WorldWideScience

Sample records for networked gaming system

  1. Game-theoretic strategies for asymmetric networked systems

    Energy Technology Data Exchange (ETDEWEB)

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

    2017-07-01

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

  2. 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.

  3. 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.

  4. 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.

  5. 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...

  6. 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

  7. 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.

  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. 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. 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.

  11. 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.

  12. 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...

  13. Archetypal Game Recommender Systems

    DEFF Research Database (Denmark)

    Sifa, Rafet; Bauckhage, C.; Drachen, Anders

    2014-01-01

    Contemporary users (players, consumers) of digital games have thousands of products to choose from, which makes nding games that t their interests challenging. Towards addressing this challenge, in this paper two dierent formulations of Archetypal Analysis for Top-L recommender tasks using implicit...... feedback are presented: factor- and neighborhood-oriented models. These form the rst application of rec- ommender systems to digital games. Both models are tested on a dataset of 500,000 users of the game distribution platform Steam, covering game ownership and playtime data across more than 3000 games....... Compared to four other recommender models (nearest neighbor, two popularity mod- els, random baseline), the archetype based models provide the highest recall rates showing that Archetypal Analysis can be successfully applied for Top-L recommendation purposes...

  14. Decentralized Network Interdiction Games

    Science.gov (United States)

    2015-12-31

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

  15. 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.

  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. 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

  18. 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.

  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. The Immune System Game

    Science.gov (United States)

    Work, Kirsten A.; Gibbs, Melissa A.; Friedman, Erich J.

    2015-01-01

    We describe a card game that helps introductory biology students understand the basics of the immune response to pathogens. Students simulate the steps of the immune response with cards that represent the pathogens and the cells and molecules mobilized by the immune system. In the process, they learn the similarities and differences between the…

  1. The Nervous System Game

    Science.gov (United States)

    Corbitt, Cynthia; Carpenter, Molly

    2006-01-01

    For many children, especially those with reading difficulties, a motor-kinesthetic learning activity may be an effective tool to teach complex concepts. With this in mind, the authors developed and tested a game designed to teach fourth- to sixth-grade children some basic principles of nervous system function by allowing the children themselves to…

  2. 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

  3. 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

  4. 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 ...

  5. 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

  6. 77 FR 29637 - Game Show Network, LLC v. Cablevision Systems Corp.

    Science.gov (United States)

    2012-05-18

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

  7. System Dynamics and Serious Games

    OpenAIRE

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

    2014-01-01

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

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

    CERN Document Server

    Mazalov, Vladimir

    2016-01-01

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

  9. 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 ...

  10. 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.

  11. 2016 Network Games, Control, and Optimization Conference

    CERN Document Server

    Jimenez, Tania; Solan, Eilon

    2017-01-01

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

  12. 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.

  13. 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.

  14. Play the Immune System Defender Game

    Science.gov (United States)

    ... Questionnaire The Immune System Play the Immune System Game About the game Granulocytes, macrophages and dendritic cells are immune cells ... last will in Paris. Play the Blood Typing Game Try to save some patients and learn about ...

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

    NARCIS (Netherlands)

    Sie, Rory

    2012-01-01

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

  16. 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.

  17. 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.

  18. 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.

  19. Cognitive virtual network operator games

    CERN Document Server

    Duan, Lingjie; Shou, Biying

    2014-01-01

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

  20. 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.

  1. 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.

  2. 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...

  3. 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.

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

    Science.gov (United States)

    Yong, Xi

    2016-01-01

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

  5. 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...

  6. 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

  7. 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.

  8. The game of go as a complex network

    Science.gov (United States)

    Georgeot, Bertrand; Giraud, Olivier; Kandiah, Vivek

    2014-03-01

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

  9. 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.

  10. Zero-sum two-player game theoretic formulation of affine nonlinear discrete-time systems using neural networks.

    Science.gov (United States)

    Mehraeen, Shahab; Dierks, Travis; Jagannathan, S; Crow, Mariesa L

    2013-12-01

    In this paper, the nearly optimal solution for discrete-time (DT) affine nonlinear control systems in the presence of partially unknown internal system dynamics and disturbances is considered. The approach is based on successive approximate solution of the Hamilton-Jacobi-Isaacs (HJI) equation, which appears in optimal control. Successive approximation approach for updating control and disturbance inputs for DT nonlinear affine systems are proposed. Moreover, sufficient conditions for the convergence of the approximate HJI solution to the saddle point are derived, and an iterative approach to approximate the HJI equation using a neural network (NN) is presented. Then, the requirement of full knowledge of the internal dynamics of the nonlinear DT system is relaxed by using a second NN online approximator. The result is a closed-loop optimal NN controller via offline learning. A numerical example is provided illustrating the effectiveness of the approach.

  11. Engaging Systems Understanding through Games (Invited)

    Science.gov (United States)

    Pfirman, S. L.; Lee, J. J.; Eklund, K.; Turrin, M.; O'Garra, T.; Orlove, B. S.

    2013-12-01

    The Polar Learning And Responding (PoLAR) Climate Change Education Partnership (CCEP), supported by the National Science Foundation's CCEP Phase II program, uses novel educational approaches to engage adult learners and to inform public understanding about climate change. Both previous studies and our experience show that games and game-like activities lead people to explore systems and motivate problem-solving. This presentation focuses on three games developed by the PoLAR team: a multiplayer card game, a strategy board game, and a serious game, and discusses them within the larger framework of research and evaluation of learning outcomes. In the multiplayer card game EcoChains: Arctic Crisis, players learn how to build marine food chains, then strategize ways to make them resilient to a variety of natural and anthropogenic events. In the strategy board game Arctic SMARTIC (Strategic MAnagement of Resources in TImes of Change), participants take on roles, set developmental priorities, and then negotiate to resolve conflicts and deal with climate change scenarios. In the serious game FUTURE COAST, players explore "what if" scenarios in a collaborative narrative environment. Grounded on the award-winning WORLD WITHOUT OIL, which employed a similar story frame to impart energy concepts and realities, FUTURE COAST uses voicemails from the future to impel players through complexities of disrupted systems and realities of human interactions when facing change. Launching February 2014, FUTURE COAST is played online and in field events; players create media designed to be spreadable through their social networks. As players envision possible futures, they create diverse communities of practice that synthesize across human-environment interactions. Playtests highlight how the game evokes systems thinking, and engages and problem-solves via narrative: * 'While I was initially unsure how I'd contribute to a group I'd never met, the project itself proved so engaging that I

  12. 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”...

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

    Science.gov (United States)

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

    2017-08-01

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

  14. Video game training and the reward system

    OpenAIRE

    Lorenz, R.; Gleich, T.; Gallinat, J.; Kühn, S.

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors ...

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  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. 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.

  2. Video game training and the reward system

    Science.gov (United States)

    Lorenz, Robert C.; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training. PMID:25698962

  3. Video game training and the reward system.

    Science.gov (United States)

    Lorenz, Robert C; Gleich, Tobias; Gallinat, Jürgen; Kühn, Simone

    2015-01-01

    Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual toward playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training. Fifty healthy participants were randomly assigned to a video game training (TG) or control group (CG). Before and after training/control period, functional magnetic resonance imaging (fMRI) was conducted using a non-video game related reward task. At pretest, both groups showed strongest activation in ventral striatum (VS) during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated. This longitudinal study revealed that video game training may preserve reward responsiveness in the VS in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  4. Video Game Training and the Reward System

    Directory of Open Access Journals (Sweden)

    Robert C. Lorenz

    2015-02-01

    Full Text Available Video games contain elaborate reinforcement and reward schedules that have the potential to maximize motivation. Neuroimaging studies suggest that video games might have an influence on the reward system. However, it is not clear whether reward-related properties represent a precondition, which biases an individual towards playing video games, or if these changes are the result of playing video games. Therefore, we conducted a longitudinal study to explore reward-related functional predictors in relation to video gaming experience as well as functional changes in the brain in response to video game training.Fifty healthy participants were randomly assigned to a video game training (TG or control group (CG. Before and after training/control period, functional magnetic resonance imaging (fMRI was conducted using a non-video game related reward task.At pretest, both groups showed strongest activation in ventral striatum (VS during reward anticipation. At posttest, the TG showed very similar VS activity compared to pretest. In the CG, the VS activity was significantly attenuated.This longitudinal study revealed that video game training may preserve reward responsiveness in the ventral striatum in a retest situation over time. We suggest that video games are able to keep striatal responses to reward flexible, a mechanism which might be of critical value for applications such as therapeutic cognitive training.

  5. System markets: Indirect network effects in action, or inaction?

    OpenAIRE

    Binken, Jeroen

    2010-01-01

    textabstractIn this dissertation, I empirically examine system markets up close. More specifically I examine indirect network effects, both demand-side and supply-side indirect network effects. Indirect network effects are the source of positive feedback in system markets, or so network effect theory tells us. Systems are composed of complementary and interdependent products, such as hardware and software. For instance, a video game system is composed of the video game console, on the one han...

  6. 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...

  7. Gaming the System: Video Games as a Theoretical Framework for Instructional Design

    OpenAIRE

    Beatty, Ian D.

    2014-01-01

    In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four layers, all sharing similar structural elements and dynamics: a micro-level game focused on immediate problem-solving and skill development, a macro-level game focused on the experience of the game world and story and identity development, and two meta-level...

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

    Science.gov (United States)

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

    2015-10-01

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

  9. 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)

  10. Controlling herding in minority game systems

    Science.gov (United States)

    Zhang, Ji-Qiang; Huang, Zi-Gang; Wu, Zhi-Xi; Su, Riqi; Lai, Ying-Cheng

    2016-02-01

    Resource allocation takes place in various types of real-world complex systems such as urban traffic, social services institutions, economical and ecosystems. Mathematically, the dynamical process of resource allocation can be modeled as minority games. Spontaneous evolution of the resource allocation dynamics, however, often leads to a harmful herding behavior accompanied by strong fluctuations in which a large majority of agents crowd temporarily for a few resources, leaving many others unused. Developing effective control methods to suppress and eliminate herding is an important but open problem. Here we develop a pinning control method, that the fluctuations of the system consist of intrinsic and systematic components allows us to design a control scheme with separated control variables. A striking finding is the universal existence of an optimal pinning fraction to minimize the variance of the system, regardless of the pinning patterns and the network topology. We carry out a generally applicable theory to explain the emergence of optimal pinning and to predict the dependence of the optimal pinning fraction on the network topology. Our work represents a general framework to deal with the broader problem of controlling collective dynamics in complex systems with potential applications in social, economical and political systems.

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

    Science.gov (United States)

    Khanafer, Ali

    on the network. To this end, we propose a distributed version of the classical logic-based supervisory control scheme. Given a network of agents whose dynamics contain unknown parameters, the distributed supervisory control scheme is used to assist the agents to converge to a certain set-point without requiring them to have explicit knowledge of that set-point. Unlike the classical supervisory control scheme where a centralized supervisor makes switching decisions among the candidate controllers, in our scheme, each agent is equipped with a local supervisor that switches among the available controllers. The switching decisions made at a certain agent depend only on the information from its neighboring agents. We provide sufficient conditions for stabilization and apply our framework to the distributed averaging problem in the presence of large modeling uncertainty. For infected networks, we study the stability properties of a susceptible-infected-susceptible (SIS) diffusion model, so-called the n-intertwined Markov model, over arbitrary network topologies. Similar to the majority of infection spread dynamics, this model exhibits a threshold phenomenon. When the curing rates in the network are high, the all-healthy state is the unique equilibrium over the network. Otherwise, an endemic equilibrium state emerges, where some infection remains within the network. Using notions from positive systems theory, we provide conditions for the global asymptotic stability of the equilibrium points in both cases over strongly and weakly connected directed networks based on the value of the basic reproduction number, a fundamental quantity in the study of epidemics. Furthermore, we demonstrate that the n-intertwined Markov model can be viewed as a best-response dynamical system of a concave game among the nodes. This characterization allows us to cast new infection spread dynamics; additionally, we provide a sufficient condition, for the global convergence to the all-healthy state

  12. Soft cooperation systems and games

    Science.gov (United States)

    Fernández, J. R.; Gallego, I.; Jiménez-Losada, A.; Ordóñez, M.

    2018-04-01

    A cooperative game for a set of agents establishes a fair allocation of the profit obtained for their cooperation. In order to obtain this allocation, a characteristic function is known. It establishes the profit of each coalition of agents if this coalition decides to act alone. Originally players are considered symmetric and then the allocation only depends on the characteristic function; this paper is about cooperative games with an asymmetric set of agents. We introduced cooperative games with a soft set of agents which explains those parameters determining the asymmetry among them in the cooperation. Now the characteristic function is defined not over the coalitions but over the soft coalitions, namely the profit depends not only on the formed coalition but also on the attributes considered for the players in the coalition. The best known of the allocation rules for cooperative games is the Shapley value. We propose a Shapley kind solution for soft games.

  13. 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

  14. 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).

  15. 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.

  16. 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.

  17. 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

  18. 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

  19. 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.

  20. 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)

  1. 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...

  2. 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.

  3. 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.

  4. Ad hoc networks telecommunications and game theory

    CERN Document Server

    Benslama, Malek; Batatia, Hadj

    2015-01-01

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

  5. 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.

  6. 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.

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

    Science.gov (United States)

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

    2014-01-01

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

  8. Game-Based Virtual Worlds as Decentralized Virtual Activity Systems

    Science.gov (United States)

    Scacchi, Walt

    There is widespread interest in the development and use of decentralized systems and virtual world environments as possible new places for engaging in collaborative work activities. Similarly, there is widespread interest in stimulating new technological innovations that enable people to come together through social networking, file/media sharing, and networked multi-player computer game play. A decentralized virtual activity system (DVAS) is a networked computer supported work/play system whose elements and social activities can be both virtual and decentralized (Scacchi et al. 2008b). Massively multi-player online games (MMOGs) such as World of Warcraft and online virtual worlds such as Second Life are each popular examples of a DVAS. Furthermore, these systems are beginning to be used for research, deve-lopment, and education activities in different science, technology, and engineering domains (Bainbridge 2007, Bohannon et al. 2009; Rieber 2005; Scacchi and Adams 2007; Shaffer 2006), which are also of interest here. This chapter explores two case studies of DVASs developed at the University of California at Irvine that employ game-based virtual worlds to support collaborative work/play activities in different settings. The settings include those that model and simulate practical or imaginative physical worlds in different domains of science, technology, or engineering through alternative virtual worlds where players/workers engage in different kinds of quests or quest-like workflows (Jakobsson 2006).

  9. 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.

  10. 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.

  11. Resource allocation in networks via coalitional games

    NARCIS (Netherlands)

    Shams, F.

    2016-01-01

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

  12. 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.

  13. 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

  14. 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.

  15. 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 ...

  16. Complexity Thinking in PE: Game-Centred Approaches, Games as Complex Adaptive Systems, and Ecological Values

    Science.gov (United States)

    Storey, Brian; Butler, Joy

    2013-01-01

    Background: This article draws on the literature relating to game-centred approaches (GCAs), such as Teaching Games for Understanding, and dynamical systems views of motor learning to demonstrate a convergence of ideas around games as complex adaptive learning systems. This convergence is organized under the title "complexity thinking"…

  17. 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.

  18. 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...

  19. 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.

  20. 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.

  1. 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.

  2. The design of multiplayer online video game systems

    Science.gov (United States)

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

    2003-11-01

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

  3. Cyber War Game in Temporal Networks

    Science.gov (United States)

    2016-02-09

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

  4. Cyber War Game in Temporal Networks

    Science.gov (United States)

    2016-02-09

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

  5. 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.

  6. 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.

  7. 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.

  8. A Game System for Cognitive Rehabilitation

    Directory of Open Access Journals (Sweden)

    Azrulhizam Shapi’i

    2015-01-01

    Full Text Available Brain injury such as traumatic brain injury (TBI and stroke is the major cause of long-term disabilities in many countries. The increasing rate of brain damaged victims and the heterogeneity of impairments decrease rehabilitation effectiveness and competence resulting in higher cost of rehabilitation treatment. On the other hand, traditional rehabilitation exercises are boring, thus leading patients to neglect the prescribed exercises required for recovery. Therefore, we propose game-based approach to address these problems. This paper presents a rehabilitation gaming system (RGS for cognitive rehabilitation. The RGS is developed based on a proposed conceptual framework which has also been presented in this paper.

  9. Game Engineering a Multiagent Systems Perspective

    Science.gov (United States)

    2016-07-21

    incentives ...body  of  research  in   the  field  of  algorithmic  game   theory  devoted  to  analyzing  the  inefficiency  of...Systems,  2015  (to  appear).     [J5]  J.R.  Marden  and  J.S.  Shamma,  “Game   Theory  and  Distributed

  10. 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...

  11. "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...

  12. Educational Game Systems in Artificial Intelligence Course

    Science.gov (United States)

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

    2016-01-01

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

  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. 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.

  16. A Toolkit of Systems Gaming Techniques

    Science.gov (United States)

    Finnigan, David; McCaughey, Jamie W.

