purpose of this article is to explore and highlight the particular innovation characteristics and modes of the chinese game industry from a networking perspective......The purpose of this article is to explore and highlight the particular innovation characteristics and modes of the chinese game industry from a networking perspective...

  9. Analysis of the "naming game" with learning errors in communications.

    Science.gov (United States)

    Lou, Yang; Chen, Guanrong

    2015-07-16

    Naming game simulates the process of naming an objective by a population of agents organized in a certain communication network. By pair-wise iterative interactions, the population reaches consensus asymptotically. We study naming game with communication errors during pair-wise conversations, with error rates in a uniform probability distribution. First, a model of naming game with learning errors in communications (NGLE) is proposed. Then, a strategy for agents to prevent learning errors is suggested. To that end, three typical topologies of communication networks, namely random-graph, small-world and scale-free networks, are employed to investigate the effects of various learning errors. Simulation results on these models show that 1) learning errors slightly affect the convergence speed but distinctively increase the requirement for memory of each agent during lexicon propagation; 2) the maximum number of different words held by the population increases linearly as the error rate increases; 3) without applying any strategy to eliminate learning errors, there is a threshold of the learning errors which impairs the convergence. The new findings may help to better understand the role of learning errors in naming game as well as in human language development from a network science perspective.

  10. 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)

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

    Science.gov (United States)

    Mezher, Ahmad Mohamad; Igartua, Mónica Aguilar; de la Cruz Llopis, Luis J; 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.

  12. 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.

  13. A Chain Game for Distributed Trading and Negotiation

    NARCIS (Netherlands)

    Hofstede, G.J.; Kramer, M.R.; Meijer, S.A.; Wijdemans, J.

    2003-01-01

    This position paper introduces a simulation gaming environment for enacting a production network. The environment aims to be an integrative laboratory for investigating supply networks, as well as being a versatile training tool. The primary focus is on food production networks. The environment

  14. A cyberciege traffic analysis extension for teaching network security

    OpenAIRE

    Chang, Xuquan Stanley.; Chua, Kim Yong.

    2011-01-01

    CyberCIEGE is an interactive game simulating realistic scenarios that teaches the players Information Assurance (IA) concepts. The existing game scenarios only provide a high-level abstraction of the networked environment, e.g., nodes do not have Internet protocol (IP) addresses or belong to proper subnets, and there is no packet-level network simulation. This research explored endowing the game with network level traffic analysis, and implementing a game scenario to take advantage of this ne...

  15. 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

  16. 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.

  17. 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.

  18. Resilience of LTE networks against smart jamming attacks

    KAUST Repository

    Aziz, Farhan M.

    2014-12-08

    Commercial LTE networks are being studied for mission-critical applications, such as public safety and smart grid communications. In this paper, LTE networks are shown vulnerable to Denial-of-Service (DOS) and loss of service attacks from smart jammers, who may employ simple narrowband jamming techniques to attack without any need to hack the network or its users. We modeled the utilities of jamming and anti-jamming actions played by the jammer and the network under the framework of single-shot and repeated Bayesian games. In a single-shot game formulation the only Nash Equilibria (NE) are pure strategy equilibria at which network utility is severely compromised. We propose a repeated-game learning and strategy algorithm for the network that outperforms single-shot games by a significant margin. Furthermore, all of our proposed actions and algorithms can be implemented with current technology.

  19. 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.

  20. 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.

  1. Values for graph-restricted games with coalition structure

    NARCIS (Netherlands)

    Khmelnitskaya, Anna Borisovna

    We consider a new model for TU games with both coalition and cooperation structures that applies to different network situations, in particular, to sharing an international river with multiple users without international firms. Our approach to the value for such a game is close to that of Myerson

  2. 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...

  3. Bipartite Graphs as Models of Population Structures in Evolutionary Multiplayer Games

    Science.gov (United States)

    Peña, Jorge; Rochat, Yannick

    2012-01-01

    By combining evolutionary game theory and graph theory, “games on graphs” study the evolutionary dynamics of frequency-dependent selection in population structures modeled as geographical or social networks. Networks are usually represented by means of unipartite graphs, and social interactions by two-person games such as the famous prisoner’s dilemma. Unipartite graphs have also been used for modeling interactions going beyond pairwise interactions. In this paper, we argue that bipartite graphs are a better alternative to unipartite graphs for describing population structures in evolutionary multiplayer games. To illustrate this point, we make use of bipartite graphs to investigate, by means of computer simulations, the evolution of cooperation under the conventional and the distributed N-person prisoner’s dilemma. We show that several implicit assumptions arising from the standard approach based on unipartite graphs (such as the definition of replacement neighborhoods, the intertwining of individual and group diversity, and the large overlap of interaction neighborhoods) can have a large impact on the resulting evolutionary dynamics. Our work provides a clear example of the importance of construction procedures in games on graphs, of the suitability of bigraphs and hypergraphs for computational modeling, and of the importance of concepts from social network analysis such as centrality, centralization and bipartite clustering for the understanding of dynamical processes occurring on networked population structures. PMID:22970237

  4. Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions.

    Science.gov (United States)

    Duncan, Lindsay R; Hieftje, Kimberly D; Culyba, Sabrina; Fiellin, Lynn E

    2014-03-01

    As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.

  5. Interactive Game for Teaching Laser Amplification Used at the National Ignition Facility

    Energy Technology Data Exchange (ETDEWEB)

    Lin, E

    2009-08-06

    The purpose of this project was to create an interactive game to expose high school students to concepts in laser amplification by demonstrating the National Ignition Facility's main amplifier at Lawrence Livermore National Laboratory. To succeed, the game had to be able to communicate effectively the basic concepts of laser amplification as accurately as possible and to be capable of exposing as many students as possible. Since concepts need to be communicated in a way that students understand, the Science Content Standards for California Public Schools were used to make assumptions about high school students knowledge of light. Effectively communicating a new concept necessitates the omission on terminology and symbolism. Therefore, creating a powerful experience was ideal for communicating this material. Various methods of reinforcing this experience ranging from color choice to abstractions kept the student focused on the game to maximize concept retention. The program was created in Java to allow the creation of a Java Applet that can be embedded onto a webpage, which is a perfect medium for mass exposure. Because a game requires interaction, the game animations had to be easily manipulated to enable the program to respond to user input. Image sprites, as opposed to image folders, were used in these animations to minimize the number of Hypertext Transfer Protocol connections, and thus, significantly reduce the transfer time of necessary animation files. These image sprites were loaded and cropped into a list of animation frames. Since the caching of large transition animations caused the Java Virtual Machine to run out of memory, large animations were implemented as animated Graphics Interchange Format images since transitions require no interaction, and thus, no frame manipulation was needed. This reduced the animation's memory footprint. The first version of this game was completed during this project. Future work for the project could include the

  6. KREBER`S ADVENTURES: COMPUTER GAME ABOUT THE ATP FORMATION

    Directory of Open Access Journals (Sweden)

    F. J. Baêta

    2015-08-01

    Full Text Available Introduction: Biochemistry, as well as other subjects related to molecular area, have several abstract and difficult concepts to be understood, therefore, many educational innovations have been developed, highlighting the digital games. The digital games feature a playful and motivational character that encourages students during the concepts learning, with a different way to learning the concepts studied. Objectives: The objective of this study was the development of a computer game focused on the concepts of ATP formation, including the glycolytic pathway, Krebs cycle and Electron Transport Chain, as well as aspects related to the regulation, and evaluate the usability of it, as well as some evidence of its educational potential. Material and methods: The development of the game followed the following steps: definition of the subject; understanding of game developer (it was chosen the GameMaker; storyboard creation of the game; prototyping, implementation and usability testing. For the evaluation, inspection usability was performed (without involving end users and subsequently the cognitive route and the usability questionnaire (the latter two with students of the discipline of Biochemistry. Results: The game approached the energy metabolism in three phases: the glycolytic pathway, Krebs cycle and electron transport chain. Each phase has a different purpose, with some questions about the ways. To complete the game, you must correctly answer the questions, avoid the obstacles and achieve the goals of each phase. After usability testing, it found that users could, in a playful manner, actively interact with the content addressed and, through the difficulties presented in the game, had the opportunity to expand and review their knowledge. Conclusions: The game was identified as a motivating and innovative proposal for  teaching, and it had good usability for undergraduate students. The ludic worked as a pedagogical practice encourages student

  7. Future{at}Labs.Prosperity Game{trademark}

    Energy Technology Data Exchange (ETDEWEB)

    Beck, D.F.; Boyack, K.W.; Berman, M. [Sandia National Labs., Albuquerque, NM (United States). Innovative Alliances Dept.