    2017-04-01

    Decision-makers facing natural hazard crises need a broad set of cognitive tools to help them grapply with complexity. Systems gaming can act as a kind of 'flight simulator for decision making' enabling us to step through real life complex scenarios of the kind that beset us in natural disaster situations. Australian science-theatre ensemble Boho Interactive is collaborating with the Earth Observatory Singapore to develop an in-person systems game modelling an unfolding natural hazard crisis (volcanic unrest or an approaching typhoon) impacting an Asian city. Through a combination of interactive mechanisms drawn from boardgaming and participatory theatre, players will make decisions and assign resources in response to the unfolding crisis. In this performance, David Finnigan from Boho will illustrate some of the participatory techniques that Boho use to illustrate key concepts from complex systems science. These activities are part of a toolkit which can be adapted to fit a range of different contexts and scenarios. In this session, David will present short activities that demonstrate a range of systems principles including common-pool resource challenges (the Tragedy of the Commons), interconnectivity, unintended consequences, tipping points and phase transitions, and resilience. The interactive mechanisms for these games are all deliberately lo-fi rather than digital, for three reasons. First, the experience of a tactile, hands-on game is more immediate and engaging. It brings the focus of the participants into the room and facilitates engagement with the concepts and with each other, rather than with individual devices. Second, the mechanics of the game are laid bare. This is a valuable way to illustrate that complex systems are all around us, and are not merely the domain of hi-tech systems. Finally, these games can be used in a wide variety of contexts by removing computer hardware requirements and instead using materials and resources that are easily found in

  17. 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.

  18. 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.

  19. 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.

  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. 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.

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

    National Research Council Canada - National Science Library

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

    2007-01-01

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

  3. A study on switched linear system identification using game ...

    African Journals Online (AJOL)

    A study on switched linear system identification using game-theoretic strategies and neural computing. ... This study deals with application of game-theoretic strategies and neural computing to switched linear ... AJOL African Journals Online.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  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. [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.

  13. 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.

  14. Local Positioning Systems in (Game) Sports

    Science.gov (United States)

    Leser, Roland; Baca, Arnold; Ogris, Georg

    2011-01-01

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

  15. 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.

  16. Computer network defense system

    Science.gov (United States)

    Urias, Vincent; Stout, William M. S.; Loverro, Caleb

    2017-08-22

    A method and apparatus for protecting virtual machines. A computer system creates a copy of a group of the virtual machines in an operating network in a deception network to form a group of cloned virtual machines in the deception network when the group of the virtual machines is accessed by an adversary. The computer system creates an emulation of components from the operating network in the deception network. The components are accessible by the group of the cloned virtual machines as if the group of the cloned virtual machines was in the operating network. The computer system moves network connections for the group of the virtual machines in the operating network used by the adversary from the group of the virtual machines in the operating network to the group of the cloned virtual machines, enabling protecting the group of the virtual machines from actions performed by the adversary.

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

    Directory of Open Access Journals (Sweden)

    Alf Inge Wang

    2009-01-01

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

  18. Online Games

    OpenAIRE

    Kerr, Aphra; Ivory, James D.

    2015-01-01

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

  19. A network-based dynamical ranking system for competitive sports

    Science.gov (United States)

    Motegi, Shun; Masuda, Naoki

    2012-12-01

    From the viewpoint of networks, a ranking system for players or teams in sports is equivalent to a centrality measure for sports networks, whereby a directed link represents the result of a single game. Previously proposed network-based ranking systems are derived from static networks, i.e., aggregation of the results of games over time. However, the score of a player (or team) fluctuates over time. Defeating a renowned player in the peak performance is intuitively more rewarding than defeating the same player in other periods. To account for this factor, we propose a dynamic variant of such a network-based ranking system and apply it to professional men's tennis data. We derive a set of linear online update equations for the score of each player. The proposed ranking system predicts the outcome of the future games with a higher accuracy than the static counterparts.

  20. Analysis of gaming community using Soft System Methodology

    OpenAIRE

    Hurych, Jan

    2015-01-01

    This diploma thesis aims to analyse virtual gaming community and it's problems in case of community belonging to EU server of the game called World of Tanks. To solve these problems, Soft System Methodology by P. Checkland, is used. The thesis includes analysis of significance of gaming communities for the gaming industry as a whole. Gaming community is then defined as a soft system. There are 3 problems analysed in the practical part of the thesis using newer version of SSM. One iteration of...

  1. 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.

  2. 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.

  3. Differential games in economic systems with delays

    Science.gov (United States)

    Kim, A. V.; Kormyshev, V. M.; Novikov, M. Yu.; Nikonov, M. A.

    2017-11-01

    In the paper, we consider application of i-smooth analysis (A.V. Kim, 2015) to differential games with delays in economics (Dockner E.J., et all, 2000; R. Isaacs, 1999). The approach is developed in the framework of the theory of positional differential games (N.N. Krasovskii, A.I. Subbotin, 1988; A.V. Kryazhimskii, Yu.S. Osipov, 1973; Yu.S. Osipov, J. Appl. Math. Mech. Vol. 35, № 1, № 6, 1971) and is based on application of the extremal shift strategy. We consider basic notions and constructions of the approach-evasion problem for linear systems with delays. The necessary and sufficient conditions of solvability the approach-evasion problem in terms of special u-stable sets are presented in another paper.

  4. 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.

  5. A cooperative game theory approach to transmission planning in power systems

    Science.gov (United States)

    Contreras, Javier

    The rapid restructuring of the electric power industry from a vertically integrated entity into a decentralized industry has given rise to complex problems. In particular, the transmission component of the electric power system requires new methodologies to fully capture this emerging competitive industry. Game theory models are used to model strategic interactions in a competitive environment. This thesis presents a new decentralized framework to study the transmission network expansion problem using cooperative game theory. First, the players and the rules of the game are defined. Second, a coalition formation scheme is developed. Finally, the optimized cost of expansion is allocated based on the history of the coalition formation.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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)

  13. 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...

  14. Network operating system

    Science.gov (United States)

    1985-01-01

    Long-term and short-term objectives for the development of a network operating system for the Space Station are stated. The short-term objective is to develop a prototype network operating system for a 100 megabit/second fiber optic data bus. The long-term objective is to establish guidelines for writing a detailed specification for a Space Station network operating system. Major milestones are noted. Information is given in outline form.

  15. Network SCADA System

    International Nuclear Information System (INIS)

    Milivojevic, Dragan R.; Tasic, Visa; Karabasevic, Dejan

    2003-01-01

    Copper Institute, Industrial Informatics department, is developing and applying network real time process monitoring and control systems. Some of these systems are already in use. The paper presents some hardware and software general remarks and performances, with special regard to communication sub-systems and network possibilities. (Author)

  16. Point systems in Games for Health: A bibliometric scoping study

    OpenAIRE

    Kokol, Peter

    2018-01-01

    Very few details about point systems used in games for health are reported in scientific literature. To shed some light on this topic a bibliometric study, analyzing the papers containing terms related to games for health and point systems was performed and a mini taxonomy was derived. The search string game* AND health AND (point* OR score) AND system* in a Scopus bibliographic database was used to produce the corpus. We limited the search to articles, reviews and conference papers written i...

  17. 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.

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

    Science.gov (United States)

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

    2016-06-29

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

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

    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.

  20. 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.

  1. 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.

  2. 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.

  3. 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.

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

    Science.gov (United States)

    Levy, Roy

    2014-01-01

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

  6. Serious Gaming for Water Systems Planning and Management

    Directory of Open Access Journals (Sweden)

    Dragan A. Savic

    2016-10-01

    Full Text Available Water systems planning and management share the same roots with gaming, as they rely on concepts in systems analysis, operations research and decision sciences. This paper focuses on Serious Games (those used for purposes other than mere entertainment, with applications in the area of water systems planning and management. A survey of published work on gaming is carried out with particular attention given to applications of Serious Gaming to water systems planning and management. The survey is also used to identify the principal criteria for the classification of Serious Gaming for water related applications, including application areas, goals, number and type of players, user interface, type of simulation model used, realism of the game, performance feedback, progress monitoring and game portability. The review shows that game applications in the water sector can be a valuable tool for making various stakeholders aware of the socio-techno-economic issues related to managing complex water systems. However, the critical review also indicates a gap that exists in the Serious Game application area with the lack of water distribution system games. A conceptually simple, but computationally elaborate new game for water distribution system analysis, design and evaluation (SeGWADE is presented in this paper. It has a main goal of finding a least-cost design for a well-known benchmark problem, for which the game environment takes the computational and visualisation burden away from the simulation tool and the player. The game has been evaluated in a classroom environment in which a high degree of player engagement with the game was observed, due to its basic game ingredients and activities, i.e., challenge, play and fun. In addition, a clear improvement in learning has been observed in how players attempted to identify solutions that satisfy the pressure criterion with players readily identifying the proximity of the better solutions to the starting

  7. 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.

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

    Science.gov (United States)

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

    2016-05-01

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

  9. 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. 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

  11. 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.

  12. 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.

  13. Triangulation positioning system network

    Directory of Open Access Journals (Sweden)

    Sfendourakis Marios

    2017-01-01

    Full Text Available This paper presents ongoing work on localization and positioning through triangulation procedure for a Fixed Sensors Network - FSN.The FSN has to work as a system.As the triangulation problem becomes high complicated in a case with large numbers of sensors and transmitters, an adequate grid topology is needed in order to tackle the detection complexity.For that reason a Network grid topology is presented and areas that are problematic and need further analysis are analyzed.The Network System in order to deal with problems of saturation and False Triangulations - FTRNs will have to find adequate methods in every sub-area of the Area Of Interest - AOI.Also, concepts like Sensor blindness and overall Network blindness, are presented. All these concepts affect the Network detection rate and its performance and ought to be considered in a way that the network overall performance won’t be degraded.Network performance should be monitored contentiously, with right algorithms and methods.It is also shown that as the number of TRNs and FTRNs is increased Detection Complexity - DC is increased.It is hoped that with further research all the characteristics of a triangulation system network for positioning will be gained and the system will be able to perform autonomously with a high detection rate.

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

    Science.gov (United States)

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

    2018-03-01

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

  15. 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...

  16. 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.

  17. 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.

  18. Security Games for Cyber-Physical Systems

    DEFF Research Database (Denmark)

    Vigo, Roberto; Bruni, Alessandro; Yuksel, Ender

    2013-01-01

    The development of quantitative security analyses that consider both active attackers and reactive defenders is a main challenge in the design of trustworthy Cyber-Physical Systems. We propose a game-theoretic approach where it is natural to model attacker’s and defender’s actions explicitly......, associating costs to attacks and countermeasures. Cost considerations enable to contrast different strategies on the basis of their effectiveness and efficiency, paving the way to a multi-objective notion of optimality. Moreover, the framework allows expressing the probabilistic nature of the environment...... and of the attack detection process. Finally, a solver is presented to compute strategies and their costs, resorting to a recent combination of strategy iteration with linear programming....

  19. 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.

  20. 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.

  1. 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...

  2. 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

  3. 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

  4. Constructing quantum games from a system of Bell's inequalities

    International Nuclear Information System (INIS)

    Iqbal, Azhar; Abbott, Derek

    2010-01-01

    We report constructing quantum games directly from a system of Bell's inequalities using Arthur Fine's analysis published in early 1980s. This analysis showed that such a system of inequalities forms a set of both necessary and sufficient conditions required to find a joint distribution function compatible with a given set of joint probabilities, in terms of which the system of Bell's inequalities is usually expressed. Using the setting of a quantum correlation experiment for playing a quantum game, and considering the examples of Prisoners' Dilemma and Matching Pennies, we argue that this approach towards constructing quantum games addresses some of their well-known criticisms.

  5. Network systems security analysis

    Science.gov (United States)

    Yilmaz, Ä.°smail

    2015-05-01

    Network Systems Security Analysis has utmost importance in today's world. Many companies, like banks which give priority to data management, test their own data security systems with "Penetration Tests" by time to time. In this context, companies must also test their own network/server systems and take precautions, as the data security draws attention. Based on this idea, the study cyber-attacks are researched throughoutly and Penetration Test technics are examined. With these information on, classification is made for the cyber-attacks and later network systems' security is tested systematically. After the testing period, all data is reported and filed for future reference. Consequently, it is found out that human beings are the weakest circle of the chain and simple mistakes may unintentionally cause huge problems. Thus, it is clear that some precautions must be taken to avoid such threats like updating the security software.

  6. 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.

  7. 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

  8. 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.

  9. A systemic domain model for ambient pervasive persuasive games

    OpenAIRE

    Eglin, Roger; Eyles, Mark; Dansey, Neil

    2008-01-01

    By the development of the system domain model it is hoped that a greater conceptual and theoretical clarity may be brought to understanding the complex and multifaceted nature of pervasive and ambient computer games. This paper presents a conceptual model, the system domain model, to illustrate domain areas that exist in a console, pervasive or ambient game. It is implicit that the regions that the systemic domain model describes are contextually dependent. By developing this model it is poss...

  10. 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.

  11. 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.

  12. 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.

  13. Weakly coupled mean-field game systems

    KAUST Repository

    Gomes, Diogo A.; Patrizi, Stefania

    2016-01-01

    Here, we prove the existence of solutions to first-order mean-field games (MFGs) arising in optimal switching. First, we use the penalization method to construct approximate solutions. Then, we prove uniform estimates for the penalized problem

  14. Perfect commuting-operator strategies for linear system games

    Science.gov (United States)

    Cleve, Richard; Liu, Li; Slofstra, William

    2017-01-01

    Linear system games are a generalization of Mermin's magic square game introduced by Cleve and Mittal. They show that perfect strategies for linear system games in the tensor-product model of entanglement correspond to finite-dimensional operator solutions of a certain set of non-commutative equations. We investigate linear system games in the commuting-operator model of entanglement, where Alice and Bob's measurement operators act on a joint Hilbert space, and Alice's operators must commute with Bob's operators. We show that perfect strategies in this model correspond to possibly infinite-dimensional operator solutions of the non-commutative equations. The proof is based around a finitely presented group associated with the linear system which arises from the non-commutative equations.

  15. 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.

  16. 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.

  17. Networks as systems.

    Science.gov (United States)

    Best, Allan; Berland, Alex; Greenhalgh, Trisha; Bourgeault, Ivy L; Saul, Jessie E; Barker, Brittany

    2018-03-19

    Purpose The purpose of this paper is to present a case study of the World Health Organization's Global Healthcare Workforce Alliance (GHWA). Based on a commissioned evaluation of GHWA, it applies network theory and key concepts from systems thinking to explore network emergence, effectiveness, and evolution to over a ten-year period. The research was designed to provide high-level strategic guidance for further evolution of global governance in human resources for health (HRH). Design/methodology/approach Methods included a review of published literature on HRH governance and current practice in the field and an in-depth case study whose main data sources were relevant GHWA background documents and key informant interviews with GHWA leaders, staff, and stakeholders. Sampling was purposive and at a senior level, focusing on board members, executive directors, funders, and academics. Data were analyzed thematically with reference to systems theory and Shiffman's theory of network development. Findings Five key lessons emerged: effective management and leadership are critical; networks need to balance "tight" and "loose" approaches to their structure and processes; an active communication strategy is key to create and maintain support; the goals, priorities, and membership must be carefully focused; and the network needs to support shared measurement of progress on agreed-upon goals. Shiffman's middle-range network theory is a useful tool when guided by the principles of complex systems that illuminate dynamic situations and shifting interests as global alliances evolve. Research limitations/implications This study was implemented at the end of the ten-year funding cycle. A more continuous evaluation throughout the term would have provided richer understanding of issues. Experience and perspectives at the country level were not assessed. Practical implications Design and management of large, complex networks requires ongoing attention to key issues like leadership

  18. 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.

  19. 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.

  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. 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.

  2. Future cooperative communication systems driven by social mobile networks

    DEFF Research Database (Denmark)

    Blázovics, L.; Varga, C.; Bamford, W.

    2011-01-01

    In this work we are underlining the importance of social mobile networks for upcoming cooperative communication systems. The assumption of this work is that future mobile communication systems will incorporate user cooperation, i.e. a combination of cellular access in parallel with ongoing short...... cases. By the example of the Gedda-Headz gaming community, possible links between cooperative mobile communication and social mobile networks are shown....

  3. Networking of safeguards systems

    International Nuclear Information System (INIS)

    Chare, P.; Dutrannois, A.; Kloeckner, W.; Swinhoe, M.

    1995-01-01

    This paper discusses the design of a safeguards system that can be incorporated into a plant during the final phase of its construction to permit the acquisition and transmission of data during plant operation in the absence of an inspector. The system is an example of a networked data system of weighing, identity, and NDA information. It collects all of its non-surveillance data produced by safeguards equipment in a fuel fabrication plant. The data collection and transfer tasks are carried out by two software packages: NEGUS, a redundant data acquisition system designed to record neutron coincidence data, high-resolution gamma spectra, and sensor data for the NDA information and associated barcode identity information, and BRANCH, which deals with weighing and associated identity information. These processes collect data from local electronics using an ethernet network and provide information to the main review program

  4. 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.