    1996-10-01

    Prosperity Games{trademark} are an outgrowth and adaptation of move/countermove and seminar War Games, Prosperity Games{trademark} are simulations that explore complex issues in a variety of areas including economics, politics, sociology, environment, education, and research. These issues can be examined from a variety of perspectives ranging from global, macroeconomic and geopolitical viewpoint down to the details of customer/supplier/market interactions specific industries. All Prosperity Games{trademark} are unique in that both the game format and the player contributions vary from game to game. This report documents the Future{at}Labs.Prosperity Game{trademark} conducted under the sponsorship of the Industry Advisory Boards of the national labs, the national labs, Lockheed Martin Corporation, and the University of California. Players were drawn from all stakeholders involved including government, industry, labs, and academia. The primary objectives of this game were to: (1) explore ways to optimize the role of the multidisciplinary labs in serving national missions and needs; (2) explore ways to increase collaboration and partnerships among government, laboratories, universities, and industry; and (3) create a network of partnership champions to promote findings and policy options. The deliberations and recommendations of these players provided valuable insights as to the views of this diverse group of decision makers concerning the future of the labs.

  8. 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...

  9. Electric field dependent paramagnetic defect creation in single step implanted Simox films

    International Nuclear Information System (INIS)

    Leray, J.L.; Margail, J.

    1991-01-01

    X irradiation induced oxygen-vacancy defect creation has been studied in SIMOX produced by single step implantation and annealing. It is shown that SIMOX is substantially more radiation sensitive (for these defects) than thermal or bulk oxide. Irradiation in the presence of an electric field 0.5 -1 MV cm -1 is found to enhance the rate of defect creation by ≥ 2 times. Further enhanced defect creation is observed in SIMOX samples whose substrate has been chemically thinned prior to irradiation. This enhancement is attributed to modification of the network induced by hydrogen introduced during the thinning process

  10. 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

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

    Energy Technology Data Exchange (ETDEWEB)

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

    1998-11-01

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

  12. Changing Avatars, Changing Selves? The Influence of Social and Contextual Expectations on Digital Rendition of Identity.

    Science.gov (United States)

    Triberti, Stefano; Durosini, Ilaria; Aschieri, Filippo; Villani, Daniela; Riva, Giuseppe

    2017-08-01

    Avatar creation is an interesting topic for both video game and social network studies. Research has shown that the creation of avatars is influenced by individual, contextual, and cultural features. Avatars are used to represent aspects of users' personality, but multiple avatars are used in different virtual contexts, as self-presentation strategies may vary according to the different "audiences" to be met online (say: friends, or strangers). Moreover, avatar creation is also influenced by cultural variables, such as gender, as avatars embody stereotypical aspects of being a woman or a man. This research tested whether avatars, as digital self-representations, may change depending on the above-mentioned variables. Ninety-four participants created two avatars to be used in different contexts (video game and job-themed social network). Moreover, two groups of participants were told that they would have met friends or total strangers within the two virtual contexts. Results showed that avatars changed from the game to the job context. Changes involved avatars' transient features (Clothes) more than physical (Body) and symbolic (Accessories) ones, and females changed accessories more than males. Moreover, females who expected to meet friends changed their avatars' bodies significantly more than males in both virtual contexts. The findings are discussed based on literature about computer-mediated communication and online self-disclosure. In conclusion, possible implications of the results for avatar-based interventions and the field of video games and social network design are reviewed.

  13. Neural contributions to flow experience during video game playing.

    Science.gov (United States)

    Klasen, Martin; Weber, René; Kircher, Tilo T J; Mathiak, Krystyna A; Mathiak, Klaus

    2012-04-01

    Video games are an exciting part of new media. Although game play has been intensively studied, the underlying neurobiology is still poorly understood. Flow theory is a well-established model developed to describe subjective game experience. In 13 healthy male subjects, we acquired fMRI data during free play of a video game and analyzed brain activity based on the game content. In accordance with flow theory, we extracted the following factors from the game content: (i) balance between ability and challenge; (ii) concentration and focus; (iii) direct feedback of action results; (iv) clear goals; and (v) control over the situation/activity. We suggest that flow is characterized by specific neural activation patterns and that the latter can be assessed-at least partially-by content factors contributing to the emergence of flow. Each of the content factors was characterized by specific and distinguishable brain activation patterns, encompassing reward-related midbrain structures, as well as cognitive and sensorimotor networks. The activation of sensory and motor networks in the conjunction analyses underpinned the central role of simulation for flow experience. Flow factors can be validated with functional brain imaging which can improve the understanding of human emotions and motivational processes during media entertainment.

  14. Understanding the Power of New Literacies through Video Game Play and Design

    Science.gov (United States)

    Sanford, Kathy; Madill, Leanna

    2007-01-01

    In this article, we provide the results of our examination of the range of multiliteracy activities that engage boys' time and attention, and the types of literacy skills and understandings they learn through their engagement with alternative texts. We focus particularly on video game play and creation/composition as a learning activity that…

  15. 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....

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

    Science.gov (United States)

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

    2015-03-01

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

  17. This is Not a Game - Social Virtual Worlds, Fun, and Learning

    Science.gov (United States)

    Bell, Mark W.; Smith-Robbins, Sarah; Withnail, Greg

    This chapter asks a simple question: what is required to make learning fun in social virtual worlds? Several scholars have connected fun with learning but most of these have centered on the function of games in learning. Studies of learning in massive multiplayer online role playing games connect the game mechanics to how learning occurs. However, few have asked whether learning in a virtual world can be fun if there is no game. In a social virtual world, like Second Life (SL) there are no game mechanics (unlike game worlds like World of Warcraft [WoW]). There are no quests, challenges, rewards or other game elements in SL. So can a virtual world that has no game-content provided be a place where fun learning can take place? We define fun and explore how fun has been related to learning. We explore theories of fun from Koster, Crawford, Csíkszentmihályi and others as well as views of the ways fun is explored as related to the learning experience. With these models in mind, we explore how fun is different in a social virtual world. Drawing on definitions of fun from Castronova and others, we see game structures in virtual worlds may not be needed to have fun. These fun activities include game creation, business interactions, and most importantly, identity play and socialization in a social virtual world. Finally, we propose that if learning is to be successful and fun in a social virtual world it should pay close attention to these two activities.

  18. 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...

  19. Involving consumers in product design through collaboration: the case of online role-playing games.

    Science.gov (United States)

    Yeh, Shu-Yu

    2010-12-01

    The release of software attributes to users by software designers for the creation of user-designed forms is regarded as a producer-consumer collaboration, leading consumers to expend significant effort on a specific product. This article identifies such software/product attributes within online role-playing games and then explores how consumers' prior experience affects the evaluation of such attributes. In this article, product attributes comprise customized, content, and interactive externality-sensitive and complementary externality-sensitive attributes, with the value of each attribute being greater for experts than for novices. In Study 1, data were collected and analyzed for the purpose of identifying such features in online role-playing games. The results can also be generalized to convergent products, such as TV games that have been redesigned as online games or mobile games found in Study 2. For the introduction of a convergent product to be successful, our research suggests that the potential market-segment focus should be on knowledgeable consumers who accept such products more readily.

  20. Games of Multitude

    Directory of Open Access Journals (Sweden)

    Nick Dyer-Witheford

    2010-07-01

    Full Text Available Our hypothesis is that videogames are a paradigmatic media of Empire as described by Hardt and Negri–planetary, militarized hyper-capitalism–and of some of the forces presently challenging it. Why are virtual games the media of Empire, integral to and expressive of it like no other? They originated in the US military-industrial complex, the nuclear-armed core of capital’s global domination, to which power they remain umbilically connected. They were created by the hard-to-control hacker knowledge of a new type of intellectual worker, immaterial labour, vital to a fresh phase of capitalist expansion. In that phase, game machines have served as ubiquitous everyday incubators for the most advanced forces of production and communication, tutoring entire generations in digital technologies and networked communication. The game industry has pioneered methods of accumulation based on intellectual property rights, cognitive exploitation, cultural hybridization, transcontinentally subcontracted dirty work, and world-marketed commodities. Game making blurs the lines between work and play, production and consumption, voluntary activity and precarious exploitation, in a way that typifies the boundless exercise of biopower. At the same time, games themselves are an expensive consumer commodity which the global poor can only access illicitly, demonstrating the massive inequalities of this regime. Virtual games simulate identities as citizen-soldiers, free-agent workers, cyborg-adventurers, and corporate-criminals: virtual play trains flexible personalities for flexible jobs, shapes subjects for militarized markets, and makes becoming a neoliberal subject fun. And—taking us to the focus of this article—games exemplify Empire because they are also exemplary of the multitude, in that game culture includes subversive and alternative experiments searching for a way out. Just as the eighteenth-century novel was a textual apparatus generating the bourgeois

  1. Sparse cliques trump scale-free networks in coordination and competition

    Science.gov (United States)

    Gianetto, David A.; Heydari, Babak

    2016-02-01

    Cooperative behavior, a natural, pervasive and yet puzzling phenomenon, can be significantly enhanced by networks. Many studies have shown how global network characteristics affect cooperation; however, it is difficult to understand how this occurs based on global factors alone, low-level network building blocks, or motifs are necessary. In this work, we systematically alter the structure of scale-free and clique networks and show, through a stochastic evolutionary game theory model, that cooperation on cliques increases linearly with community motif count. We further show that, for reactive stochastic strategies, network modularity improves cooperation in the anti-coordination Snowdrift game and the Prisoner’s Dilemma game but not in the Stag Hunt coordination game. We also confirm the negative effect of the scale-free graph on cooperation when effective payoffs are used. On the flip side, clique graphs are highly cooperative across social environments. Adding cycles to the acyclic scale-free graph increases cooperation when multiple games are considered; however, cycles have the opposite effect on how forgiving agents are when playing the Prisoner’s Dilemma game.

  2. 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.

  3. Knowledge Value Creation Characteristics of Virtual Teams: A Case Study in the Construction Sector

    Science.gov (United States)

    Vorakulpipat, Chalee; Rezgui, Yacine

    Any knowledge environment aimed at virtual teams should promote identification, access, capture and retrieval of relevant knowledge anytime / anywhere, while nurturing the social activities that underpin the knowledge sharing and creation process. In fact, socio-cultural issues play a critical role in the successful implementation of Knowledge Management (KM), and constitute a milestone towards value creation. The findings indicate that Knowledge Management Systems (KMS) promote value creation when they embed and nurture the social conditions that bind and bond team members together. Furthermore, technology assets, human networks, social capital, intellectual capital, and change management are identified as essential ingredients that have the potential to ensure effective knowledge value creation.

  4. Piracy Activity vs. Product Features in Digital Games

    DEFF Research Database (Denmark)

    Drachen, Anders; Bauer, Kevin; Veitch, Rob

    Torrent peer-to-peer (P2P) file-sharing protocol. The sample includes 173 games and a collection period of three months from late 2010 to early 2011. With a total of 12.6 million unique peers identified, it is the largest examination of game piracy via P2P networks to date. Analysis of the data shows...

  5. A Game Theory Based Solution for Security Challenges in CRNs

    Science.gov (United States)

    Poonam; Nagpal, Chander Kumar

    2018-03-01

    Cognitive radio networks (CRNs) are being envisioned to drive the next generation Ad hoc wireless networks due to their ability to provide communications resilience in continuously changing environments through the use of dynamic spectrum access. Conventionally CRNs are dependent upon the information gathered by other secondary users to ensure the accuracy of spectrum sensing making them vulnerable to security attacks leading to the need of security mechanisms like cryptography and trust. However, a typical cryptography based solution is not a viable security solution for CRNs owing to their limited resources. Effectiveness of trust based approaches has always been, in question, due to credibility of secondary trust resources. Game theory with its ability to optimize in an environment of conflicting interests can be quite a suitable tool to manage an ad hoc network in the presence of autonomous selfish/malevolent/malicious and attacker nodes. The literature contains several theoretical proposals for augmenting game theory in the ad hoc networks without explicit/detailed implementation. This paper implements a game theory based solution in MATLAB-2015 to secure the CRN environment and compares the obtained results with the traditional approaches of trust and cryptography. The simulation result indicates that as the time progresses the game theory performs much better with higher throughput, lower jitter and better identification of selfish/malicious nodes.

  6. The level of national competitiveness and the role of human capital in the creation of competitive advantage

    Directory of Open Access Journals (Sweden)

    Mitrović Vladimir

    2016-01-01

    Full Text Available The new economy is organized around global networks of capital, management and information, which is based on technology. In this dynamic and growing international trade and the emergence of aggressive competition in the competitive and global market changing rules of the game and the positions which certain factors are in creating a competitive advantage in the global market. Technological development, innovation, knowledge and skills have become crucial factors for the development of an economy and its companies. Proper management of human capital is a direct source of improving quality and productivity at work, and with it the competitiveness of the most important prerequisite for achieving this goal is quality education. Investing in people and skills is essential, because it is the only way to preserve and improve competitiveness advantage. The need for continuing education caused great dynamism of modern society, the rapid technical and technological development, especially ICT, which requires the creation of new knowledge and skills, as well as creating new occupations, but at the same time that resource must be continually developed and improved.

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

    Directory of Open Access Journals (Sweden)

    П Ш Абдулхамидова

    2017-12-01

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

  8. Dismantling the Co-creation Unicorn : Investigating the "How" in Inter-firm Collaboration

    OpenAIRE

    Skog, Daniel

    2012-01-01

    In order to face the challenges derived from an increasingly disruptive technologicalenvironment, firms often engage in collaborative arrangements with other firms. While it isargued that inter-firm networks can serve as a way to catalyze innovation, to manage risksinvolved in R&D and to enable the creation of new value through co-creation, the causes andreasons for inter-firm collaboration are well-known. However, little effort has been focused atcritically examining the challenges that ...

  9. 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.

  10. Game-theoretic interference coordination approaches for dynamic spectrum access

    CERN Document Server

    Xu, Yuhua

    2016-01-01

    Written by experts in the field, this book is based on recent research findings in dynamic spectrum access for cognitive radio networks. It establishes a game-theoretic framework and presents cutting-edge technologies for distributed interference coordination. With game-theoretic formulation and the designed distributed learning algorithms, it provides insights into the interactions between multiple decision-makers and the converging stable states. Researchers, scientists and engineers in the field of cognitive radio networks will benefit from the book, which provides valuable information, useful methods and practical algorithms for use in emerging 5G wireless communication.

  11. Effects of co-creation in a tourism destination brand image through twitter

    Directory of Open Access Journals (Sweden)

    Mercedes Revilla Hernández

    2016-12-01

    Full Text Available The purpose of this paper is to analyze the effects of co-creation of a tourist brand image projected in Twitter by using NVIVO 11. It takes the case study of the Smart Fuerteventura brand, an ecotourism association made up of a group of local firms. The brand concept is linked to the enhancement of heritage of the island of Fuerteventura, that is included in the World Network of Biosphere Reserves. The results show that there is no brand awareness and co-creation is negative. This analysis can contribute to methodologies on marketing strategies within the framework of co-creation in similar destinations.