  5. Effects of gender and game type on autonomic nervous system physiological parameters in long-hour online game players.

    Science.gov (United States)

    Lin, Tung-Cheng

    2013-11-01

    Online game playing may induce physiological effects. However, the physical mechanisms that cause these effects remain unclear. The purpose of this study was to examine the physiological effects of long-hour online gaming from an autonomic nervous system (ANS) perspective. Heart rate variability (HRV), a valid and noninvasive electrocardiographic method widely used to investigate ANS balance, was used to measure physiological effect parameters. This study used a five-time, repeated measures, mixed factorial design. Results found that playing violent games causes significantly higher sympathetic activity and diastolic blood pressure than playing nonviolent games. Long-hour online game playing resulted in the gradual dominance of the parasympathetic nervous system due to physical exhaustion. Gaming workload was found to modulate the gender effects, with males registering significantly higher sympathetic activity and females significantly higher parasympathetic activity in the higher gaming workload group.

  6. 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.

  7. War-gaming application for future space systems acquisition

    Science.gov (United States)

    Nguyen, Tien M.; Guillen, Andy T.

    2016-05-01

    Recently the U.S. Department of Defense (DOD) released the Defense Innovation Initiative (DII) [1] to focus DOD on five key aspects; Aspect #1: Recruit talented and innovative people, Aspect #2: Reinvigorate war-gaming, Aspect #3: Initiate long-range research and development programs, Aspect #4: Make DOD practices more innovative, and Aspect #5: Advance technology and new operational concepts. Per DII instruction, this paper concentrates on Aspect #2 and Aspect #4 by reinvigorating the war-gaming effort with a focus on an innovative approach for developing the optimum Program and Technical Baselines (PTBs) and their corresponding optimum acquisition strategies for acquiring future space systems. The paper describes a unified approach for applying the war-gaming concept for future DOD acquisition of space systems. The proposed approach includes a Unified Game-based Acquisition Framework (UGAF) and an Advanced Game-Based Mathematical Framework (AGMF) using Bayesian war-gaming engines to optimize PTB solutions and select the corresponding optimum acquisition strategies for acquiring a space system. The framework defines the action space for all players with a complete description of the elements associated with the games, including Department of Defense Acquisition Authority (DAA), stakeholders, warfighters, and potential contractors, War-Gaming Engines (WGEs) played by DAA, WGEs played by Contractor (KTR), and the players' Payoff and Cost functions (PCFs). The AGMF presented here addresses both complete and incomplete information cases. The proposed framework provides a recipe for the DAA and USAF-Space and Missile Systems Center (SMC) to acquire future space systems optimally.

  8. Web-based home rehabilitation gaming system for balance training

    Directory of Open Access Journals (Sweden)

    Oleh Kachmar

    2014-06-01

    Full Text Available Currently, most systems for virtual rehabilitation and motor training require quite complex and expensive hardware and can be used only in clinical settings. Now, a low-cost rehabilitation game training system has been developed for patients with movement disorders; it is suitable for home use under the distant supervision of a therapist. It consists of a patient-side application installed on a home computer and the virtual rehabilitation Game Server in the Internet. System can work with different input gaming devices connected through USB or Bluetooth, such as a Nintendo Wii balance board, a Nintendo Wii remote, a MS Kinect sensor, and custom made rehabilitation gaming devices based on a joystick. The same games can be used with all training devices. Assessment of the Home Rehabilitation Gaming System for balance training was performed on six patients with Cerebral Palsy, who went through daily training sessions for two weeks. Preliminary results showed balance improvement in patients with Cerebral Palsy after they had completed home training courses. Further studies are needed to establish medical requirements and evidence length.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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

  14. A Fuzzy Control System for Inductive Video Games

    OpenAIRE

    Lara-Alvarez, Carlos; Mitre-Hernandez, Hugo; Flores, Juan; Fuentes, Maria

    2017-01-01

    It has been shown that the emotional state of students has an important relationship with learning; for instance, engaged concentration is positively correlated with learning. This paper proposes the Inductive Control (IC) for educational games. Unlike conventional approaches that only modify the game level, the proposed technique also induces emotions in the player for supporting the learning process. This paper explores a fuzzy system that analyzes the players' performance and their emotion...

  15. Casual Games and Casual Learning About Human Biological Systems

    Science.gov (United States)

    Price, C. Aaron; Gean, Katherine; Christensen, Claire G.; Beheshti, Elham; Pernot, Bryn; Segovia, Gloria; Person, Halcyon; Beasley, Steven; Ward, Patricia

    2016-02-01

    Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human biological systems. Two hundred and forty-two children were given pretests at a Museum and posttests at home after playing either a treatment or control game. Also, 41 children were interviewed to explore deeper meanings behind the test results. Results show modest improvement in scientific attitudes, ability to identify human biological systems and in the children's ability to describe how those systems work together in real-world scenarios. Interviews reveal that children drew upon their prior school learning as they played the game. Also, on the surface they perceived the game as mainly entertainment but were easily able to discern learning outcomes when prompted. Implications for the design of casual games and how they can be used to enhance transfer of knowledge from the classroom to everyday life are discussed.

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

    Science.gov (United States)

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

    2018-04-01

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

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

    Science.gov (United States)

    Tanimoto, Jun

    2007-08-01

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

  18. Weakly coupled mean-field game systems

    KAUST Repository

    Gomes, Diogo A.

    2016-07-14

    Here, we prove the existence of solutions to first-order mean-field games (MFGs) arising in optimal switching. First, we use the penalization method to construct approximate solutions. Then, we prove uniform estimates for the penalized problem. Finally, by a limiting procedure, we obtain solutions to the MFG problem. © 2016 Elsevier Ltd

  19. Games as Distributed Teaching and Learning Systems

    Science.gov (United States)

    Gee, Elisabeth; Gee, James Paul

    2017-01-01

    Background: Videogames and virtual worlds have frequently been studied as learning environments in isolation; that is, scholars have focused on understanding the features of games or virtual worlds as separate from or different than "real world" environments for learning. Although more recently, scholars have explored the teaching and…

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

    Czech Academy of Sciences Publication Activity Database

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

    2016-01-01

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

  1. 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.

  2. 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

  3. Games and Scenarios for Real-Time System Validation

    DEFF Research Database (Denmark)

    Li, Shuhao

    This thesis presents research on the validation of real-time embedded software systems in the context of model-based development. The thesis proposes scenario-based and game-theoretic approaches to system analysis, verification, synthesis and testing to address the challenges that arise from....... By linking our prototype translators with existing model checker Uppaal and game solver Uppaal-Tiga, we show that these methods contribute to the interaction correctness and timeliness of early system designs. The thesis also shows that testing a real-time reactive system can be viewed as playing a timed...... communicating real-time systems can be modeled and specified with LSC. By translating LSC to timed automata (TAs), we reduce scenario-based model consistency checking and property verification to CTL real-time model checking problems, and reduce scenario-based synthesis to a timed game solving problem...

  4. 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.

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

    Directory of Open Access Journals (Sweden)

    Emmanuel García

    2014-01-01

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

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. Optimization of rootkit revealing system resources – A game theoretic approach

    Directory of Open Access Journals (Sweden)

    K. Muthumanickam

    2015-10-01

    Full Text Available Malicious rootkit is a collection of programs designed with the intent of infecting and monitoring the victim computer without the user’s permission. After the victim has been compromised, the remote attacker can easily cause further damage. In order to infect, compromise and monitor, rootkits adopt Native Application Programming Interface (API hooking technique. To reveal the hidden rootkits, current rootkit detection techniques check different data structures which hold reference to Native APIs. To verify these data structures, a large amount of system resources are required. This is because of the number of APIs in these data structures being quite large. Game theoretic approach is a useful mathematical tool to simulate network attacks. In this paper, a mathematical model is framed to optimize resource consumption using game-theory. To the best of our knowledge, this is the first work to be proposed for optimizing resource consumption while revealing rootkit presence using game theory. Non-cooperative game model is taken to discuss the problem. Analysis and simulation results show that our game theoretic model can effectively reduce the resource consumption by selectively monitoring the number of APIs in windows platform.

  12. A Prototype SSVEP Based Real Time BCI Gaming System.

    Science.gov (United States)

    Martišius, Ignas; Damaševičius, Robertas

    2016-01-01

    Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.

  13. A Prototype SSVEP Based Real Time BCI Gaming System

    Directory of Open Access Journals (Sweden)

    Ignas Martišius

    2016-01-01

    Full Text Available Although brain-computer interface technology is mainly designed with disabled people in mind, it can also be beneficial to healthy subjects, for example, in gaming or virtual reality systems. In this paper we discuss the typical architecture, paradigms, requirements, and limitations of electroencephalogram-based gaming systems. We have developed a prototype three-class brain-computer interface system, based on the steady state visually evoked potentials paradigm and the Emotiv EPOC headset. An online target shooting game, implemented in the OpenViBE environment, has been used for user feedback. The system utilizes wave atom transform for feature extraction, achieving an average accuracy of 78.2% using linear discriminant analysis classifier, 79.3% using support vector machine classifier with a linear kernel, and 80.5% using a support vector machine classifier with a radial basis function kernel.

  14. 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

  15. 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

  16. 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...

  17. 77 FR 58473 - Minimum Technical Standards for Class II Gaming Systems and Equipment

    Science.gov (United States)

    2012-09-21

    ... to all equipment, including computer, electronic, or other technologic aids used with Class II games..., computer, or other technologic aids in connection with the play of Class II games. This part establishes... gaming system, causes a discontinuance of game play or other component functions. Financial instrument...

  18. Study on system dynamics of evolutionary mix-game models

    Science.gov (United States)

    Gou, Chengling; Guo, Xiaoqian; Chen, Fang

    2008-11-01

    Mix-game model is ameliorated from an agent-based MG model, which is used to simulate the real financial market. Different from MG, there are two groups of agents in Mix-game: Group 1 plays a majority game and Group 2 plays a minority game. These two groups of agents have different bounded abilities to deal with historical information and to count their own performance. In this paper, we modify Mix-game model by assigning the evolution abilities to agents: if the winning rates of agents are smaller than a threshold, they will copy the best strategies the other agent has; and agents will repeat such evolution at certain time intervals. Through simulations this paper finds: (1) the average winning rates of agents in Group 1 and the mean volatilities increase with the increases of the thresholds of Group 1; (2) the average winning rates of both groups decrease but the mean volatilities of system increase with the increase of the thresholds of Group 2; (3) the thresholds of Group 2 have greater impact on system dynamics than the thresholds of Group 1; (4) the characteristics of system dynamics under different time intervals of strategy change are similar to each other qualitatively, but they are different quantitatively; (5) As the time interval of strategy change increases from 1 to 20, the system behaves more and more stable and the performances of agents in both groups become better also.

  19. Ising game: Nonequilibrium steady states of resource-allocation systems

    Science.gov (United States)

    Xin, C.; Yang, G.; Huang, J. P.

    2017-04-01

    Resource-allocation systems are ubiquitous in the human society. But how external fields affect the state of such systems remains poorly explored due to the lack of a suitable model. Because the behavior of spins pursuing energy minimization required by physical laws is similar to that of humans chasing payoff maximization studied in game theory, here we combine the Ising model with the market-directed resource-allocation game, yielding an Ising game. Based on the Ising game, we show theoretical, simulative and experimental evidences for a formula, which offers a clear expression of nonequilibrium steady states (NESSs). Interestingly, the formula also reveals a convertible relationship between the external field (exogenous factor) and resource ratio (endogenous factor), and a class of saturation as the external field exceeds certain limits. This work suggests that the Ising game could be a suitable model for studying external-field effects on resource-allocation systems, and it could provide guidance both for seeking more relations between NESSs and equilibrium states and for regulating human systems by choosing NESSs appropriately.

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

    NARCIS (Netherlands)

    Omic, J.

    2010-01-01

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

  1. 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.

  2. Complex systems and networks dynamics, controls and applications

    CERN Document Server

    Yu, Xinghuo; Chen, Guanrong; Yu, Wenwu

    2016-01-01

    This elementary book provides some state-of-the-art research results on broad disciplinary sciences on complex networks. It presents an in-depth study with detailed description of dynamics, controls and applications of complex networks. The contents of this book can be summarized as follows. First, the dynamics of complex networks, for example, the cluster dynamic analysis by using kernel spectral methods, community detection algorithms in bipartite networks, epidemiological modeling with demographics and epidemic spreading on multi-layer networks, are studied. Second, the controls of complex networks are investigated including topics like distributed finite-time cooperative control of multi-agent systems by applying homogenous-degree and Lyapunov methods, composite finite-time containment control for disturbed second-order multi-agent systems, fractional-order observer design of multi-agent systems, chaos control and anticontrol of complex systems via Parrondos game and many more. Third, the applications of ...

  3. 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

  4. 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

  5. Gaming

    CERN Document Server

    Duke, Richard D

    2014-01-01

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

  6. Quantum games in open systems using biophysical Hamiltonians

    International Nuclear Information System (INIS)

    Faber, Jean; Portugal, Renato; Rosa, Luiz Pinguelli

    2006-01-01

    We analyze the necessary physical conditions to model an open quantum system as a quantum game. By applying the formalism of quantum operations on a particular system, we use Kraus operators as quantum strategies. The physical interpretation is a conflict among different configurations of the environment. The resolution of the conflict displays regimes of minimum loss of information

  7. Quantum games in open systems using biophysical Hamiltonians

    Energy Technology Data Exchange (ETDEWEB)

    Faber, Jean [National Laboratory of Scientific Computing (LNCC), Av. Getulio Vargas 333, Quitandinha 25651-075, Petropolis, RJ (Brazil)]. E-mail: faber@lncc.br; Portugal, Renato [National Laboratory of Scientific Computing (LNCC), Av. Getulio Vargas 333, Quitandinha 25651-075, Petropolis, RJ (Brazil)]. E-mail: portugal@lncc.br; Rosa, Luiz Pinguelli [Federal University of Rio de Janeiro, COPPE-UFRJ, RJ (Brazil)]. E-mail: lpr@adc.coppe.ufrj.br

    2006-09-25

    We analyze the necessary physical conditions to model an open quantum system as a quantum game. By applying the formalism of quantum operations on a particular system, we use Kraus operators as quantum strategies. The physical interpretation is a conflict among different configurations of the environment. The resolution of the conflict displays regimes of minimum loss of information.

  8. 25 CFR 547.6 - What are the minimum technical standards for enrolling and enabling Class II gaming system...

    Science.gov (United States)

    2010-04-01

    ... and enabling Class II gaming system components? 547.6 Section 547.6 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED... enabling Class II gaming system components? (a) General requirements. Class II gaming systems shall provide...

  9. 25 CFR 547.12 - What are the minimum technical standards for downloading on a Class II gaming system?

    Science.gov (United States)

    2010-04-01

    ... on a Class II gaming system? 547.12 Section 547.12 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED WITH THE PLAY... gaming system? This section provides standards for downloading on a Class II gaming system. (a) Downloads...

  10. 25 CFR 547.7 - What are the minimum technical hardware standards applicable to Class II gaming systems?

    Science.gov (United States)

    2010-04-01

    ... applicable to Class II gaming systems? 547.7 Section 547.7 Indians NATIONAL INDIAN GAMING COMMISSION, DEPARTMENT OF THE INTERIOR HUMAN SERVICES MINIMUM TECHNICAL STANDARDS FOR GAMING EQUIPMENT USED WITH THE PLAY... gaming systems? (a) General requirements. (1) The Class II gaming system shall operate in compliance with...

  11. 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 ...

  12. 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 ...

  13. Computer Networks A Systems Approach

    CERN Document Server

    Peterson, Larry L

    2011-01-01

    This best-selling and classic book teaches you the key principles of computer networks with examples drawn from the real world of network and protocol design. Using the Internet as the primary example, the authors explain various protocols and networking technologies. Their systems-oriented approach encourages you to think about how individual network components fit into a larger, complex system of interactions. Whatever your perspective, whether it be that of an application developer, network administrator, or a designer of network equipment or protocols, you will come away with a "big pictur

  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. 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. 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.

  17. A synchronous game for binary constraint systems

    Science.gov (United States)

    Kim, Se-Jin; Paulsen, Vern; Schafhauser, Christopher

    2018-03-01

    Recently, Slofstra proved that the set of quantum correlations is not closed. We prove that the set of synchronous quantum correlations is not closed, which implies his result, by giving an example of a synchronous game that has a perfect quantum approximate strategy but no perfect quantum strategy. We also exhibit a graph for which the quantum independence number and the quantum approximate independence number are different. We prove new characterisations of synchronous quantum approximate correlations and synchronous quantum spatial correlations. We solve the synchronous approximation problem of Dykema and the second author, which yields a new equivalence of Connes' embedding problem in terms of synchronous correlations.