  12. Playable One-Switch Video Games for Children with Severe Motor Disabilities Based on GNomon

    Directory of Open Access Journals (Sweden)

    Sebastián Aced López

    2015-12-01

    Full Text Available Being able to play games in early years is very important for the development of children. Even though, children with physical disabilities encounter several obstacles that exclude them from engaging in many popular games. In particular, children with severe motor disabilities that rely on one-switch interfaces for accessing electronic devices find dynamic video games completely unplayable. In this paper we present the development and evaluation of GNomon: a framework, based on the NOMON interaction modality, that enables the creation of dynamic one-switch games for children with severe motor disabilities. The framework was designed following a series of guidelines elicited in close collaboration with a team of speech therapists, physiotherapists and psychologists from one of the Local Health Agencies in Turin, Italy. Likewise, three mini games were developed for testing the playability of GNomon-based games. Finally, we conducted a series of trials with 8 children with severe motor disabilities assisted by the health agency, in which we found that all of them enjoyed playing the GNomon- based mini games and that 7 of them were able to interact and play autonomously.

  13. 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.

  14. Using a TV Game Show to Explain the Concept of a Dominant Strategy.

    Science.gov (United States)

    Trandel, Gregory A.

    1999-01-01

    Illustrates the game-theory concept of a dominant strategy using the MTV-network game show "Singled Out." Describes how the game show works and why this makes it attractive as an example of strategic behavior. Presents examples of how the show is used in class. (DSK)

  15. 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.

  16. [Operation and interaction peculiarities of diagnostic laboratories involved in providing protection from infectious diseases during the XXII Olympic Winter Games and XI Paralympic Winter Games 2014 in Sochi].

    Science.gov (United States)

    Onishenko, G G; Popova, A Iu; Bragina, I V; Kuz'kin, B P; Ezhlova, E B; Demina, Iu V; Gus'kov, A S; Ivanov, G E; Chikina, L V; Klindukhova, V P; Grechanaia, T V; Tesheva, S Ch; Kulichenko, A N; Efremenko, D B; Manin, E A; Kuznetsova, I V; Parkhomenko, V V; Kulichenko, O A; Rafeenko, G K; Shcherbina, L I; Zavora, D L; Briukhanov, A F; Eldinova, V E; Iunicheva, Iu V; Derliatko, S K; Komarov, N S

    2015-01-01

    The experience of the organization and functioning of the laboratory network during the XXII Olympic Winter Games and XI Paralympic Winter Games of 2014 in Sochi is considered. Efforts to establish an effective system of laboratory support, the order of work and interaction of diagnostic laboratories involved in diseases control of population during the Olympic Games are analyzed.

  17. A multimodal interface device for online board games designed for sight-impaired people.

    Science.gov (United States)

    Caporusso, Nicholas; Mkrtchyan, Lusine; Badia, Leonardo

    2010-03-01

    Online games between remote opponents playing over computer networks are becoming a common activity of everyday life. However, computer interfaces for board games are usually based on the visual channel. For example, they require players to check their moves on a video display and interact by using pointing devices such as a mouse. Hence, they are not suitable for visually impaired people. The present paper discusses a multipurpose system that allows especially blind and deafblind people playing chess or other board games over a network, therefore reducing their disability barrier. We describe and benchmark a prototype of a special interactive haptic device for online gaming providing a dual tactile feedback. The novel interface of this proposed device is able to guarantee not only a better game experience for everyone but also an improved quality of life for sight-impaired people.

  18. On the Core of Multiple Longest Traveling Salesman Games

    NARCIS (Netherlands)

    Estevez Fernandez, M.A.; Borm, P.E.M.; Hamers, H.J.M.

    2003-01-01

    In this paper we introduce multiple longest traveling salesman (MLTS) games. An MLTS game arises from a network in which a salesman has to visit each node (player) precisely once, except its home location, in an order that maximizes the total reward.First it is shown that the value of a coalition of

  19. Value Encounters - Modeling and Analyzing Co-creation of Value

    Science.gov (United States)

    Weigand, Hans

    Recent marketing and management literature has introduced the concept of co-creation of value. Current value modeling approaches such as e3-value focus on the exchange of value rather than co-creation. In this paper, an extension to e3-value is proposed in the form of a “value encounter”. Value encounters are defined as interaction spaces where a group of actors meet and derive value by each one bringing in some of its own resources. They can be analyzed from multiple strategic perspectives, including knowledge management, social network management and operational management. Value encounter modeling can be instrumental in the context of service analysis and design.

  20. Virtual Communities in a Secondary School--Discovering the Internal Grammar of Video Games

    Science.gov (United States)

    Méndez, Laura; García-Pernía, María Ruth; Cortés, Sara

    2014-01-01

    This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school…

  1. 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

  2. Africa's game changers and the catalysts of social and system innovation

    Directory of Open Access Journals (Sweden)

    Mark Swilling

    2016-03-01

    Full Text Available It is widely recognized that many African economies are being transformed by rapid economic growth driven largely by rising demand for the abundant natural resources scattered across the African continent. I critically review the mainstream game-changing dynamics driving this process, with special reference to a set of influential policy-oriented documents. This is followed by an analysis of less-recognized game-changing dynamics that have, in turn, been affected by the mainstream game-changing dynamics. These less-recognized game-changing dynamics include energy infrastructure challenges in a context of climate change, securing access to water, access to arable soils, slum urbanism, and food security responses. These mainstream and less-recognized game-changing dynamics provide the context for analyzing a range of African actor networks engaged in social and system innovations. I use a transdisciplinary framework to discuss these actor networks and how they construct their understanding of the game changers affecting their programs and actions. Based on a case study of the iShack initiative in Stellenbosch, South Africa, I conclude that social and system innovations will need to be driven by transformation knowledge co-produced by researchers and social actors who can actively link game-changing dynamics that operate at multiple scales with local-level innovations with potential societal impacts.

  3. Computer game marketing from the view of youtuber

    OpenAIRE

    Gause, Matěj

    2015-01-01

    The goal of the dissertation Marketing of PC game from the view of Youtuber is to characterize the latest practices in influencing masses of players of War Thunder PC game through video service Youtube and social network Facebook. This is a real project during which author created a large community of fans around the game counting more than 10 000 people on Youtube and almost 4 500 people on Facebook. Author applied the latest trends and the most innovative practices in connection with a trad...

  4. Optimization of Game Formats in U-10 Soccer Using Logistic Regression Analysis

    Directory of Open Access Journals (Sweden)

    Amatria Mario

    2016-12-01

    Full Text Available Small-sided games provide young soccer players with better opportunities to develop their skills and progress as individual and team players. There is, however, little evidence on the effectiveness of different game formats in different age groups, and furthermore, these formats can vary between and even within countries. The Royal Spanish Soccer Association replaced the traditional grassroots 7-a-side format (F-7 with the 8-a-side format (F-8 in the 2011-12 season and the country’s regional federations gradually followed suit. The aim of this observational methodology study was to investigate which of these formats best suited the learning needs of U-10 players transitioning from 5-aside futsal. We built a multiple logistic regression model to predict the success of offensive moves depending on the game format and the area of the pitch in which the move was initiated. Success was defined as a shot at the goal. We also built two simple logistic regression models to evaluate how the game format influenced the acquisition of technicaltactical skills. It was found that the probability of a shot at the goal was higher in F-7 than in F-8 for moves initiated in the Creation Sector-Own Half (0.08 vs 0.07 and the Creation Sector-Opponent's Half (0.18 vs 0.16. The probability was the same (0.04 in the Safety Sector. Children also had more opportunities to control the ball and pass or take a shot in the F-7 format (0.24 vs 0.20, and these were also more likely to be successful in this format (0.28 vs 0.19.

  5. Security-Based Mechanism for Proactive Routing Schema Using Game Theory Model

    Directory of Open Access Journals (Sweden)

    Hicham Amraoui

    2016-01-01

    Full Text Available Game theory may offer a useful mechanism to address many problems in mobile ad hoc networks (MANETs. One of the key concepts in the research field of such networks with Optimized Link State Routing Protocol (OLSR is the security problem. Relying on applying game theory to study this problem, we consider two strategies during this suggested model: cooperate and not-cooperate. However, in such networks, it is not easy to identify different actions of players. In this paper, we have essentially been inspired from recent advances provided in game theory to propose a new model for security in MANETs. Our proposal presents a powerful tool with a large number of players where interactions are played multiple times. Moreover, each node keeps a cooperation rate (CR record of other nodes to cope with the behaviors and mitigate aggregate effect of other malicious devices. Additionally, our suggested security mechanism does not only take into consideration security requirements, but also take into account system resources and network performances. The simulation results using Network Simulator 3 are presented to illustrate the effectiveness of the proposal.

  6. Stochastic heterogeneous interaction promotes cooperation in spatial prisoner's dilemma game.

    Directory of Open Access Journals (Sweden)

    Ping Zhu

    Full Text Available Previous studies mostly investigate player's cooperative behavior as affected by game time-scale or individual diversity. In this paper, by involving both time-scale and diversity simultaneously, we explore the effect of stochastic heterogeneous interaction. In our model, the occurrence of game interaction between each pair of linked player obeys a random probability, which is further described by certain distributions. Simulations on a 4-neighbor square lattice show that the cooperation level is remarkably promoted when stochastic heterogeneous interaction is considered. The results are then explained by investigating the mean payoffs, the mean boundary payoffs and the transition probabilities between cooperators and defectors. We also show some typical snapshots and evolution time series of the system. Finally, the 8-neighbor square lattice and BA scale-free network results indicate that the stochastic heterogeneous interaction can be robust against different network topologies. Our work may sharpen the understanding of the joint effect of game time-scale and individual diversity on spatial games.

  7. 30 : 2: A Game Designed to Promote the Cardiopulmonary Resuscitation Protocol

    Directory of Open Access Journals (Sweden)

    Imma Boada

    2016-01-01

    Full Text Available Cardiopulmonary resuscitation (CPR is a first-aid key survival technique used to stimulate breathing and keep blood flowing to the heart. Its effective administration can significantly increase the survival chances of cardiac arrest victims. We propose 30 : 2, a videogame designed to introduce the main steps of the CPR protocol. It is not intended for certification and training purpose. Driven by the 2010 European Resuscitation Council guidelines we have designed a game composed of eight mini games corresponding to the main steps of the protocol. The player acts as a helper and has to solve a different challenge. We present a detailed description of the game creation process presenting the requirements, the design decisions, and the implementation details. In addition, we present some first impressions of our testing users (25 children, five of each age from 8 to 12 years old and 12 males and 13 females. We evaluated clarity of instructions and three settings of the game: the aesthetics of scenarios, the playability, and the enjoyability of each mini game. All games were well punctuated, and there are no significantly differences between their sex. The proposed game can be a suitable tool to disseminate and promote CPR knowledge.

  8. A Graphical Evolutionary Game Approach to Social Learning

    Science.gov (United States)

    Cao, Xuanyu; Liu, K. J. Ray

    2017-06-01

    In this work, we study the social learning problem, in which agents of a networked system collaborate to detect the state of the nature based on their private signals. A novel distributed graphical evolutionary game theoretic learning method is proposed. In the proposed game-theoretic method, agents only need to communicate their binary decisions rather than the real-valued beliefs with their neighbors, which endows the method with low communication complexity. Under mean field approximations, we theoretically analyze the steady state equilibria of the game and show that the evolutionarily stable states (ESSs) coincide with the decisions of the benchmark centralized detector. Numerical experiments are implemented to confirm the effectiveness of the proposed game-theoretic learning method.

  9. 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.

  10. 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)

  11. 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...

  12. Threshold Games and Cooperation on Multiplayer Graphs.

    Directory of Open Access Journals (Sweden)

    Kaare B Mikkelsen

    Full Text Available The study investigates the effect on cooperation in multiplayer games, when the population from which all individuals are drawn is structured-i.e. when a given individual is only competing with a small subset of the entire population.To optimize the focus on multiplayer effects, a class of games were chosen for which the payoff depends nonlinearly on the number of cooperators-this ensures that the game cannot be represented as a sum of pair-wise interactions, and increases the likelihood of observing behaviour different from that seen in two-player games. The chosen class of games are named "threshold games", and are defined by a threshold, M > 0, which describes the minimal number of cooperators in a given match required for all the participants to receive a benefit. The model was studied primarily through numerical simulations of large populations of individuals, each with interaction neighbourhoods described by various classes of networks.When comparing the level of cooperation in a structured population to the mean-field model, we find that most types of structure lead to a decrease in cooperation. This is both interesting and novel, simply due to the generality and breadth of relevance of the model-it is likely that any model with similar payoff structure exhibits related behaviour. More importantly, we find that the details of the behaviour depends to a large extent on the size of the immediate neighbourhoods of the individuals, as dictated by the network structure. In effect, the players behave as if they are part of a much smaller, fully mixed, population, which we suggest an expression for.

  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. Can video games be used to predict or improve laparoscopic skills?

    Science.gov (United States)

    Rosenberg, Bradley H; Landsittel, Douglas; Averch, Timothy D

    2005-04-01

    Performance of laparoscopic surgery requires adequate hand-eye coordination. Video games are an effective way to judge one's hand-eye coordination, and practicing these games may improve one's skills. Our goal was to see if there is a correlation between skill in video games and skill in laparoscopy. Also, we hoped to demonstrate that practicing video games can improve one's laparoscopic skills. Eleven medical students (nine male, two female) volunteered to participate. On day 1, each student played three commercially available video games (Top Spin, XSN Sports; Project Gotham Racing 2, Bizarre Creations; and Amped 2, XSN Sports) for 30 minutes on an X-box (Microsoft, Seattle, WA) and was judged both objectively and subjectively. Next, the students performed four laparoscopic tasks (object transfer, tracing a figure-of-eight, suture placement, and knot-tying) in a swine model and were assessed for time to complete the task, number of errors committed, and hand-eye coordination. The students were then randomized to control (group A) or "training" (i.e., video game practicing; group B) arms. Two weeks later, all students repeated the laparoscopic skills laboratory and were reassessed. Spearman correlation coefficients demonstrated a significant relation between many of the parameters, particularly time to complete each task and hand-eye coordination at the different games. There was a weaker association between video game performance and both laparoscopic errors committed and hand-eye coordination. Group B subjects did not improve significantly over those in group A in any measure (P >0.05 for all). Video game aptitude appears to predict the level of laparoscopic skill in the novice surgeon. In this study, practicing video games did not improve one's laparoscopic skill significantly, but a larger study with more practice time could prove games to be helpful.

  15. Applications of multi-criteria and game theory approaches manufacturing and logistics

    CERN Document Server

    Hennet, Jean-Claude; Tiwari, Manoj

    2014-01-01

    Aligning the latest practices, innovations and case studies with academic frameworks and theories, the broad area of multi-criteria and game theory applications in manufacturing and logistics is covered in comprehensive details. Part 1 presents ‘multi-criteria applications’ and includes chapters on  logistics with a focus on vehicle routing problems, a multi-objective decision making approach to select the best storage policy and an exploratory study to predict the most important factors that can lead to successful mobile supply chain management adoption for manufacturing firms. Part 2 covers ‘game theory applications’ and encompasses the process of forming a coalition within a corporate network to the problem of integrating inventory and distribution optimization together with game theory to effectively manage supply networks. Providing a forum to investigate, exchange novel ideas and disseminate knowledge covering the broad area of multi-criteria and game theory applications in manufacturing and l...

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

    CSIR Research Space (South Africa)

    Labuschagne, WA

    2011-08-01

    Full Text Available Social networking sites are a popular medium of interaction and communication. Social networking sites provide the ability to run applications and games to test users’ knowledge. The popularity of social networks makes it an ideal tool through which...