  18. A Game Player Expertise Level Classification System Using Electroencephalography (EEG

    Directory of Open Access Journals (Sweden)

    Syed Muhammad Anwar

    2017-12-01

    Full Text Available The success and wider adaptability of smart phones has given a new dimension to the gaming industry. Due to the wide spectrum of video games, the success of a particular game depends on how efficiently it is able to capture the end users’ attention. This leads to the need to analyse the cognitive aspects of the end user, that is the game player, during game play. A direct window to see how an end user responds to a stimuli is to look at their brain activity. In this study, electroencephalography (EEG is used to record human brain activity during game play. A commercially available EEG headset is used for this purpose giving fourteen channels of recorded EEG brain activity. The aim is to classify a player as expert or novice using the brain activity as the player indulges in the game play. Three different machine learning classifiers have been used to train and test the system. Among the classifiers, naive Bayes has outperformed others with an accuracy of 88 % , when data from all fourteen EEG channels are used. Furthermore, the activity observed on electrodes is statistically analysed and mapped for brain visualizations. The analysis has shown that out of the available fourteen channels, only four channels in the frontal and occipital brain regions show significant activity. Features of these four channels are then used, and the performance parameters of the four-channel classification are compared to the results of the fourteen-channel classification. It has been observed that support vector machine and the naive Bayes give good classification accuracy and processing time, well suited for real-time applications.

  19. 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.

  20. The position value for partition function form network games

    NARCIS (Netherlands)

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

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

  1. Network effects: Game Changer in EU competition Law

    NARCIS (Netherlands)

    Herz, Martin

    2018-01-01

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

  2. Collaborative Gaming: Teaching Children about Complex Systems and Collective Behavior

    Science.gov (United States)

    Peppler, Kylie; Danish, Joshua A.; Phelps, David

    2013-01-01

    Although games--including board games, video games, and Massive Multiplayer Online Games--have garnered significant attention in recent years for their impact on educational outcomes, a primary focus of this interest is the transfer of knowledge from game to nongame settings. Building on this literature, our research explores how game designs that…

  3. Network speech systems technology program

    Science.gov (United States)

    Weinstein, C. J.

    1981-09-01

    This report documents work performed during FY 1981 on the DCA-sponsored Network Speech Systems Technology Program. The two areas of work reported are: (1) communication system studies in support of the evolving Defense Switched Network (DSN) and (2) design and implementation of satellite/terrestrial interfaces for the Experimental Integrated Switched Network (EISN). The system studies focus on the development and evaluation of economical and endurable network routing procedures. Satellite/terrestrial interface development includes circuit-switched and packet-switched connections to the experimental wideband satellite network. Efforts in planning and coordination of EISN experiments are reported in detail in a separate EISN Experiment Plan.

  4. Applying Game Theory in 802.11 Wireless Networks

    Directory of Open Access Journals (Sweden)

    Tomas Cuzanauskas

    2015-07-01

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

  5. 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....

  6. Efficient Instantiation of Parameterised Boolean Equation Systems to Parity Games

    Directory of Open Access Journals (Sweden)

    Gijs Kant

    2012-10-01

    Full Text Available Parameterised Boolean Equation Systems (PBESs are sequences of Boolean fixed point equations with data variables, used for, e.g., verification of modal mu-calculus formulae for process algebraic specifications with data. Solving a PBES is usually done by instantiation to a Parity Game and then solving the game. Practical game solvers exist, but the instantiation step is the bottleneck. We enhance the instantiation in two steps. First, we transform the PBES to a Parameterised Parity Game (PPG, a PBES with each equation either conjunctive or disjunctive. Then we use LTSmin, that offers transition caching, efficient storage of states and both distributed and symbolic state space generation, for generating the game graph. To that end we define a language module for LTSmin, consisting of an encoding of variables with parameters into state vectors, a grouped transition relation and a dependency matrix to indicate the dependencies between parts of the state vector and transition groups. Benchmarks on some large case studies, show that the method speeds up the instantiation significantly and decreases memory usage drastically.

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

    Science.gov (United States)

    Jonnalagadda, Annapurna; Kuppusamy, Lakshmanan

    2018-02-01

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

  8. Accurate Complex Systems Design: Integrating Serious Games with Petri Nets

    Directory of Open Access Journals (Sweden)

    Kirsten Sinclair

    2016-03-01

    Full Text Available Difficulty understanding the large number of interactions involved in complex systems makes their successful engineering a problem. Petri Nets are one graphical modelling technique used to describe and check proposed designs of complex systems thoroughly. While automatic analysis capabilities of Petri Nets are useful, their visual form is less so, particularly for communicating the design they represent. In engineering projects, this can lead to a gap in communications between people with different areas of expertise, negatively impacting achieving accurate designs.In contrast, although capable of representing a variety of real and imaginary objects effectively, behaviour of serious games can only be analysed manually through interactive simulation. This paper examines combining the complementary strengths of Petri Nets and serious games. The novel contribution of this work is a serious game prototype of a complex system design that has been checked thoroughly. Underpinned by Petri Net analysis, the serious game can be used as a high-level interface to communicate and refine the design.Improvement of a complex system design is demonstrated by applying the integration to a proof-of-concept case study.   

  9. Efficient Instantiation of Parameterised Boolean Equation Systems to Parity Games

    NARCIS (Netherlands)

    Kant, Gijs; van de Pol, Jan Cornelis; Wijs, A.J.; Bošnački, D.; Edelkamp, S.

    Parameterised Boolean Equation Systems (PBESs) are sequences of Boolean fixed point equations with data variables, used for, e.g., verification of modal μ-calculus formulae for process algebraic specifications with data. Solving a PBES is usually done by instantiation to a Parity Game and then

  10. System for notational analysis in small-sided soccer games

    NARCIS (Netherlands)

    Van Maarseveen, Mariette J.J.; Oudejans, Raoul R.D.; Savelsbergh, Geert J.P.

    2017-01-01

    The objective of this study was to compose an objective and detailed notational analysis system for 3 vs. 2GK smallsided soccer games, in which three roles are examined: attacker with ball, attacker without ball and defender. The actions and the outcome of the actions were registered for each player

  11. An interactive game-based shoulder wheel system for rehabilitation

    Directory of Open Access Journals (Sweden)

    Chou LW

    2012-11-01

    Full Text Available Chun-Ming Chang,1,* Yen-Ching Chang,2,3 Hsiao-Yun Chang,4 Li-Wei Chou5,6,* 1Department of Applied Informatics and Multimedia, Asia University, Taichung, Taiwan; 2Department of Medical Informatics, Chung Shan Medical University, Taichung, Taiwan; 3Department of Medical Imaging, Chung Shan Medical University Hospital, Taichung, Taiwan; 4Department of Biotechnology, Asia University, Taichung, Taiwan; 5Department of Physical Medicine and Rehabilitation, China Medical University Hospital, Taichung, Taiwan; 6School of Chinese Medicine, College of Chinese Medicine, China Medical University, Taichung, Taiwan*These authors contributed equally to this workBackground: Increases in the aging population and in the number of accidents have resulted in more people suffering from physical impairments or disabilities. Rehabilitation therapy thus attracts greater attention as a means of helping patients recover and return to a normal life. With the extremely long and tedious nature of traditional rehabilitation, patients are reluctant to continue the entire process, thus the expected effects of the therapy cannot be obtained. Games are well known to help patients improve their concentration and shift their attention away from the discomfort of their injuries during rehabilitation. Thus, incorporating game technology into a rehabilitation program may be a promising approach.Methods: In this study, a gaming system used for shoulder rehabilitation was developed. The mechanical parts and electric circuits were integrated to mimic the functionalities of a shoulder wheel. Several games were also designed to suit the rehabilitation needs of the patients based on the age and gender differences among the individual users, enabling individuals to undergo the rehabilitation process by playing games. Two surveys were conducted to evaluate the satisfaction of the participants regarding the gaming system.Results: The results of the online survey among a larger population

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

    OpenAIRE

    Shetty, Nikhil

    2010-01-01

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

  13. 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.

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

    NARCIS (Netherlands)

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

    2011-01-01

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

  15. 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.

  16. 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.

  17. 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

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

    Science.gov (United States)

    Olender, M.; Krenczyk, D.

    2016-08-01

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

  19. Mapping biological systems to network systems

    CERN Document Server

    Rathore, Heena

    2016-01-01

    The book presents the challenges inherent in the paradigm shift of network systems from static to highly dynamic distributed systems – it proposes solutions that the symbiotic nature of biological systems can provide into altering networking systems to adapt to these changes. The author discuss how biological systems – which have the inherent capabilities of evolving, self-organizing, self-repairing and flourishing with time – are inspiring researchers to take opportunities from the biology domain and map them with the problems faced in network domain. The book revolves around the central idea of bio-inspired systems -- it begins by exploring why biology and computer network research are such a natural match. This is followed by presenting a broad overview of biologically inspired research in network systems -- it is classified by the biological field that inspired each topic and by the area of networking in which that topic lies. Each case elucidates how biological concepts have been most successfully ...

  20. 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)

  1. 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.

  2. 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.

  3. Gaming the system. Dodging the rules, ruling the dodgers.

    Science.gov (United States)

    Morreim, E H

    1991-03-01

    Although traditional obligations of fidelity require physicians to deliver quality care to their patients, including to utilize costly technologies, physicians are steadily losing their accustomed control over the necessary resources. The "economic agents" who own the medical and monetary resources of care now impose a wide array of rules and restrictions in order to contain their costs of operation. However, physicians can still control resources indirectly through "gaming the system," employing tactics such as "fudging" that exploit resource rules' ambiguity and flexibility to bypass the rules while ostensibly honoring them. Physicians may be especially inclined to game the system where resource rules seriously underserve patients' needs, where economic agents seem to be "gaming the patient," with needless obstacles to care, or where others, such as hospitals or even physicians themselves, may be denied needed reimbursements. Though tempting, gaming is morally and medically hazardous. It can harm patients and society, offend honesty, and violate basic principles of contractual and distributive justice. It is also, in fact, usually unnecessary in securing needed resources for patients. More fundamentally, we must reconsider what physicians owe their patients. They owe what is theirs to give: their competence, care and loyalty. In light of medicine's changing economics, two new duties emerge: economic advising, whereby physicians explicitly discuss the economic as well as medical aspects of each treatment option; and economic advocacy, whereby physicians intercede actively on their patients' behalf with the economic agents who control the resources.

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

    Science.gov (United States)

    Lamb, Richard L.

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

  5. The Art of Gamification; Teaching Sustainability and System Thinking by Pervasive Game Development

    Science.gov (United States)

    Nordby, Anders; Øygardslia, Kristine; Sverdrup, Ulrik; Sverdrup, Harald

    2016-01-01

    In 2013 Hedmark University College conducted a research project where students from a game development project/study program developed and tested a Pervasive Game for learning as part of a class in System Thinking. The overall game goal was to teach Sustainability through System Thinking, and to give the students a real world experience with their…

  6. A Constructionism Framework for Designing Game-Like Learning Systems: Its Effect on Different Learners

    Science.gov (United States)

    Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung

    2013-01-01

    Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…

  7. [Network structures in biological systems].

    Science.gov (United States)

    Oleskin, A V

    2013-01-01

    Network structures (networks) that have been extensively studied in the humanities are characterized by cohesion, a lack of a central control unit, and predominantly fractal properties. They are contrasted with structures that contain a single centre (hierarchies) as well as with those whose elements predominantly compete with one another (market-type structures). As far as biological systems are concerned, their network structures can be subdivided into a number of types involving different organizational mechanisms. Network organization is characteristic of various structural levels of biological systems ranging from single cells to integrated societies. These networks can be classified into two main subgroups: (i) flat (leaderless) network structures typical of systems that are composed of uniform elements and represent modular organisms or at least possess manifest integral properties and (ii) three-dimensional, partly hierarchical structures characterized by significant individual and/or intergroup (intercaste) differences between their elements. All network structures include an element that performs structural, protective, and communication-promoting functions. By analogy to cell structures, this element is denoted as the matrix of a network structure. The matrix includes a material and an immaterial component. The material component comprises various structures that belong to the whole structure and not to any of its elements per se. The immaterial (ideal) component of the matrix includes social norms and rules regulating network elements' behavior. These behavioral rules can be described in terms of algorithms. Algorithmization enables modeling the behavior of various network structures, particularly of neuron networks and their artificial analogs.

  8. 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.

  9. 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.

  10. 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.

  11. 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

  12. A Dynamic Game on Network Topology for Counterinsurgency Applications

    Science.gov (United States)

    2015-03-26

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

  13. Integrated Solution of a Back Office System for Serious Games Targeted at Physiotherapy

    Directory of Open Access Journals (Sweden)

    Tiago Martins

    2016-01-01

    Full Text Available Serious games targeted at physiotherapy can be a solution to help the physical therapy professionals. However, the entire game management, in its various aspects, is under the professional’s responsibility. One way to reduce the professional management work will be to integrate a Back Office system in the game. Following this trend, the purpose of this paper is to present a modular Back Office system for centralized management of one or more games targeted at physical therapy.

  14. Language Networks as Complex Systems

    Science.gov (United States)

    Lee, Max Kueiming; Ou, Sheue-Jen

    2008-01-01

    Starting in the late eighties, with a growing discontent with analytical methods in science and the growing power of computers, researchers began to study complex systems such as living organisms, evolution of genes, biological systems, brain neural networks, epidemics, ecology, economy, social networks, etc. In the early nineties, the research…

  15. Financial Network Systemic Risk Contributions

    NARCIS (Netherlands)

    Hautsch, N.; Schaumburg, J.; Schienle, M.

    2015-01-01

    We propose the realized systemic risk beta as a measure of financial companies' contribution to systemic risk, given network interdependence between firms' tail risk exposures. Conditional on statistically pre-identified network spillover effects and market and balance sheet information, we define

  16. 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.

  17. Game Theory and Risk-Based Levee System Design

    Science.gov (United States)

    Hui, R.; Lund, J. R.; Madani, K.

    2014-12-01

    Risk-based analysis has been developed for optimal levee design for economic efficiency. Along many rivers, two levees on opposite riverbanks act as a simple levee system. Being rational and self-interested, land owners on each river bank would tend to independently optimize their levees with risk-based analysis, resulting in a Pareto-inefficient levee system design from the social planner's perspective. Game theory is applied in this study to analyze decision making process in a simple levee system in which the land owners on each river bank develop their design strategies using risk-based economic optimization. For each land owner, the annual expected total cost includes expected annual damage cost and annualized construction cost. The non-cooperative Nash equilibrium is identified and compared to the social planner's optimal distribution of flood risk and damage cost throughout the system which results in the minimum total flood cost for the system. The social planner's optimal solution is not feasible without appropriate level of compensation for the transferred flood risk to guarantee and improve conditions for all parties. Therefore, cooperative game theory is then employed to develop an economically optimal design that can be implemented in practice. By examining the game in the reversible and irreversible decision making modes, the cost of decision making myopia is calculated to underline the significance of considering the externalities and evolution path of dynamic water resource problems for optimal decision making.

  18. Networking systems design and development

    CERN Document Server

    Chao, Lee

    2009-01-01

    Effectively integrating theory and hands-on practice, Networking Systems Design and Development provides students and IT professionals with the knowledge and skills needed to design, implement, and manage fully functioning network systems using readily available Linux networking tools. Recognizing that most students are beginners in the field of networking, the text provides step-by-step instruction for setting up a virtual lab environment at home. Grounded in real-world applications, this book provides the ideal blend of conceptual instruction and lab work to give students and IT professional

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

    Directory of Open Access Journals (Sweden)

    Jaesung Park

    2018-01-01

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

  20. Analysis 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.

  1. 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.

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

    OpenAIRE

    Pelechrinis, Konstantinos; Krishnamurthy, Prashant; Zhang, Ke

    2012-01-01

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

  3. Communicating embedded systems networks applications

    CERN Document Server

    Krief, Francine

    2013-01-01

    Embedded systems become more and more complex and require having some knowledge in various disciplines such as electronics, data processing, telecommunications and networks. Without detailing all the aspects related to the design of embedded systems, this book, which was written by specialists in electronics, data processing and telecommunications and networks, gives an interesting point of view of communication techniques and problems in embedded systems. This choice is easily justified by the fact that embedded systems are today massively communicating and that telecommunications and network

  4. The APS control system network

    International Nuclear Information System (INIS)

    Sidorowicz, K.V.; McDowell, W.P.

    1995-01-01

    The APS accelerator control system is a distributed system consisting of operator interfaces, a network, and computer-controlled interfaces to hardware. This implementation of a control system has come to be called the open-quotes Standard Model.close quotes The operator interface is a UNDC-based workstation with an X-windows graphical user interface. The workstation may be located at any point on the facility network and maintain full functionality. The function of the network is to provide a generalized communication path between the host computers, operator workstations, input/output crates, and other hardware that comprise the control system. The crate or input/output controller (IOC) provides direct control and input/output interfaces for each accelerator subsystem. The network is an integral part of all modem control systems and network performance will determine many characteristics of a control system. This paper will describe the overall APS network and examine the APS control system network in detail. Metrics are provided on the performance of the system under various conditions

  5. Evolutionary Game for Mining Pool Selection in Blockchain Networks

    OpenAIRE

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

    2017-01-01

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

  6. Game theoretic analysis of physical protection system design

    International Nuclear Information System (INIS)

    Canion, B.; Schneider, E.; Bickel, E.; Hadlock, C.; Morton, D.

    2013-01-01

    The physical protection system (PPS) of a fictional small modular reactor (SMR) facility have been modeled as a platform for a game theoretic approach to security decision analysis. To demonstrate the game theoretic approach, a rational adversary with complete knowledge of the facility has been modeled attempting a sabotage attack. The adversary adjusts his decisions in response to investments made by the defender to enhance the security measures. This can lead to a conservative physical protection system design. Since defender upgrades were limited by a budget, cost benefit analysis may be conducted upon security upgrades. One approach to cost benefit analysis is the efficient frontier, which depicts the reduction in expected consequence per incremental increase in the security budget

  7. A Computer-Assisted Learning Model Based on the Digital Game Exponential Reward System

    Science.gov (United States)

    Moon, Man-Ki; Jahng, Surng-Gahb; Kim, Tae-Yong

    2011-01-01

    The aim of this research was to construct a motivational model which would stimulate voluntary and proactive learning using digital game methods offering players more freedom and control. The theoretical framework of this research lays the foundation for a pedagogical learning model based on digital games. We analyzed the game reward system, which…

  8. Gaming the System: Culture, Process, and Perspectives Supporting a Game and App Design Curriculum

    Science.gov (United States)

    Herro, Danielle

    2015-01-01

    Games and digital media experiences permeate the lives of youth. Researchers have argued the participatory attributes and cognitive benefits of gaming and media production for more than a decade, relying on socio-cultural theory to bolster their claims. Only recently have large-scale efforts ensued towards moving game play and design into formal…

  9. Gaming the System: Developing an Educational Game for Securing Principles of Arterial Blood Gases.

    Science.gov (United States)

    Boyd, Cory Ann; Warren, Jonah; Glendon, Mary Ann

    2016-01-01

    This article describes the development process for creating a digital educational mini game prototype designed to provide practice opportunities for learning fundamental principles of arterial blood gases. Mini games generally take less than an hour to play and focus on specific subject matter. An interdisciplinary team of faculty from two universities mentored student game developers to design a digital educational mini game prototype. Sixteen accelerated bachelor of science in nursing students collaborated with game development students and playtested the game prototype during the last semester of their senior year in nursing school. Playtesting is a form of feedback that supports an iterative design process that is critical to game development. A 10-question survey was coupled with group discussions addressing five broad themes of an archetypical digital educational mini game to yield feedback on game design, play, and content. Four rounds of playtesting and incorporating feedback supported the iterative process. Accelerated bachelor of science in nursing student playtester feedback suggests that the digital educational mini game prototype has potential for offering an engaging, playful game experience that will support securing the fundamental principles of arterial blood gases. Next steps are to test the digital educational mini game for teaching and learning effectiveness. Copyright © 2016 Elsevier Inc. All rights reserved.

  10. Delays and networked control systems

    CERN Document Server

    Hetel, Laurentiu; Daafouz, Jamal; Johansson, Karl

    2016-01-01

    This edited monograph includes state-of-the-art contributions on continuous time dynamical networks with delays. The book is divided into four parts. The first part presents tools and methods for the analysis of time-delay systems with a particular attention on control problems of large scale or infinite-dimensional systems with delays. The second part of the book is dedicated to the use of time-delay models for the analysis and design of Networked Control Systems. The third part of the book focuses on the analysis and design of systems with asynchronous sampling intervals which occur in Networked Control Systems. The last part of the book exposes several contributions dealing with the design of cooperative control and observation laws for networked control systems. The target audience primarily comprises researchers and experts in the field of control theory, but the book may also be beneficial for graduate students. .

  11. 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.

  12. 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.

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

    Science.gov (United States)

    Fu, Guiyuan; Cai, Yunze; Zhang, Weidong

    2017-08-01

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

  14. Interorganizational Innovation in Systemic Networks

    DEFF Research Database (Denmark)

    Seemann, Janne; Dinesen, Birthe; Gustafsson, Jeppe

    2013-01-01

    patients with chronic obstructive pulmonary disease (COPD) to avoid readmission, perform self monitoring and to maintain rehabilitation in their homes. The aim of the paper is to identify, analyze and discuss innovation dynamics in the COPD network and on a preliminary basis to identify implications...... for managing innovations in systemic networks. The main argument of this paper is that innovation dynamics in systemic networks should be understood as a complex interplay of four logics: 1) Fragmented innovation, 2) Interface innovation, 3) Competing innovation, 4) Co-innovation. The findings indicate...... that linear n-stage models by reducing complexity and flux end up focusing only on the surface of the network and are thus unable to grasp important aspects of network dynamics. The paper suggests that there is a need for a more dynamic innovation model able to grasp the whole picture of dynamics in systemic...

  15. Asynchronous control for networked systems

    CERN Document Server

    Rubio, Francisco; Bencomo, Sebastián

    2015-01-01

    This book sheds light on networked control systems; it describes different techniques for asynchronous control, moving away from the periodic actions of classical control, replacing them with state-based decisions and reducing the frequency with which communication between subsystems is required. The text focuses specially on event-based control. Split into two parts, Asynchronous Control for Networked Systems begins by addressing the problems of single-loop networked control systems, laying out various solutions which include two alternative model-based control schemes (anticipatory and predictive) and the use of H2/H∞ robust control to deal with network delays and packet losses. Results on self-triggering and send-on-delta sampling are presented to reduce the need for feedback in the loop. In Part II, the authors present solutions for distributed estimation and control. They deal first with reliable networks and then extend their results to scenarios in which delays and packet losses may occur. The novel ...

  16. Virtual Social Networks Online and Mobile Systems

    Directory of Open Access Journals (Sweden)

    Maytham Safar

    2009-01-01

    Full Text Available Location-based applications are one of the most anticipated new segments of the mobile industry. These new applications are enabled by GPS-equipped phones (e.g., emergency applications, buddy finders, games, location-based advertising, etc.. These services are designed to give consumers instant access to personalized, local content of their immediate location. Some applications couple LBS with notification services, automatically alerting users when they are close to a pre-selected destination. With the advances in the Internet and communications/mobile technology, it became vital to analyze the effect of such technologies on human communications. This work studies how humans can construct social networks as a method for group communications using the available technologies. We constructed and analyzed a friends network using different parameters. The parameters that were calculated to analyze the network are the distribution sequence, characteristic path length, clustering coefficient and centrality measures. In addition, we built a PDA application that implements the concept of LBS using two system modules. In the first module, we have developed an application for entertainment purpose; an application program which enables end users to send their birth year and get their horoscope in return. The second part of the project was, to build an application, which helps people to stay in touch with their friends and family members (Find Friend. It helps users to find which of their buddies are within the same area they are in.

  17. Towards a network operating system

    OpenAIRE

    López Álvarez, Victor; Gonzalez de Dios, Oscar; Fuentes, Beatriz; Yannuzzi, Marcelo; Fernández Palacios, Juan Pedro; Lopez, Diego

    2014-01-01

    A Network Operating System (NetOS) is a novel paradigm for developing a next-generation network management and operation platform. As we shall describe, NetOS not only goes far beyond the SDN concepts but also constitutes a fundamental enabler for NFV. © 2014 OSA.

  18. Uncertain dynamical systems: A differential game approach

    Science.gov (United States)

    Gutman, S.

    1976-01-01

    A class of dynamical systems in a conflict situation is formulated and discussed, and the formulation is applied to the study of an important class of systems in the presence of uncertainty. The uncertainty is deterministic and the only assumption is that its value belongs to a known compact set. Asymptotic stability is fully discussed with application to variable structure and model reference control systems.

  19. Experience Replay for Optimal Control of Nonzero-Sum Game Systems With Unknown Dynamics.

    Science.gov (United States)

    Zhao, Dongbin; Zhang, Qichao; Wang, Ding; Zhu, Yuanheng

    2016-03-01

    In this paper, an approximate online equilibrium solution is developed for an N -player nonzero-sum (NZS) game systems with completely unknown dynamics. First, a model identifier based on a three-layer neural network (NN) is established to reconstruct the unknown NZS games systems. Moreover, the identifier weight vector is updated based on experience replay technique which can relax the traditional persistence of excitation condition to a simplified condition on recorded data. Then, the single-network adaptive dynamic programming (ADP) with experience replay algorithm is proposed for each player to solve the coupled nonlinear Hamilton- (HJ) equations, where only the critic NN weight vectors are required to tune for each player. The feedback Nash equilibrium is provided by the solution of the coupled HJ equations. Based on the experience replay technique, a novel critic NN weights tuning law is proposed to guarantee the stability of the closed-loop system and the convergence of the value functions. Furthermore, a Lyapunov-based stability analysis shows that the uniform ultimate boundedness of the closed-loop system is achieved. Finally, two simulation examples are given to verify the effectiveness of the proposed control scheme.

  20. RECOMMENDER SYSTEMS IN SOCIAL NETWORKS

    Directory of Open Access Journals (Sweden)

    Cleomar Valois Batista Jr

    2011-12-01

    Full Text Available The continued and diversified growth of social networks has changed the way in which users interact with them. With these changes, what once was limited to social contact is now used for exchanging ideas and opinions, creating the need for new features. Users have so much information at their fingertips that they are unable to process it by themselves; hence, the need to develop new tools. Recommender systems were developed to address this need and many techniques were used for different approaches to the problem. To make relevant recommendations, these systems use large sets of data, not taking the social network of the user into consideration. Developing a recommender system that takes into account the social network of the user is another way of tackling the problem. The purpose of this project is to use the theory of six degrees of separation (Watts 2003 amongst users of a social network to enhance existing recommender systems.

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

    Science.gov (United States)

    Cha, Seong-Soo; Seo, Bo-Kyung

    2018-01-01

    This study aimed to examine smartphone use patterns, smartphone addiction characteristics, and the predictive factors of the smartphone addiction in middle school students in South Korea. According to the Smartphone Addiction Proneness Scale scores, 563 (30.9%) were classified as a risk group for smartphone addiction and 1261 (69.1%) were identified as a normal user group. The adolescents used mobile messengers for the longest, followed by Internet surfing, gaming, and social networking service use. The two groups showed significant differences in smartphone use duration, awareness of game overuse, and purposes of playing games. The predictive factors of smartphone addiction were daily smartphone and social networking service use duration, and the awareness of game overuse. PMID:29435355

  2. 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.

  3. 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.

  4. 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.

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

    International Nuclear Information System (INIS)

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

    2014-01-01

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

  6. Artificial Neural Network Analysis System

    Science.gov (United States)

    2001-02-27

    Contract No. DASG60-00-M-0201 Purchase request no.: Foot in the Door-01 Title Name: Artificial Neural Network Analysis System Company: Atlantic... Artificial Neural Network Analysis System 5b. GRANT NUMBER 5c. PROGRAM ELEMENT NUMBER 6. AUTHOR(S) Powell, Bruce C 5d. PROJECT NUMBER 5e. TASK NUMBER...34) 27-02-2001 Report Type N/A Dates Covered (from... to) ("DD MON YYYY") 28-10-2000 27-02-2001 Title and Subtitle Artificial Neural Network Analysis

  7. Finite-horizon differential games for missile-target interception system using adaptive dynamic programming with input constraints

    Science.gov (United States)

    Sun, Jingliang; Liu, Chunsheng

    2018-01-01

    In this paper, the problem of intercepting a manoeuvring target within a fixed final time is posed in a non-linear constrained zero-sum differential game framework. The Nash equilibrium solution is found by solving the finite-horizon constrained differential game problem via adaptive dynamic programming technique. Besides, a suitable non-quadratic functional is utilised to encode the control constraints into a differential game problem. The single critic network with constant weights and time-varying activation functions is constructed to approximate the solution of associated time-varying Hamilton-Jacobi-Isaacs equation online. To properly satisfy the terminal constraint, an additional error term is incorporated in a novel weight-updating law such that the terminal constraint error is also minimised over time. By utilising Lyapunov's direct method, the closed-loop differential game system and the estimation weight error of the critic network are proved to be uniformly ultimately bounded. Finally, the effectiveness of the proposed method is demonstrated by using a simple non-linear system and a non-linear missile-target interception system, assuming first-order dynamics for the interceptor and target.

  8. 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

  9. 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 (...

  10. Fostering cooperation in inlandwaterway networks: A gaming and simulation approach

    NARCIS (Netherlands)

    Veenstra, A.W.; Meijeren, J. van; Harmsen, J.; Verbraeck, A.

    2015-01-01

    Inland waterway transport is an important economic activity in the Netherlands and in Europe. Especially in the hinterland transport of containers, inland shipping is expected to form the backbone of a multimodal transport system. To support and strengthen the inland waterway industry in the

  11. Multilevel Complex Networks and Systems

    Science.gov (United States)

    Caldarelli, Guido

    2014-03-01

    Network theory has been a powerful tool to model isolated complex systems. However, the classical approach does not take into account the interactions often present among different systems. Hence, the scientific community is nowadays concentrating the efforts on the foundations of new mathematical tools for understanding what happens when multiple networks interact. The case of economic and financial networks represents a paramount example of multilevel networks. In the case of trade, trade among countries the different levels can be described by the different granularity of the trading relations. Indeed, we have now data from the scale of consumers to that of the country level. In the case of financial institutions, we have a variety of levels at the same scale. For example one bank can appear in the interbank networks, ownership network and cds networks in which the same institution can take place. In both cases the systemically important vertices need to be determined by different procedures of centrality definition and community detection. In this talk I will present some specific cases of study related to these topics and present the regularities found. Acknowledged support from EU FET Project ``Multiplex'' 317532.

  12. A Virtual Reality System for Treatment of Phantom Limb Pain using Game Training and Motion Tracking

    DEFF Research Database (Denmark)

    Henriksen, Bartal; Nielsen, Ronni Nedergaard; Szabo, Laszlo

    2016-01-01

    This paper describes the implementation of a phantom limb pain (PLP) home-based system using virtual reality (VR) and a motion sensor to immerse the users in a virtual environment (VE). The work is inspired by mirror therapy (MT), which has been used to relieve PLP. The target patient group focuses...... are conveyed in the VR as three games: (1) A bending game, where the patients have to bend a rod, (2) a box game where the patients pick up and place boxes with their hands, (3) and a button memory game where the patients have to push buttons in a given sequence. These games were tested on twelve healthy...

  13. 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.

  14. 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.

  15. The concepts of developing mobile games for the operating system Android

    OpenAIRE

    Hartman, Jernej

    2011-01-01

    The diploma thesis describes the concepts behind developing mobile games for the Android operating system. The thesis first covers mobile games and everything related to them, from mobile operating systems to mobile devices. It also describes how mobile games work and compares different concepts regarding their implementation. It then presents and covers the target mobile operating system of this thesis – the Android – describing its architecture and the operation of applications using this o...

  16. Cooperation enhanced by indirect reciprocity in spatial prisoner's dilemma games for social P2P systems

    Science.gov (United States)

    Tian, Lin-Lin; Li, Ming-Chu; Wang, Zhen

    2016-11-01

    With the growing interest in social Peer-to-Peer (P2P) applications, relationships of individuals are further exploited to improve the performances of reputation systems. It is an on-going challenge to investigate how spatial reciprocity aids indirect reciprocity in sustaining cooperation in practical P2P environments. This paper describes the construction of an extended prisoner's dilemma game on square lattice networks with three strategies, i.e., defection, unconditional cooperation, and reciprocal cooperation. Reciprocators discriminate partners according to their reputations based on image scoring, where mistakes in judgment of reputations may occur. The independent structures of interaction and learning neighborhood are discussed, with respect to the situation in which learning environments differ from interaction networks. The simulation results have indicated that the incentive mechanism enhances cooperation better in structured peers than among a well-mixed population. Given the realistic condition of inaccurate reputation scores, defection is still successfully held down when the players interact and learn within the unified neighborhoods. Extensive simulations have further confirmed the positive impact of spatial structure on cooperation with different sizes of lattice neighborhoods. And similar conclusions can also be drawn on regular random networks and scale-free networks. Moreover, for the separated structures of the neighborhoods, the interaction network has a critical effect on the evolution dynamics of cooperation and learning environments only have weaker impacts on the process. Our findings further provide some insights concerning the evolution of collective behaviors in social systems.

  17. Approximate N-Player Nonzero-Sum Game Solution for an Uncertain Continuous Nonlinear System.

    Science.gov (United States)

    Johnson, Marcus; Kamalapurkar, Rushikesh; Bhasin, Shubhendu; Dixon, Warren E

    2015-08-01

    An approximate online equilibrium solution is developed for an N -player nonzero-sum game subject to continuous-time nonlinear unknown dynamics and an infinite horizon quadratic cost. A novel actor-critic-identifier structure is used, wherein a robust dynamic neural network is used to asymptotically identify the uncertain system with additive disturbances, and a set of critic and actor NNs are used to approximate the value functions and equilibrium policies, respectively. The weight update laws for the actor neural networks (NNs) are generated using a gradient-descent method, and the critic NNs are generated by least square regression, which are both based on the modified Bellman error that is independent of the system dynamics. A Lyapunov-based stability analysis shows that uniformly ultimately bounded tracking is achieved, and a convergence analysis demonstrates that the approximate control policies converge to a neighborhood of the optimal solutions. The actor, critic, and identifier structures are implemented in real time continuously and simultaneously. Simulations on two and three player games illustrate the performance of the developed method.