  17. Game of Objects: vicarious causation and multi-modal media

    Directory of Open Access Journals (Sweden)

    Aaron Pedinotti

    2013-09-01

    Full Text Available This paper applies philosopher Graham Harman's object-oriented theory of "vicarious causation" to an analysis of the multi-modal media phenomenon known as "Game of Thrones." Examining the manner in which George R.R. Martin's best-selling series of fantasy novels has been adapted into a board game, a video game, and a hit HBO television series, it uses the changes entailed by these processes to trace the contours of vicariously generative relations. In the course of the resulting analysis, it provides new suggestions concerning the eidetic dimensions of Harman's causal model, particularly with regard to causation in linear networks and in differing types of game systems.

  18. 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...

  19. The Design and Analysis of Learning Effects for a Game-based Learning System

    OpenAIRE

    Wernhuar Tarng; Weichian Tsai

    2010-01-01

    The major purpose of this study is to use network and multimedia technologies to build a game-based learning system for junior high school students to apply in learning “World Geography" through the “role-playing" game approaches. This study first investigated the motivation and habits of junior high school students to use the Internet and online games, and then designed a game-based learning system according to situated and game-based learning theories. A teaching experiment was conducted to...

  20. Enhance Learning on Software Project Management through a Role-Play Game in a Virtual World

    Science.gov (United States)

    Maratou, Vicky; Chatzidaki, Eleni; Xenos, Michalis

    2016-01-01

    This article presents a role-play game for software project management (SPM) in a three-dimensional online multiuser virtual world. The Opensimulator platform is used for the creation of an immersive virtual environment that facilitates students' collaboration and realistic interaction, in order to manage unexpected events occurring during the…

  1. 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

  2. Ensemble method: Community detection based on game theory

    Science.gov (United States)

    Zhang, Xia; Xia, Zhengyou; Xu, Shengwu; Wang, J. D.

    2014-08-01

    Timely and cost-effective analytics over social network has emerged as a key ingredient for success in many businesses and government endeavors. Community detection is an active research area of relevance to analyze online social network. The problem of selecting a particular community detection algorithm is crucial if the aim is to unveil the community structure of a network. The choice of a given methodology could affect the outcome of the experiments because different algorithms have different advantages and depend on tuning specific parameters. In this paper, we propose a community division model based on the notion of game theory, which can combine advantages of previous algorithms effectively to get a better community classification result. By making experiments on some standard dataset, it verifies that our community detection model based on game theory is valid and better.

  3. 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

  4. Quantum game application to spectrum scarcity problems

    Science.gov (United States)

    Zabaleta, O. G.; Barrangú, J. P.; Arizmendi, C. M.

    2017-01-01

    Recent spectrum-sharing research has produced a strategy to address spectrum scarcity problems. This novel idea, named cognitive radio, considers that secondary users can opportunistically exploit spectrum holes left temporarily unused by primary users. This presents a competitive scenario among cognitive users, making it suitable for game theory treatment. In this work, we show that the spectrum-sharing benefits of cognitive radio can be increased by designing a medium access control based on quantum game theory. In this context, we propose a model to manage spectrum fairly and effectively, based on a multiple-users multiple-choice quantum minority game. By taking advantage of quantum entanglement and quantum interference, it is possible to reduce the probability of collision problems commonly associated with classic algorithms. Collision avoidance is an essential property for classic and quantum communications systems. In our model, two different scenarios are considered, to meet the requirements of different user strategies. The first considers sensor networks where the rational use of energy is a cornerstone; the second focuses on installations where the quality of service of the entire network is a priority.

  5. 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.

  6. Fundamental Computer Science Conceptual Understandings for High School Students Using Original Computer Game Design

    Science.gov (United States)

    Ernst, Jeremy V.; Clark, Aaron C.

    2012-01-01

    In 2009, the North Carolina Virtual Public Schools worked with researchers at the William and Ida Friday Institute to produce and evaluate the use of game creation by secondary students as a means for learning content related to career awareness in Science, Technology, Engineering and Mathematics (STEM) disciplines, with particular emphasis in…

  7. Virtual communities in a secondary school – Discovering the internal grammar of video games

    Directory of Open Access Journals (Sweden)

    Laura Méndez

    2014-01-01

    Full Text Available This study attempts to show how the creation of an innovative scenario, introducing video games and online communities as educational resources in the classroom, facilitates the development of new literacies in the context of participatory culture. The experience described was carried out during the 2010-2011 academic year in a secondary school located in Madrid. The workshop was organized using a social simulation video game, The Sims 3, and the online community Play and Learn, created specifically for this project. From an ethnographic perspective, the article focuses mainly on analyzing what happened outside the game sessions, when the students became involved in the online community after interacting with the game in the classroom. The fact that they participated in a virtual conversational space (through a forum serves to support the game and encourage reflection from all participants. The results show that social relationships were developed within the online community, where individual contributions proved especially important for group discussion. Participation made it possible for students to become aware of the speech and rules of the game and to improve the acquisition process of new literacies.

  8. Successful social games and their super-power: Big data analytics

    Directory of Open Access Journals (Sweden)

    Ioana Roxana STIRCU

    2017-07-01

    Full Text Available This article is a short presentation of big data analysis and game analysis. The paper describes the case of social games, and observes the huge improvement that big data analysis has on social games and their success. It also contains a presentation of Pokemon GO, and its evolution on the market, from launch until today. A set of metrics and algorithms are proposed, that can be used to improve game features and monetization. In the last section, I apply a Naive Bayes classifier, using WEKA, on a set of data collected from social media networks, to predict how using a game that implies walking influences the amount of daily steps a player makes.

  9. Training and learning for crisis management using a virtual simulation/gaming environment

    NARCIS (Netherlands)

    Walker, W.E.; Giddings, J.; Armstrong, S.

    2011-01-01

    Recent advances in computers, networking, and telecommunications offer new opportunities for using simulation and gaming as methodological tools for improving crisis management. It has become easy to develop virtual environments to support games, to have players at distributed workstations

  10. Double-dealing behavior potentially promotes cooperation in evolutionary prisoner's dilemma games

    Science.gov (United States)

    Dai, Qionglin; Li, Haihong; Cheng, Hongyan; Li, Yuting; Yang, Junzhong

    2010-11-01

    We investigate the effects of double-dealing behavior on cooperation in evolutionary games. Each individual in a population has two attributes: character and action. One's action may be consistent with one's character or not. We provide analytical results by a mean-field description of evolutionary prisoner's dilemma games (PDGs). Moreover, we give numerical results on different networks, ranging from square lattices to scale-free networks (SFNs). Two important conclusions have been drawn from the results on SFNs. Firstly, if only non-influential individuals (those with low degrees) have chances of becoming double-dealers, cooperation is certain to deteriorate. Secondly, when influential individuals (those with high degrees) adopt double-dealing behavior moderately, cooperation would be enhanced, which is in opposition to the traditional belief. These results help us to understand better the social phenomenon of the existence of double-dealers. In addition to the PDG, other types of games including the snowdrift game, the stag-hunt game and the harmony game have also been studied on our model. The results for these three games are also presented, which are consistent with the results for the PDG qualitatively. Furthermore, we consider our model under the co-evolution framework, in which the probability of an individual changing into a double-dealer and the individual strategy both could evolve during the evolutionary process.

  11. Characterizations of the Beta and the Degree Network Power Measure

    NARCIS (Netherlands)

    van den Brink, J.R.; Borm, P.; Hendrickx, R.; Owen, G.

    2008-01-01

    A symmetric network consists of a set of positions and a set of bilateral links between these positions. For every symmetric network we define a cooperative transferable utility game that measures the "power" of each coalition of positions in the network. Applying the Shapley value to this game

  12. Gracz – prosument w cyfrowej rzeczywistości. Rewolucja czy ewolucja?

    Directory of Open Access Journals (Sweden)

    Marcin Krzanicki

    2015-06-01

    Full Text Available Entertainment in the digital world is not only the consumption of content supplied by the manufacturers of game. It is increasingly invitation, or even persuading the players to take part in the creation of the game. Both by its mechanics, or by allowing them to add their own modifications or new content. And there are also creations in junction of the virtual world and the real one. It would seem that the player-prosumer is creation of electronic media, because it is associated with the transition from the culture of reading, to the culture of reading/writing. This approach to the problem, however, is a gross simplification, because the players created content related to games long before the era of Internet and social networks. For many of them the beginnings of virtual entertainment were even regress of creativity (see „classic” RPG games vs. early cRPG games. So more appropriate would be to talk about the digital evolution than a revolution in this field. Evolution involving the emergence of tools that allow gamers to move their own creativity from real to virtual world (easy-to-use in-game editors, game mechanics that allows for almost any creation of game world, game engines allowing to create their own works, etc., as well as those tools that assist in creating content for the needs of non-virtual competitions. The revolution, or maybe significant qualitative jump, took place in the process of distribution of content via new media. It is difficult to imagine the possibilities of getting player-creator-amateur to the number of users, as today, without the existence of the Internet.

  13. Reinforcement learning account of network reciprocity.

    Science.gov (United States)

    Ezaki, Takahiro; Masuda, Naoki

    2017-01-01

    Evolutionary game theory predicts that cooperation in social dilemma games is promoted when agents are connected as a network. However, when networks are fixed over time, humans do not necessarily show enhanced mutual cooperation. Here we show that reinforcement learning (specifically, the so-called Bush-Mosteller model) approximately explains the experimentally observed network reciprocity and the lack thereof in a parameter region spanned by the benefit-to-cost ratio and the node's degree. Thus, we significantly extend previously obtained numerical results.

  14. Computer Games and Social Innovation

    DEFF Research Database (Denmark)

    Wichmand, Mette

    2016-01-01

    The article describes a case study of the World Bank's social innovation game called Urgent Evoke. The case shows that the social innovations generated by a small group of players rest upon the contributions and collaboration offered by the larger social network of gamers. The article argues...

  15. A game is a game is a game

    DEFF Research Database (Denmark)

    Jørgensen, Ida Kathrine Hammeleff

    2017-01-01

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

  16. Brain Training with Video Games in Covert Hepatic Encephalopathy.

    Science.gov (United States)

    Bajaj, Jasmohan S; Ahluwalia, Vishwadeep; Thacker, Leroy R; Fagan, Andrew; Gavis, Edith A; Lennon, Michael; Heuman, Douglas M; Fuchs, Michael; Wade, James B

    2017-02-01

    Despite the associated adverse outcomes, pharmacologic intervention for covert hepatic encephalopathy (CHE) is not the standard of care. We hypothesized that a video game-based rehabilitation program would improve white matter integrity and brain connectivity in the visuospatial network on brain magnetic resonance imaging (MRI), resulting in improved cognitive function in CHE subjects on measures consistent with the cognitive skill set emphasized by the two video games (e.g., IQ Boost-visual working memory, and Aim and Fire Challenge-psychomotor speed), but also generalize to thinking skills beyond the focus of the cognitive training (Hopkins verbal learning test (HVLT)-verbal learning/memory) and improve their health-related quality of life (HRQOL). The trial included three phases over 8 weeks; during the learning phase (cognitive tests administered twice over 2 weeks without intervening intervention), training phase (daily video game training for 4 weeks), and post-training phase (testing 2 weeks after the video game training ended). Thirty CHE patients completed all visits with significant daily achievement on the video games. In a subset of 13 subjects that underwent brain MRI, there was a significant decrease in fractional anisotropy, and increased radial diffusivity (suggesting axonal sprouting or increased cross-fiber formation) involving similar brain regions (i.e., corpus callosum, internal capsule, and sections of the corticospinal tract) and improvement in the visuospatial resting-state connectivity corresponding to the video game training domains. No significant corresponding improvement in HRQOL or HVLT performance was noted, but cognitive performance did transiently improve on cognitive tests similar to the video games during training. Although multimodal brain imaging changes suggest reductions in tract edema and improved neural network connectivity, this trial of video game brain training did not improve the HRQOL or produce lasting improvement in

  17. Strategic Belief Management

    DEFF Research Database (Denmark)

    Foss, Nicolai Juul

    While (managerial) beliefs are central to many aspects of strategic organization, interactive beliefs are almost entirely neglected, save for some game theory treatments. In an increasingly connected and networked economy, firms confront coordination problems that arise because of network effects....... The capability to manage beliefs will increasingly be a strategic one, a key source of wealth creation, and a key research area for strategic organization scholars.......While (managerial) beliefs are central to many aspects of strategic organization, interactive beliefs are almost entirely neglected, save for some game theory treatments. In an increasingly connected and networked economy, firms confront coordination problems that arise because of network effects...

  18. 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.

  19. 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.

  20. 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.

  1. The Bitcoin Mining Game

    Directory of Open Access Journals (Sweden)

    Nicolas Houy

    2016-12-01

    Full Text Available This article deals with the mining incentives in the Bitcoin protocol. The mining process is used to confirm and secure transactions. This process is organized as a speed game between individuals or firms – the miners – with different computational powers to solve a mathematical problem, bring a proof of work, spread their solution and reach consensus among the Bitcoin network nodes with it. First, we define and specify this game. Second, we analytically find its Nash equilibria in the two-player case. We analyze the parameters for which the miners would face the proper incentives to fulfill their function of transaction processors in the current situation. Finally, we study the block space market offer.

  2. Patterns in the distribution of digital games via BitTorrent

    DEFF Research Database (Denmark)

    Drachen, Anders; Veitch, Robert W. D.

    2013-01-01

    The distribution of illegal copies of computer games via digital networks forms the centre in one of the most heated debates in the international games environment, but there is minimal objective information available. Here the results of a large-scale, open-method analysis of the distribution...... of computer games via BitTorrent peer-to-peer file-sharing protocol is presented. 173 games were included, tracked over a period of three months from 2010 to 2011. A total of 12.6 million unique peers were identified across over 200 countries. Analysis indicates that the distribution of illegal copies...... of games follows distinct pattern, e.g., that a few game titles drive the traffic - the 10 most accessed games encompassed 42.7% of the number of peers tracked. The traffic is geographically localised - 20 countries encompassed 76.7% of the total. Geographic patterns in the distribution of BitTorrent peers...

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

    Science.gov (United States)

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

    2018-01-01

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

  4. Social dilemmas in an online social network: The structure and evolution of cooperation

    International Nuclear Information System (INIS)

    Fu Feng; Chen Xiaojie; Liu Lianghuan; Wang Long

    2007-01-01

    We investigate two paradigms for studying the evolution of cooperation-Prisoner's Dilemma and Snowdrift game in an online friendship network, obtained from a social networking site. By structural analysis, it is revealed that the empirical social network has small-world and scale-free properties. Besides, it exhibits assortative mixing pattern. Then, we study the evolutionary version of the two types of games on it. It is found that cooperation is substantially promoted with small values of game matrix parameters in both games. Whereas the competent cooperators induced by the underlying network of contacts will be dramatically inhibited with increasing values of the game parameters. Further, we explore the role of assortativity in evolution of cooperation by random edge rewiring. We find that increasing amount of assortativity will to a certain extent diminish the cooperation level. We also show that connected large hubs are capable of maintaining cooperation. The evolution of cooperation on empirical networks is influenced by various network effects in a combined manner, compared with that on model networks. Our results can help understand the cooperative behaviors in human groups and society

  5. The Role of Trust in Costly Network Formation

    NARCIS (Netherlands)

    Gilles, R.P.; Sarangi, S.

    2003-01-01

    We consider game theoretic models of social network formation.In this paper we limit our investigation to game theoretic models of network formation that are based on individual actions only.Our approach is based on three simple and realistic principles: (1) Link formation is a binary process of

  6. Amplifying applied game development and uptake

    NARCIS (Netherlands)

    Hollins, Paul; Westera, Wim; Manero, Borja

    2015-01-01

    The established (digital) leisure game industry is historically one dominated by large international hardware vendors (e.g. Sony, Microsoft and Nintendo), major publishers and supported by a complex network of development studios, distributors and retailers. New modes of digital distribution and

  7. 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.