  18. 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

  19. 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.

  20. Promoting Social Network Awareness: A Social Network Monitoring System

    Science.gov (United States)

    Cadima, Rita; Ferreira, Carlos; Monguet, Josep; Ojeda, Jordi; Fernandez, Joaquin

    2010-01-01

    To increase communication and collaboration opportunities, members of a community must be aware of the social networks that exist within that community. This paper describes a social network monitoring system--the KIWI system--that enables users to register their interactions and visualize their social networks. The system was implemented in a…

  1. 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.

  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. A Systemic-Constructivist Approach to the Facilitation and Debriefing of Simulations and Games

    Science.gov (United States)

    Kriz, Willy Christian

    2010-01-01

    This article introduces some basic concepts of a systemic-constructivist perspective. These show that gaming simulation corresponds closely to a systemic-constructivist approach to learning and instruction. Some quality aspects of facilitating and debriefing simulation games are described from a systemic-constructivist point of view. Finally, a…

  4. ‘Instant Karma’—Moral Decision Making Systems in Digital Games

    Directory of Open Access Journals (Sweden)

    Tobias Knoll

    2018-04-01

    Full Text Available Moral decision making systems have long been a popular and widely discussed part of computer games; especially in—but not limited to—role-playing games and other games with strong narrative elements. In this article, an attempt will be made to draw a connection between historic and recent concepts of karma and moral decision making systems in digital games, called ‘karma systems’. At the same time, a detailed analysis of one such system (that of Mass Effect 2 will be provided.

  5. 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.

  6. Data networks and open systems

    International Nuclear Information System (INIS)

    Rosner, R.A.

    1985-01-01

    Computing in the LEP era will require a variety of communications facilities, ranging from high-speed local area networks forming the backbones of distributed control systems to wide area networks connecting data analysis centres together. The ISO model for Open Systems Interconnection (OSI) offers a possible framework for the general study of communications environments, whatever their performance parameters or geographical extent. This series of lectures uses the model as the basis for discussing elements of the communications hierarchy likely to be required for LEP computing. Examples are given of the practical application of OSI principles to real communications problems. (orig.)

  7. Network operating system focus technology

    Science.gov (United States)

    1985-01-01

    An activity structured to provide specific design requirements and specifications for the Space Station Data Management System (DMS) Network Operating System (NOS) is outlined. Examples are given of the types of supporting studies and implementation tasks presently underway to realize a DMS test bed capability to develop hands-on understanding of NOS requirements as driven by actual subsystem test beds participating in the overall Johnson Space Center test bed program. Classical operating system elements and principal NOS functions are listed.

  8. System of marketing deciding support based on game theory

    Directory of Open Access Journals (Sweden)

    Gordana Dukić

    2008-12-01

    Full Text Available Quantitative methods and models can be applied in numerous spheres of marketing deciding. The choice of optimal strategy in product advertising is one of the problems that the marketing-management often meets. The use of models developed within the framework of game theory makes significantly easier to find out the solutions of conflict situations that appear herewith. The system of deciding support presented in this work is based on the supposition that two opposed sides take part in the game. With the aim of deciding process promotion, the starting model incorporates computer simulation of percentile changes in the market share that represent elements of payment matrix. The supposition is that the random variables that represent them follow the normal division. It is necessary to carry out the evaluation of their parameters because of relevant data. Information techniques, computer and the adequate program applications take the special position in solving and analysis of the suggested model. This kind of their application represents the basic characteristic of the deciding support system.

  9. Fourteen Thousand Solar Systems and Growing: Results From the Starchitect Online Game at One Year

    Science.gov (United States)

    Harold, J. B.

    2015-12-01

    Starchitect (www.starchitect.net) is an online, end-to-end stellar and planetary evolution game designed to teach players about a variety of astronomy and planetary topics. Supported by NASA and NSF, and developed at the National Center for Interactive Learning at the Space Science Institute, the game uses the "sporadic play" model of games such as Farmville, where players might only take actions a few times a day, but continue playing for months. This framework is a natural fit for teaching about the evolution of stars and planets. Starchitect's systems evolve at a million years a minute, so that while massive stars will supernova almost immediately, lower mass stars like our sun will live for weeks of game time, possibly evolving life before passing through a red giant stage and ending their lives as white dwarfs. The game has now been live for over a year, playable both on Facebook and externally, and over 14,000 solar systems have been created by over 11,000 players. Since the game itself is heavily instrumented we now have access to a wealth of data that can be used to examine how people are playing the game and what tasks they are successfully engaging with. Through an embedded quiz game we are even in the position to assess the prior knowledge of our audience and execute pre/post assessments tied to game play. This paper will briefly describe the game and its educational strategies, then summarize some of our current results.

  10. Evolutionary quantum game theory in the context of socio-economic systems

    International Nuclear Information System (INIS)

    Hanauske, Matthias

    2011-01-01

    The evolution of socio-economic systems depend on the interdependent decision processes of its underlying system components. The mathematical model to describe the strategic decision of players within a socio-economic game is ''game theory''. ''Quantum game theory'' is a mathematical and conceptual amplification of classical game theory. The space of all conceivable decision paths is extended from the purely rational, measurable space in the Hilbert-space of complex numbers - which is the mathematical space where quantum theory is formulated. By the concept of a potential entanglement of the imaginary quantum strategy parts, it is possible to include cooperate decision path, caused by cultural or moral standards. If this strategy entanglement is large enough, then additional Nash equilibria can occur, previously present dominant strategies could become nonexistent and new evolutionary stable strategies do appear for some game classes. Within this PhD thesis the main results of classical and quantum games are summarized and all of the possible game classes of evolutionary (2 player)-(2 strategy) games are extended to quantum games. It is shown that the quantum extension of classical games with an underlying dilemma-like structure give different results, if the strength of strategic entanglement is above a certain barrier. After the German summary and the introduction paper, five different applications of the theory are discussed within the thesis. (orig.)

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

    Directory of Open Access Journals (Sweden)

    Juan Wang

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

  12. The everyday lives of video game developers: Experimentally understanding underlying systems/structures

    Directory of Open Access Journals (Sweden)

    Casey O'Donnell

    2009-03-01

    Full Text Available This essay examines how tensions between work and play for video game developers shape the worlds they create. The worlds of game developers, whose daily activity is linked to larger systems of experimentation and technoscientific practice, provide insights that transcend video game development work. The essay draws on ethnographic material from over 3 years of fieldwork with video game developers in the United States and India. It develops the notion of creative collaborative practice based on work in the fields of science and technology studies, game studies, and media studies. The importance of, the desire for, or the drive to understand underlying systems and structures has become fundamental to creative collaborative practice. I argue that the daily activity of game development embodies skills fundamental to creative collaborative practice and that these capabilities represent fundamental aspects of critical thought. Simultaneously, numerous interests have begun to intervene in ways that endanger these foundations of creative collaborative practice.

  13. Networked control of microgrid system of systems

    Science.gov (United States)

    Mahmoud, Magdi S.; Rahman, Mohamed Saif Ur; AL-Sunni, Fouad M.

    2016-08-01

    The microgrid has made its mark in distributed generation and has attracted widespread research. However, microgrid is a complex system which needs to be viewed from an intelligent system of systems perspective. In this paper, a network control system of systems is designed for the islanded microgrid system consisting of three distributed generation units as three subsystems supplying a load. The controller stabilises the microgrid system in the presence of communication infractions such as packet dropouts and delays. Simulation results are included to elucidate the effectiveness of the proposed control strategy.

  14. Defense Strategies for Asymmetric Networked Systems with Discrete Components

    Directory of Open Access Journals (Sweden)

    Nageswara S. V. Rao

    2018-05-01

    Full Text Available We consider infrastructures consisting of a network of systems, each composed of discrete components. The network provides the vital connectivity between the systems and hence plays a critical, asymmetric role in the infrastructure operations. The individual components of the systems can be attacked by cyber and physical means and can be appropriately reinforced to withstand these attacks. We formulate the problem of ensuring the infrastructure performance as a game between an attacker and a provider, who choose the numbers of the components of the systems and network to attack and reinforce, respectively. The costs and benefits of attacks and reinforcements are characterized using the sum-form, product-form and composite utility functions, each composed of a survival probability term and a component cost term. We present a two-level characterization of the correlations within the infrastructure: (i the aggregate failure correlation function specifies the infrastructure failure probability given the failure of an individual system or network, and (ii the survival probabilities of the systems and network satisfy first-order differential conditions that capture the component-level correlations using multiplier functions. We derive Nash equilibrium conditions that provide expressions for individual system survival probabilities and also the expected infrastructure capacity specified by the total number of operational components. We apply these results to derive and analyze defense strategies for distributed cloud computing infrastructures using cyber-physical models.

  15. Defense Strategies for Asymmetric Networked Systems with Discrete Components.

    Science.gov (United States)

    Rao, Nageswara S V; Ma, Chris Y T; Hausken, Kjell; He, Fei; Yau, David K Y; Zhuang, Jun

    2018-05-03

    We consider infrastructures consisting of a network of systems, each composed of discrete components. The network provides the vital connectivity between the systems and hence plays a critical, asymmetric role in the infrastructure operations. The individual components of the systems can be attacked by cyber and physical means and can be appropriately reinforced to withstand these attacks. We formulate the problem of ensuring the infrastructure performance as a game between an attacker and a provider, who choose the numbers of the components of the systems and network to attack and reinforce, respectively. The costs and benefits of attacks and reinforcements are characterized using the sum-form, product-form and composite utility functions, each composed of a survival probability term and a component cost term. We present a two-level characterization of the correlations within the infrastructure: (i) the aggregate failure correlation function specifies the infrastructure failure probability given the failure of an individual system or network, and (ii) the survival probabilities of the systems and network satisfy first-order differential conditions that capture the component-level correlations using multiplier functions. We derive Nash equilibrium conditions that provide expressions for individual system survival probabilities and also the expected infrastructure capacity specified by the total number of operational components. We apply these results to derive and analyze defense strategies for distributed cloud computing infrastructures using cyber-physical models.

  16. On Advertising Games and Spillover in Service Systems

    Directory of Open Access Journals (Sweden)

    Lei Xu

    2013-01-01

    Full Text Available Motivated by the industry cases, we model the advertising competition between the dominant service provider and small service providers in one service market, where the dominant service provider has a major market share and the other small service providers share the remainder of market equally. Based on this setting, we discuss three advertising game models, that is, cooperative game, Boxed Pig game, and Prisoner’s game, derive the conditions for different advertising games, and characterize their equilibria. To be specific, it is found that the advertising spillover and the number of the small service providers directly determines the advertising game equilibria, while other market parameters, to some extent, can affect the results of the advertising game equilibria. According to our theoretical findings, some management insights and suggestions are given from both the academic and practical perspectives.

  17. Feasibility of an Exoskeleton-Based Interactive Video Game System for Upper Extremity Burn Contractures.

    Science.gov (United States)

    Schneider, Jeffrey C; Ozsecen, Muzaffer Y; Muraoka, Nicholas K; Mancinelli, Chiara; Della Croce, Ugo; Ryan, Colleen M; Bonato, Paolo

    2016-05-01

    Burn contractures are common and difficult to treat. Measuring continuous joint motion would inform the assessment of contracture interventions; however, it is not standard clinical practice. This study examines use of an interactive gaming system to measure continuous joint motion data. To assess the usability of an exoskeleton-based interactive gaming system in the rehabilitation of upper extremity burn contractures. Feasibility study. Eight subjects with a history of burn injury and upper extremity contractures were recruited from the outpatient clinic of a regional inpatient rehabilitation facility. Subjects used an exoskeleton-based interactive gaming system to play 4 different video games. Continuous joint motion data were collected at the shoulder and elbow during game play. Visual analog scale for engagement, difficulty and comfort. Angular range of motion by subject, joint, and game. The study population had an age of 43 ± 16 (mean ± standard deviation) years and total body surface area burned range of 10%-90%. Subjects reported satisfactory levels of enjoyment, comfort, and difficulty. Continuous joint motion data demonstrated variable characteristics by subject, plane of motion, and game. This study demonstrates the feasibility of use of an exoskeleton-based interactive gaming system in the burn population. Future studies are needed that examine the efficacy of tailoring interactive video games to the specific joint impairments of burn survivors. Copyright © 2016 American Academy of Physical Medicine and Rehabilitation. Published by Elsevier Inc. All rights reserved.

  18. State estimation in networked systems

    NARCIS (Netherlands)

    Sijs, J.

    2012-01-01

    This thesis considers state estimation strategies for networked systems. State estimation refers to a method for computing the unknown state of a dynamic process by combining sensor measurements with predictions from a process model. The most well known method for state estimation is the Kalman

  19. Intelligent neural network diagnostic system

    International Nuclear Information System (INIS)

    Mohamed, A.H.

    2010-01-01

    Recently, artificial neural network (ANN) has made a significant mark in the domain of diagnostic applications. Neural networks are used to implement complex non-linear mappings (functions) using simple elementary units interrelated through connections with adaptive weights. The performance of the ANN is mainly depending on their topology structure and weights. Some systems have been developed using genetic algorithm (GA) to optimize the topology of the ANN. But, they suffer from some limitations. They are : (1) The computation time requires for training the ANN several time reaching for the average weight required, (2) Slowness of GA for optimization process and (3) Fitness noise appeared in the optimization of ANN. This research suggests new issues to overcome these limitations for finding optimal neural network architectures to learn particular problems. This proposed methodology is used to develop a diagnostic neural network system. It has been applied for a 600 MW turbo-generator as a case of real complex systems. The proposed system has proved its significant performance compared to two common methods used in the diagnostic applications.

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

    Science.gov (United States)

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

    2017-01-01

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

  1. Simulation and gaming as a support tool for lean manufacturing systems - a case example from industry

    NARCIS (Netherlands)

    van der Zee, DJ; Slomp, J; Kuhl, M.E.; Steiger, N.M.; Armstrong, F.B.; Joines, J.

    2005-01-01

    In this article we illustrate how simulation and gaming can be used to support lean manufacturing systems. More in particular we study a case example from industry - a manual assembly line for mail-inserting systems - for which we have developed a simulation game. This paper focuses on the

  2. Pursit-evasion game analysis in a line of sight coordinate system

    Science.gov (United States)

    Shinar, J.; Davidovitz, A.

    1985-01-01

    The paper proposes to use line of sight coordinates for the analysis of pursuit-evasion games. The advantage of this method for two-target games is shown to be evident. As a demonstrative example the game of two identical cars is formulated and solved in such coordinate systems. A new type of singular surface, overlooked in a previous study of the same problem, is discovered as a consequence of the simplicity of the solution.

  3. The LILARTI neural network system

    Energy Technology Data Exchange (ETDEWEB)

    Allen, J.D. Jr.; Schell, F.M.; Dodd, C.V.

    1992-10-01

    The material of this Technical Memorandum is intended to provide the reader with conceptual and technical background information on the LILARTI neural network system of detail sufficient to confer an understanding of the LILARTI method as it is presently allied and to facilitate application of the method to problems beyond the scope of this document. Of particular importance in this regard are the descriptive sections and the Appendices which include operating instructions, partial listings of program output and data files, and network construction information.

  4. 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...

  5. Complex adaptive systems and game theory: An unlikely union

    Science.gov (United States)

    Hadzikadic, M.; Carmichael, T.; Curtin, C.

    2010-01-01

    A Complex Adaptive System is a collection of autonomous, heterogeneous agents, whose behavior is defined with a limited number of rules. A Game Theory is a mathematical construct that assumes a small number of rational players who have a limited number of actions or strategies available to them. The CAS method has the potential to alleviate some of the shortcomings of GT. On the other hand, CAS researchers are always looking for a realistic way to define interactions among agents. GT offers an attractive option for defining the rules of such interactions in a way that is both potentially consistent with observed real-world behavior and subject to mathematical interpretation. This article reports on the results of an effort to build a CAS system that utilizes GT for determining the actions of individual agents. ?? 2009 Wiley Periodicals, Inc. Complexity, 16,24-42, 2010.

  6. Modelling Titanic and Clash of Clans Games: Theoretical Definition and Application in Current Social Systems

    Directory of Open Access Journals (Sweden)

    Jan Mertl

    2017-12-01

    Full Text Available This article develops research into Titanic games and the associated concepts anchored in game theory. It defines the conditions under which a Titanic game transitions into a Clash of Clans game and discusses the degree of punishment and its consequences for the nature of the game and the positions of the individual players. The game is analysed in significant detail, clearly showing what happens when diff erent strategies are chosen. At the same time, the article also looks at the context of social policy and social systems, where the application of the analysed games is very beneficial, and points to the example of the situation in the Czech health insurance system between 2000 and 2010. The identification of the proposed concepts and their possible existence in socio-economic reality enables us to substantially better see what games are being played or can be played, and as such to gain an understanding of what is happening. The article shows the diff erences between Titanic and Clash of Clans games and their possible application in current social systems.

  7. The automated ground network system

    Science.gov (United States)

    Smith, Miles T.; Militch, Peter N.

    1993-01-01

    The primary goal of the Automated Ground Network System (AGNS) project is to reduce Ground Network (GN) station life-cycle costs. To accomplish this goal, the AGNS project will employ an object-oriented approach to develop a new infrastructure that will permit continuous application of new technologies and methodologies to the Ground Network's class of problems. The AGNS project is a Total Quality (TQ) project. Through use of an open collaborative development environment, developers and users will have equal input into the end-to-end design and development process. This will permit direct user input and feedback and will enable rapid prototyping for requirements clarification. This paper describes the AGNS objectives, operations concept, and proposed design.

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

    Directory of Open Access Journals (Sweden)

    Jaime Iranzo

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

  9. A 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.

  10. 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.

  11. 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.

  12. FCJ-199 Modelling Systemic Racism: Mobilising the Dynamics of Race and Games in Everyday Racism

    Directory of Open Access Journals (Sweden)

    Robbie Fordyce

    2016-03-01

    Full Text Available This article is concerned with attempts to pose videogames as solutions to systemic racism. The mobile app, Everyday Racism, is one such game. Its method is to directly address players as subjects of racism interpellating them as victims of racist language and behaviour within Australian society, implicating the impact of racism on mental health and wellbeing. While the game has politically laudable goals, its effectiveness is undermined by several issues themselves attributable to the dynamics of race and games. This paper will spell out those issues by addressing three separate facets of the game: the problematic relationship between the player and their elected avatar; the pedagogic compromises that are made in modelling racism as a game; finally, the superliminal narrative that attempts to transcend the limited diegetic world of the game.

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

    Science.gov (United States)

    Hilas, Constantinos S; Politis, Anastasios

    2014-01-01

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

  14. 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.

  15. 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.

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

    KAUST Repository

    Ghazzai, Hakim

    2014-11-01

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

  17. 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.

  18. 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.

  19. Playing Around in the Solar System: Mini-games for Many Missions

    Science.gov (United States)

    Fisher, D. K.; Leon, N.; Fitzpatrick, A. J.; Wessen, A.

    2010-12-01

    Several NASA solar system missions will have major milestones during 2011, the Year of the Solar System. These events include launches, encounters, and orbit insertions. Other missions will continue the explorations already underway. The “Year of the Solar System Game” on The Space Place website (http://spaceplace.nasa.gov/en/kids/solar-system) brings all these efforts together in the context of the whole solar system. The game helps to build awareness of the characteristics of our solar system and some of the missions that are continuing to advance our knowledge and understanding. It is one of many educational tools being developed and deployed for the Year of the Solar System. The game is a “super-game” that encompasses a number of mission-related “mini-games.” The mini-games can be played individually, and they all contribute toward achievements in the super-game. The enveloping interface for all the games is an animated solar system. The player clicks on a planet or a moon, sees a close-up image, and reads a short paragraph about the object. If the object has been endowed with a mission mini-game, player can click on the tiny spacecraft, read about the mission, then play the game—or, if impatient, just immediately play the game (and read about the mission later, we hope). A score “page” keeps track of the player’s achievements and scores. Players earn achievements by reading about the planets, moons, asteroids, comets, and missions and by playing the mission mini-games. The game targets upper elementary age children, as does the entire Space Place website. Each mini-game, although simple, incorporates elements of the spacecrafts’ missions and their target objects. For example, in Cassini Commander, the player must navigate the Cassini spacecraft through gaps in Saturn’s rings and around Saturn’s moons. The super-game is designed to accommodate any number of mission mini-games, so we are hoping to continue to add missions and increase

  20. Regularity theory for mean-field game systems

    CERN Document Server

    Gomes, Diogo A; Voskanyan, Vardan

    2016-01-01

    Beginning with a concise introduction to the theory of mean-field games (MFGs), this book presents the key elements of the regularity theory for MFGs. It then introduces a series of techniques for well-posedness in the context of mean-field problems, including stationary and time-dependent MFGs, subquadratic and superquadratic MFG formulations, and distinct classes of mean-field couplings. It also explores stationary and time-dependent MFGs through a series of a-priori estimates for solutions of the Hamilton-Jacobi and Fokker-Planck equation. It shows sophisticated a-priori systems derived using a range of analytical techniques, and builds on previous results to explain classical solutions. The final chapter discusses the potential applications, models and natural extensions of MFGs. As MFGs connect common problems in pure mathematics, engineering, economics and data management, this book is a valuable resource for researchers and graduate students in these fields.

  1. Regularity Theory for Mean-Field Game Systems

    KAUST Repository

    Gomes, Diogo A.

    2016-09-14

    Beginning with a concise introduction to the theory of mean-field games (MFGs), this book presents the key elements of the regularity theory for MFGs. It then introduces a series of techniques for well-posedness in the context of mean-field problems, including stationary and time-dependent MFGs, subquadratic and superquadratic MFG formulations, and distinct classes of mean-field couplings. It also explores stationary and time-dependent MFGs through a series of a-priori estimates for solutions of the Hamilton-Jacobi and Fokker-Planck equation. It shows sophisticated a-priori systems derived using a range of analytical techniques, and builds on previous results to explain classical solutions. The final chapter discusses the potential applications, models and natural extensions of MFGs. As MFGs connect common problems in pure mathematics, engineering, economics and data management, this book is a valuable resource for researchers and graduate students in these fields.

  2. Regularity Theory for Mean-Field Game Systems

    KAUST Repository

    Gomes, Diogo A.; Pimentel, Edgard A.; Voskanyan, Vardan K.

    2016-01-01

    Beginning with a concise introduction to the theory of mean-field games (MFGs), this book presents the key elements of the regularity theory for MFGs. It then introduces a series of techniques for well-posedness in the context of mean-field problems, including stationary and time-dependent MFGs, subquadratic and superquadratic MFG formulations, and distinct classes of mean-field couplings. It also explores stationary and time-dependent MFGs through a series of a-priori estimates for solutions of the Hamilton-Jacobi and Fokker-Planck equation. It shows sophisticated a-priori systems derived using a range of analytical techniques, and builds on previous results to explain classical solutions. The final chapter discusses the potential applications, models and natural extensions of MFGs. As MFGs connect common problems in pure mathematics, engineering, economics and data management, this book is a valuable resource for researchers and graduate students in these fields.

  3. 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...

  4. Educating Information Systems Students on Business Process Management (BPM) through Digital Gaming Metaphors of Virtual Reality

    Science.gov (United States)

    Lawler, James P.; Joseph, Anthony

    2010-01-01

    Digital gaming continues to be an approach for enhancing methods of pedagogy. The study evaluates the effectiveness of a gaming product of a leading technology firm in engaging graduate students in an information systems course at a major northeast institution. Findings from a detailed perception survey of the students indicate favorable…

  5. Emotion & Motivation System (EMS) for characters in the computer game "Twilight"

    DEFF Research Database (Denmark)

    Hyldig, Nikolaj

    "According to cognitive emotion theory, human action is directed by the human emotional and motivational system. Research into this field guides the design of characters in the game "Twilight", functioning as a showcase for the research- and development project "OpenGame". Using this project...

  6. The Game Embedded CALL System to Facilitate English Vocabulary Acquisition and Pronunciation

    Science.gov (United States)

    Young, Shelley Shwu-Ching; Wang, Yi-Hsuan

    2014-01-01

    The aim of this study is to make a new attempt to explore the potential of integrating game strategies with automatic speech recognition technologies to provide learners with individual opportunities for English pronunciation learning. The study developed the Game Embedded CALL (GeCALL) system with two activities for on-line speaking practice. For…

  7. Game Coaching System Design and Development: A Retrospective Case Study of FPS Trainer

    Science.gov (United States)

    Tan, Wee Hoe

    2013-01-01

    This paper is a retrospective case study of a game-based learning (GBL) researcher who cooperated with a professional gamer and a team of game developers to design and develop a coaching system for First-Person Shooter (FPS) players. The GBL researcher intended to verify the ecological validity of a model of cooperation; the developers wanted to…

  8. 3D Game-Based Learning System for Improving Learning Achievement in Software Engineering Curriculum

    Science.gov (United States)

    Su,Chung-Ho; Cheng, Ching-Hsue

    2013-01-01

    The advancement of game-based learning has encouraged many related studies, such that students could better learn curriculum by 3-dimension virtual reality. To enhance software engineering learning, this paper develops a 3D game-based learning system to assist teaching and assess the students' motivation, satisfaction and learning achievement. A…

  9. "Economists Who Think like Ecologists": Reframing Systems Thinking in Games for Learning

    Science.gov (United States)

    DeVane, Ben; Durga, Shree; Squire, Kurt

    2010-01-01

    Over the past several years, educators have been exploring the potential of immersive interactive simulations, or video games for education, finding that games can support the development of disciplinary knowledge, systemic thinking, the production of complex multimodal digital artifacts, and participation in affinity spaces or sites of collective…

  10. The Construction of an Online Competitive Game-Based Learning System for Junior High School Students

    Science.gov (United States)

    Cheng, Yuh-Ming; Kuo, Sheng-Huang; Lou, Shi-Jer; Shih, Ru-Chu

    2012-01-01

    The purpose of this study aimed to construct an online competitive game-based learning system by using freeware for junior high school students and to assess its effectiveness. From the learning standpoints, game mechanisms including learning points, competition mechanism, training room mechanism, questioning & answering mechanism, tips, and…

  11. 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

  12. 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.

  13. 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.

  14. Stackelberg Interdependent Security Game in Distributed and Hierarchical Cyber-Physical Systems

    Directory of Open Access Journals (Sweden)

    Jiajun Shen

    2017-01-01

    Full Text Available With the integration of physical plant and network, cyber-physical systems (CPSs are increasingly vulnerable due to their distributed and hierarchical framework. Stackelberg interdependent security game (SISG is proposed for characterizing the interdependent security in CPSs, that is, the interactions between individual CPSs, which are selfish but nonmalicious with the payoff function being formulated from a cross-layer perspective. The pure-strategy equilibria for two-player symmetric SISG are firstly analyzed with the strategy gap between individual and social optimum being characterized, which is known as negative externalities. Then, the results are further extended to the asymmetric and m-player SISG. At last, a numerical case of practical experiment platform is analyzed for determining the comprehensively optimal security configuration for administrator.

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

    DEFF Research Database (Denmark)

    Andersen, Christian Ulrik

    Social networking sites and web services like Facebook, Second Life, Flickr, Del.icio.us, etc. can be seen as much more than merely functional spaces. Other spatial aspects can be highlighted. With our actions we also perform activities – we reach for objects in Second Life, we apply applications...... will demonstrate how traditional notions of social activity, work and leisure, public and private, reality and fiction are being challenged by our life in the network....... in Facebook, etc.; we take in space by moving and going to places – typically by RSS feeds or linking in LinkedIn, Del.icio.us, Facebook, etc.; we judge what we reach for and link to – by tagging, rating, social book marking as performed at digg.com e.g. These behaviours change the software space to a place...

  16. A game-theoretic approach to real-time system testing

    DEFF Research Database (Denmark)

    David, Alexandre; Larsen, Kim Guldstrand; Li, Shuhao

    2008-01-01

    This paper presents a game-theoretic approach to the testing of uncontrollable real-time systems. By modelling the systems with Timed I/O Game Automata and specifying the test purposes as Timed CTL formulas, we employ a recently developed timed game solver UPPAAL-TIGA to synthesize winning...... strategies, and then use these strategies to conduct black-box conformance testing of the systems. The testing process is proved to be sound and complete with respect to the given test purposes. Case study and preliminary experimental results indicate that this is a viable approach to uncontrollable timed...... system testing....

  17. 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.

  18. General game playing

    CERN Document Server

    Genesereth, Michael

    2014-01-01

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

  19. Casual Games and Casual Learning about Human Biological Systems

    Science.gov (United States)

    Price, C. Aaron; Gean, Katherine; Christensen, Claire G.; Beheshti, Elham; Pernot, Bryn; Segovia, Gloria; Person, Halcyon; Beasley, Steven; Ward, Patricia

    2016-01-01

    Casual games are everywhere. People play them throughout life to pass the time, to engage in social interactions, and to learn. However, their simplicity and use in distraction-heavy environments can attenuate their potential for learning. This experimental study explored the effects playing an online, casual game has on awareness of human…

  20. 25 CFR 547.9 - What are the minimum technical standards for Class II gaming system accounting functions?

    Science.gov (United States)

    2010-04-01

    ... gaming system accounting functions? 547.9 Section 547.9 Indians NATIONAL INDIAN GAMING COMMISSION... accounting functions? This section provides standards for accounting functions used in Class II gaming systems. (a) Required accounting data.The following minimum accounting data, however named, shall be...

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

    Science.gov (United States)

    Lamb, Richard L.

    2013-01-01

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

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

    Science.gov (United States)

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

    2018-01-01

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

  3. 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.

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

    Energy Technology Data Exchange (ETDEWEB)

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

    2016-11-21

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

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

    Energy Technology Data Exchange (ETDEWEB)

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

    2016-09-01

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

  6. 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.

  7. An Educational Board Game to Assist PharmD Students in Learning Autonomic Nervous System Pharmacology.

    Science.gov (United States)

    Jones, J Shawn; Tincher, Lindsay; Odeng-Otu, Emmanuel; Herdman, Michelle

    2015-10-25

    Objective. To examine whether playing a board game can assist PharmD students in learning autonomic nervous system (ANS) pharmacology. Design. Of 72 students enrolled in a required second-year pharmacology course, 22 students volunteered to play the board game, which was followed by an in-class examination consisting of 42 ANS questions (ANSQs) and 8 control questions (CTLQs). Participants were given a pretest and a posttest to assess immediate educational improvement. Participants' scores for pretest, posttest, in-class examination, and ANSQs were compared. Also, scores for examination, ANSQs, and CTLQs were compared between board game participants (PART) and nonparticipating classmates (NPART). Assessment. Board game participants scored progressively higher between the pretest, posttest, examination, and ANSQs. Additionally, PART scores were higher than NPART scores for examination and ANSQs. Difference between PART and NPART CTLQ scores was not significant. Conclusion. A board game can assist PharmD students in learning ANS pharmacology.

  8. Non-cooperative stochastic differential game theory of generalized Markov jump linear systems

    CERN Document Server

    Zhang, Cheng-ke; Zhou, Hai-ying; Bin, Ning

    2017-01-01

    This book systematically studies the stochastic non-cooperative differential game theory of generalized linear Markov jump systems and its application in the field of finance and insurance. The book is an in-depth research book of the continuous time and discrete time linear quadratic stochastic differential game, in order to establish a relatively complete framework of dynamic non-cooperative differential game theory. It uses the method of dynamic programming principle and Riccati equation, and derives it into all kinds of existence conditions and calculating method of the equilibrium strategies of dynamic non-cooperative differential game. Based on the game theory method, this book studies the corresponding robust control problem, especially the existence condition and design method of the optimal robust control strategy. The book discusses the theoretical results and its applications in the risk control, option pricing, and the optimal investment problem in the field of finance and insurance, enriching the...

  9. Evolutionary games played by multi-agent system with different memory capacity

    Science.gov (United States)

    Zhang, Jianlei; Zhang, Chunyan

    2015-06-01

    The evolution of cooperation is still an enigma. Resolution of cooperative dilemma is a hot topic as a perplexing interdisciplinary project, and has captured wide attention of researchers from many disciplines as a multidisciplinary field. Our main concern is the design of a networked evolutionary game model in which players show difference in memory capability. The idea of different memory capacities has its origin on the pervasive individual heterogeneity of real agents in nature. It is concluded that this proposed multiple memory capacity stimulates cooperation in lattice-structured populations. The networking effect is also investigated via a scale free network which is associated with the heterogeneous populations structure. Interestingly, results suggest that the effectiveness of a heterogeneous network at fostering cooperation is reduced in the presence of individual memory here. A thorough inquiry in the coevolutionary dynamics of individual memory and spatial structure in evolutionary games is planned for the immediate future.

  10. [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.

  11. 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.

  12. Use of cooperative game theory in power system fixed-cost allocation

    International Nuclear Information System (INIS)

    Stamtsis, G.C.; Erlich, I.

    2004-01-01

    The use of cooperative game theory in power system fixed-cost allocation is investigated. The implementation of the allocation game in a bilateral transaction electricity market as well as in a pool market is discussed and the use of two well-known solution methods, nucleolus and the Shapley value, is explored. Conclusions are drawn which show that the Shapley value is a more preferable method when it is in the core of the game. For all the cases, results are illustrated in the IEEE 14-bus system. (author)

  13. Use of cooperative game theory in power system fixed-cost allocation

    Energy Technology Data Exchange (ETDEWEB)

    Stamtsis, G.C.; Erlich, I. [Duisburg-Essen Univ. (Germany). Inst. of Power Systems

    2004-05-01

    The use of cooperative game theory in power system fixed-cost allocation is investigated. The implementation of the allocation game in a bilateral transaction electricity market as well as in a pool market is discussed and the use of two well-known solution methods, nucleolus and the Shapley value, is explored. Conclusions are drawn which show that the Shapley value is a more preferable method when it is in the core of the game. For all the cases, results are illustrated in the IEEE 14-bus system. (author)

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

    Directory of Open Access Journals (Sweden)

    Yan Li

    2018-01-01

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

  15. 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.