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

    Science.gov (United States)

    Somasundaram, M.; Sivakumar, R.

    2015-01-01

    Wireless Body Area Network (WBAN) is effectively used in healthcare to increase the value of the patient's life and also the value of healthcare services. The biosensor based approach in medical care system makes it difficult to respond to the patients with minimal response time. The medical care unit does not deploy the accessing of ubiquitous broadband connections full time and hence the level of security will not be high always. The security issue also arises in monitoring the user body function records. Most of the systems on the Wireless Body Area Network are not effective in facing the security deployment issues. To access the patient's information with higher security on WBAN, Game Theory with Stackelberg Security Equilibrium (GTSSE) is proposed in this paper. GTSSE mechanism takes all the players into account. The patients are monitored by placing the power position authority initially. The position authority in GTSSE is the organizer and all the other players react to the organizer decision. Based on our proposed approach, experiment has been conducted on factors such as security ratio based on patient's health information, system flexibility level, energy consumption rate, and information loss rate. Stackelberg Security considerably improves the strength of solution with higher security. PMID:26759829

  9. 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].

  10. 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].

  11. 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.

  12. Mean-field approximations of fixation time distributions of evolutionary game dynamics on graphs

    Science.gov (United States)

    Ying, Li-Min; Zhou, Jie; Tang, Ming; Guan, Shu-Guang; Zou, Yong

    2018-02-01

    The mean fixation time is often not accurate for describing the timescales of fixation probabilities of evolutionary games taking place on complex networks. We simulate the game dynamics on top of complex network topologies and approximate the fixation time distributions using a mean-field approach. We assume that there are two absorbing states. Numerically, we show that the mean fixation time is sufficient in characterizing the evolutionary timescales when network structures are close to the well-mixing condition. In contrast, the mean fixation time shows large inaccuracies when networks become sparse. The approximation accuracy is determined by the network structure, and hence by the suitability of the mean-field approach. The numerical results show good agreement with the theoretical predictions.

  13. Reinforcement learning account of network reciprocity.

    Directory of Open Access Journals (Sweden)

    Takahiro Ezaki

    Full Text Available Evolutionary game theory predicts that cooperation in social dilemma games is promoted when agents are connected as a network. However, when networks are fixed over time, humans do not necessarily show enhanced mutual cooperation. Here we show that reinforcement learning (specifically, the so-called Bush-Mosteller model approximately explains the experimentally observed network reciprocity and the lack thereof in a parameter region spanned by the benefit-to-cost ratio and the node's degree. Thus, we significantly extend previously obtained numerical results.

  14. Neural bases of selective attention in action video game players.

    Science.gov (United States)

    Bavelier, D; Achtman, R L; Mani, M; Föcker, J

    2012-05-15

    Over the past few years, the very act of playing action video games has been shown to enhance several different aspects of visual selective attention, yet little is known about the neural mechanisms that mediate such attentional benefits. A review of the aspects of attention enhanced in action game players suggests there are changes in the mechanisms that control attention allocation and its efficiency (Hubert-Wallander, Green, & Bavelier, 2010). The present study used brain imaging to test this hypothesis by comparing attentional network recruitment and distractor processing in action gamers versus non-gamers as attentional demands increased. Moving distractors were found to elicit lesser activation of the visual motion-sensitive area (MT/MST) in gamers as compared to non-gamers, suggestive of a better early filtering of irrelevant information in gamers. As expected, a fronto-parietal network of areas showed greater recruitment as attentional demands increased in non-gamers. In contrast, gamers barely engaged this network as attentional demands increased. This reduced activity in the fronto-parietal network that is hypothesized to control the flexible allocation of top-down attention is compatible with the proposal that action game players may allocate attentional resources more automatically, possibly allowing more efficient early filtering of irrelevant information. Copyright © 2011 Elsevier Ltd. All rights reserved.

  15. Effect of direct reciprocity and network structure on continuing prosperity of social networking services.

    Science.gov (United States)

    Osaka, Kengo; Toriumi, Fujio; Sugawara, Toshihauru

    2017-01-01

    Social networking services (SNSs) are widely used as communicative tools for a variety of purposes. SNSs rely on the users' individual activities associated with some cost and effort, and thus it is not known why users voluntarily continue to participate in SNSs. Because the structures of SNSs are similar to that of the public goods (PG) game, some studies have focused on why voluntary activities emerge as an optimal strategy by modifying the PG game. However, their models do not include direct reciprocity between users, even though reciprocity is a key mechanism that evolves and sustains cooperation in human society. We developed an abstract SNS model called the reciprocity rewards and meta-rewards games that include direct reciprocity by extending the existing models. Then, we investigated how direct reciprocity in an SNS facilitates cooperation that corresponds to participation in SNS by posting articles and comments and how the structure of the networks of users exerts an influence on the strategies of users using the reciprocity rewards game. We run reciprocity rewards games on various complex networks and an instance network of Facebook and found that two types of stable cooperation emerged. First, reciprocity slightly improves the rate of cooperation in complete graphs but the improvement is insignificant because of the instability of cooperation. However, this instability can be avoided by making two assumptions: high degree of fun, i.e. articles are read with high probability, and different attitudes to reciprocal and non-reciprocal agents. We then propose the concept of half free riders to explain what strategy sustains cooperation-dominant situations. Second, we indicate that a certain WS network structure affects users' optimal strategy and facilitates stable cooperation without any extra assumptions. We give a detailed analysis of the different characteristics of the two types of cooperation-dominant situations and the effect of the memory of

  16. 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

  17. 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

  18. 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

  19. Is the Internet gaming-addicted brain close to be in a pathological state?

    Science.gov (United States)

    Park, Chang-Hyun; Chun, Ji-Won; Cho, Huyn; Jung, Young-Chul; Choi, Jihye; Kim, Dai Jin

    2017-01-01

    Internet gaming addiction (IGA) is becoming a common and widespread mental health concern. Although IGA induces a variety of negative psychosocial consequences, it is yet ambiguous whether the brain addicted to Internet gaming is considered to be in a pathological state. We investigated IGA-induced abnormalities of the brain specifically from the network perspective and qualitatively assessed whether the Internet gaming-addicted brain is in a state similar to the pathological brain. Topological properties of brain functional networks were examined by applying a graph-theoretical approach to analyzing functional magnetic resonance imaging data acquired during a resting state in 19 IGA adolescents and 20 age-matched healthy controls. We compared functional distance-based measures, global and local efficiency of resting state brain functional networks between the two groups to assess how the IGA subjects' brain was topologically altered from the controls' brain. The IGA subjects had severer impulsiveness and their brain functional networks showed higher global efficiency and lower local efficiency relative to the controls. These topological differences suggest that IGA induced brain functional networks to shift toward the random topological architecture, as exhibited in other pathological states. Furthermore, for the IGA subjects, the topological alterations were specifically attributable to interregional connections incident on the frontal region, and the degree of impulsiveness was associated with the topological alterations over the frontolimbic connections. The current findings lend support to the proposition that the Internet gaming-addicted brain could be in the state similar to pathological states in terms of topological characteristics of brain functional networks. © 2015 Society for the Study of Addiction.

  20. The future of distributed gaming : technical advantages and user-centred design

    NARCIS (Netherlands)

    Martins, M.; Nap, H.H.; Gajadhar, B.J.; Oosting, W.; Jurgelionis, A.; Carmichael, R.; Silva, L.; Milagaia, F.; Bellotti, F.; Gloria, de A.; Freeman, J.; David, H.

    2010-01-01

    There is a potential demand for networked interactive media solutions that enable the rendering of PC games on set-top boxes, PDAs or low-cost CE devices. The Games@Large (GaL) project has been developing such a solution that would enable pervasive accessibility of interactive media from low-end