  16. Large scale network-centric distributed systems

    CERN Document Server

    Sarbazi-Azad, Hamid

    2014-01-01

    A highly accessible reference offering a broad range of topics and insights on large scale network-centric distributed systems Evolving from the fields of high-performance computing and networking, large scale network-centric distributed systems continues to grow as one of the most important topics in computing and communication and many interdisciplinary areas. Dealing with both wired and wireless networks, this book focuses on the design and performance issues of such systems. Large Scale Network-Centric Distributed Systems provides in-depth coverage ranging from ground-level hardware issu

  17. Endogenous network of firms and systemic risk

    Science.gov (United States)

    Ma, Qianting; He, Jianmin; Li, Shouwei

    2018-02-01

    We construct an endogenous network characterized by commercial credit relationships connecting the upstream and downstream firms. Simulation results indicate that the endogenous network model displays a scale-free property which exists in real-world firm systems. In terms of the network structure, with the expansion of the scale of network nodes, the systemic risk increases significantly, while the heterogeneities of network nodes have no effect on systemic risk. As for firm micro-behaviors, including the selection range of trading partners, actual output, labor requirement, price of intermediate products and employee salaries, increase of all these parameters will lead to higher systemic risk.

  18. ENERGY AWARE NETWORK: BAYESIAN BELIEF NETWORKS BASED DECISION MANAGEMENT SYSTEM

    Directory of Open Access Journals (Sweden)

    Santosh Kumar Chaudhari

    2011-06-01

    Full Text Available A Network Management System (NMS plays a very important role in managing an ever-evolving telecommunication network. Generally an NMS monitors & maintains the health of network elements. The growing size of the network warrants extra functionalities from the NMS. An NMS provides all kinds of information about networks which can be used for other purposes apart from monitoring & maintaining networks like improving QoS & saving energy in the network. In this paper, we add another dimension to NMS services, namely, making an NMS energy aware. We propose a Decision Management System (DMS framework which uses a machine learning technique called Bayesian Belief Networks (BBN, to make the NMS energy aware. The DMS is capable of analysing and making control decisions based on network traffic. We factor in the cost of rerouting and power saving per port. Simulations are performed on standard network topologies, namely, ARPANet and IndiaNet. It is found that ~2.5-6.5% power can be saved.

  19. Spinal Cord Injury Model System Information Network

    Science.gov (United States)

    ... the UAB-SCIMS More The UAB-SCIMS Information Network The University of Alabama at Birmingham Spinal Cord Injury Model System (UAB-SCIMS) maintains this Information Network as a resource to promote knowledge in the ...

  20. 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...

  1. 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.

  2. 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.

  3. A dynamical system perspective to understanding badminton singles game play.

    Science.gov (United States)

    Chow, Jia Yi; Seifert, Ludovic; Hérault, Romain; Chia, Shannon Jing Yi; Lee, Miriam Chang Yi

    2014-02-01

    By altering the task constraints of cooperative and competitive game contexts in badminton, insights can be obtained from a dynamical systems perspective to investigate the underlying processes that results in either a gradual shift or transition of playing patterns. Positional data of three pairs of skilled female badminton players (average age 20.5±1.38years) were captured and analyzed. Local correlation coefficient, which provides information on the relationship of players' displacement data, between each pair of players was computed for angle and distance from base position. Speed scalar product was in turn established from speed vectors of the players. The results revealed two patterns of playing behaviors (i.e., in-phase and anti-phase patterns) for movement displacement. Anti-phase relation was the dominant coupling pattern for speed scalar relationships among the pairs of players. Speed scalar product, as a collective variable, was different between cooperative and competitive plays with a greater variability in amplitude seen in competitive plays leading to a winning point. The findings from this study provide evidence for increasing stroke variability to perturb existing stable patterns of play and highlights the potential for speed scalar product to be a collective variable to distinguish different patterns of play (e.g., cooperative and competitive). Copyright © 2013 Elsevier B.V. All rights reserved.

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

    Directory of Open Access Journals (Sweden)

    Ali Mohammadi

    2016-04-01

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

  5. AN IMPLEMENTATION OF VIBRATION-BASED AUTOMATIC SCORE-KEEPING SYSTEM FOR TABLE TENNIS GAME

    Directory of Open Access Journals (Sweden)

    Erdem YAVUZ

    2014-01-01

    Full Text Available In sport tournaments human factor plays an important role to evaluate the game. Table tennis is an example of this kind of sports. In order to avoid erroneous human decisions and to enhance referees’ decisions an automatic score-keeping system for table tennis game is designed and implemented with low cost vibration sensors attached underside of the tennis table. The purpose of using vibration sensors is to detect ball colliding with the surface. An additional vibration sensor is also used to detect ball touching the net, determining let state in the game. Petri net scheme is used to model the operation of the system, making it easy to visualize its operation. We believe that the proposed system will contribute much to better evaluate the various phases of table tennis games and to aid the referees to make better decisions.

  6. Filtering and control of wireless networked systems

    CERN Document Server

    Zhang, Dan; Yu, Li

    2017-01-01

    This self-contained book, written by leading experts, offers a cutting-edge, in-depth overview of the filtering and control of wireless networked systems. It addresses the energy constraint and filter/controller gain variation problems, and presents both the centralized and the distributed solutions. The first two chapters provide an introduction to networked control systems and basic information on system analysis. Chapters (3–6) then discuss the centralized filtering of wireless networked systems, presenting different approaches to deal with energy efficiency and filter/controller gain variation problems. The next part (chapters 7–10) explores the distributed filtering of wireless networked systems, addressing the main problems of energy constraint and filter gain variation. The final part (chapters 11–14) focuses on the distributed control of wireless networked systems. networked systems for communication and control applications, the bo...

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

    Directory of Open Access Journals (Sweden)

    Kawther Hassine

    2017-01-01

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

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

    Directory of Open Access Journals (Sweden)

    June S. Hong

    2016-01-01

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

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

    Science.gov (United States)

    Pontes, Halley M

    2017-12-01

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

  10. Using systems gaming to explore decision-making under uncertainty in natural hazard crises

    Science.gov (United States)

    McCaughey, Jamie W.; Finnigan, David

    2017-04-01

    Faced with uncertain scientific forecasts of a potential hazard, it is perhaps natural to wait and see. As we wait, uncertainties do decrease, but so do our options to minimise impacts of the hazard. This tradeoff is fundamental to preparing for natural hazards, yet difficult to communicate. Interactive systems gaming is one promising way forward. We are developing in-person interactive games, drawing on role-playing and other table-top scenario exercises in natural hazards, as well as on game-based modeling of complex systems. Our games model an unfolding natural hazard crisis (such as volcanic unrest or an approaching typhoon) as a complex social-physical system. Participants take on the roles of diverse stakeholder groups (including government, scientists, media, farmers, city residents, and others) with differing expertise, responsibilities, and priorities. Interactions among these groups play out in a context of decreasing scientific uncertainty and decreasing options for actions to reduce societal risk. Key design challenges are (1) to engage players without trivialising the real-world context; (2) to provide the right level of guidance for players to navigate the system; and (3) to enable players to face realistic tradeoffs and see realistic consequences of their choices, without feeling frustrated that the game is set up for them to fail. We will first prototype the games with general public and secondary-school participants, then adjust this for specialist groups working in disaster management. We will illustrate participatory systems gaming techniques in our presentation 'A toolkit of systems gaming techniques' in the companion EGU session EOS6: 'Perform! A platform to discuss art & science projects with live presentation'.

  11. Defense strategies for asymmetric networked systems under composite utilities

    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)

    2017-11-01

    We consider an infrastructure of networked systems with discrete components that can be reinforced at certain costs to guard against attacks. The communications network plays a critical, asymmetric role of providing the vital connectivity between the systems. We characterize the correlations within this infrastructure at two levels using (a) aggregate failure correlation function that specifies the infrastructure failure probability giventhe failure of an individual system or network, and (b) first order differential conditions on system survival probabilities that characterize component-level correlations. We formulate an infrastructure survival game between an attacker and a provider, who attacks and reinforces individual components, respectively. They use the composite utility functions composed of a survival probability term and a cost term, and the previously studiedsum-form and product-form utility functions are their special cases. At Nash Equilibrium, we derive expressions for individual system survival probabilities and the expected total number of operational components. We apply and discuss these estimates for a simplified model of distributed cloud computing infrastructure

  12. Interactive Multimedia System Using Serious Game for Users with Motor Disabilities

    Directory of Open Access Journals (Sweden)

    A. Jaume-i-Capó

    2015-11-01

    Full Text Available User demotivation is habitual in a long-term rehabilitation process, because this process usually consists in repetitive and intensive activities which become boring after hundreds of sessions. Research studies have shown that serious games help to motivate users in a rehabilitation process. Motor rehabilitation consists of body movements that can be captured and patients can have difficulties in holding physical devices. For this reason, therapy studies include vision input devices and propose what features are desirable for rehabilitation serious games. In this paper, we present a case of success, an interactive multimedia system using a serious game to improve abilities of patients with cerebral palsy.

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

    OpenAIRE

    Regelin, Tilman; Staar, Henning; Janneck, Monique

    2018-01-01

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

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

    Directory of Open Access Journals (Sweden)

    Basant Subba

    2016-06-01

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

  15. 5G Network Communication, Caching, and Computing Algorithms Based on the Two‐Tier Game Model

    Directory of Open Access Journals (Sweden)

    Sungwook Kim

    2018-02-01

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

  16. Good clean fun? A content analysis of profanity in video games and its prevalence across game systems and ratings.

    Science.gov (United States)

    Ivory, James D; Williams, Dmitri; Martins, Nicole; Consalvo, Mia

    2009-08-01

    Although violent video game content and its effects have been examined extensively by empirical research, verbal aggression in the form of profanity has received less attention. Building on preliminary findings from previous studies, an extensive content analysis of profanity in video games was conducted using a sample of the 150 top-selling video games across all popular game platforms (including home consoles, portable consoles, and personal computers). The frequency of profanity, both in general and across three profanity categories, was measured and compared to games' ratings, sales, and platforms. Generally, profanity was found in about one in five games and appeared primarily in games rated for teenagers or above. Games containing profanity, however, tended to contain it frequently. Profanity was not found to be related to games' sales or platforms.

  17. 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.

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

    Science.gov (United States)

    Yuan, Yuan; Sun, Fuchun; Liu, Huaping

    2016-07-01

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

  19. Gaming science innovations to integrate health systems science into medical education and practice.

    Science.gov (United States)

    White, Earla J; Lewis, Joy H; McCoy, Lise

    2018-01-01

    Health systems science (HSS) is an emerging discipline addressing multiple, complex, interdependent variables that affect providers' abilities to deliver patient care and influence population health. New perspectives and innovations are required as physician leaders and medical educators strive to accelerate changes in medical education and practice to meet the needs of evolving populations and systems. The purpose of this paper is to introduce gaming science as a lens to magnify HSS integration opportunities in the scope of medical education and practice. Evidence supports gaming science innovations as effective teaching and learning tools to promote learner engagement in scientific and systems thinking for decision making in complex scenarios. Valuable insights and lessons gained through the history of war games have resulted in strategic thinking to minimize risk and save lives. In health care, where decisions can affect patient and population outcomes, gaming science innovations have the potential to provide safe learning environments to practice crucial decision-making skills. Research of gaming science limitations, gaps, and strategies to maximize innovations to further advance HSS in medical education and practice is required. Gaming science holds promise to equip health care teams with HSS knowledge and skills required for transformative practice. The ultimate goals are to empower providers to work in complex systems to improve patient and population health outcomes and experiences, and to reduce costs and improve care team well-being.

  20. Operating systems and network protocols for wireless sensor networks.

    Science.gov (United States)

    Dutta, Prabal; Dunkels, Adam

    2012-01-13

    Sensor network protocols exist to satisfy the communication needs of diverse applications, including data collection, event detection, target tracking and control. Network protocols to enable these services are constrained by the extreme resource scarcity of sensor nodes-including energy, computing, communications and storage-which must be carefully managed and multiplexed by the operating system. These challenges have led to new protocols and operating systems that are efficient in their energy consumption, careful in their computational needs and miserly in their memory footprints, all while discovering neighbours, forming networks, delivering data and correcting failures.

  1. 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.

  2. 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...

  3. User Participation and Honesty in Online Rating Systems: What a Social Network Can Do

    OpenAIRE

    Davoust, Alan; Esfandiari, Babak

    2016-01-01

    An important problem with online communities in general, and online rating systems in particular, is uncooperative behavior: lack of user participation, dishonest contributions. This may be due to an incentive structure akin to a Prisoners' Dilemma (PD). We show that introducing an explicit social network to PD games fosters cooperative behavior, and use this insight to design a new aggregation technique for online rating systems. Using a dataset of ratings from Yelp, we show that our aggrega...

  4. Network Intrusion Detection System using Apache Storm

    Directory of Open Access Journals (Sweden)

    Muhammad Asif Manzoor

    2017-06-01

    Full Text Available Network security implements various strategies for the identification and prevention of security breaches. Network intrusion detection is a critical component of network management for security, quality of service and other purposes. These systems allow early detection of network intrusion and malicious activities; so that the Network Security infrastructure can react to mitigate these threats. Various systems are proposed to enhance the network security. We are proposing to use anomaly based network intrusion detection system in this work. Anomaly based intrusion detection system can identify the new network threats. We also propose to use Real-time Big Data Stream Processing Framework, Apache Storm, for the implementation of network intrusion detection system. Apache Storm can help to manage the network traffic which is generated at enormous speed and size and the network traffic speed and size is constantly increasing. We have used Support Vector Machine in this work. We use Knowledge Discovery and Data Mining 1999 (KDD’99 dataset to test and evaluate our proposed solution.

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

    Science.gov (United States)

    Gervais, Matthew M.

    2017-01-01

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

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

    NARCIS (Netherlands)

    Copier, M.

    2007-01-01

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

  7. 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.

  8. An Experimental High-Resolution Forecast System During the Vancouver 2010 Winter Olympic and Paralympic Games

    Science.gov (United States)

    Mailhot, J.; Milbrandt, J. A.; Giguère, A.; McTaggart-Cowan, R.; Erfani, A.; Denis, B.; Glazer, A.; Vallée, M.

    2014-01-01

    Environment Canada ran an experimental numerical weather prediction (NWP) system during the Vancouver 2010 Winter Olympic and Paralympic Games, consisting of nested high-resolution (down to 1-km horizontal grid-spacing) configurations of the GEM-LAM model, with improved geophysical fields, cloud microphysics and radiative transfer schemes, and several new diagnostic products such as density of falling snow, visibility, and peak wind gust strength. The performance of this experimental NWP system has been evaluated in these winter conditions over complex terrain using the enhanced mesoscale observing network in place during the Olympics. As compared to the forecasts from the operational regional 15-km GEM model, objective verification generally indicated significant added value of the higher-resolution models for near-surface meteorological variables (wind speed, air temperature, and dewpoint temperature) with the 1-km model providing the best forecast accuracy. Appreciable errors were noted in all models for the forecasts of wind direction and humidity near the surface. Subjective assessment of several cases also indicated that the experimental Olympic system was skillful at forecasting meteorological phenomena at high-resolution, both spatially and temporally, and provided enhanced guidance to the Olympic forecasters in terms of better timing of precipitation phase change, squall line passage, wind flow channeling, and visibility reduction due to fog and snow.

  9. 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.

  10. Mechanizing Exploratory Game Design

    OpenAIRE

    Smith, Adam Marshall

    2012-01-01

    Game design is an art form that deals with inherently interactive artifacts. Game designers craft games (assembled from rule systems and content), but they really seek to manipulate play: the interaction between games and players. When developing new games that are similar to past games, a designer may rely on previous experience with related designs and relatively easy access to players familiar with conventional design choices. When exploratorily venturing into uncharted territory, uncoveri...

  11. 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.

  12. Method and system for mesh network embedded devices

    Science.gov (United States)

    Wang, Ray (Inventor)

    2009-01-01

    A method and system for managing mesh network devices. A mesh network device with integrated features creates an N-way mesh network with a full mesh network topology or a partial mesh network topology.

  13. Game theory application to operation control and pricing in deregulated power systems

    International Nuclear Information System (INIS)

    Yokoyama, G.R.

    2000-01-01

    Rapid move to a market-based electric power industry will significantly change electric utility operations. In this paper, we consider economic load dispatching rules in power systems under competitive environment when independent power producers (IPPs) are introduced and analyze their economic consequences by using game theory. An electric utility and IPPs are included in the model as players of the game where IPPs enter into the game firstly as a group, and secondly as individually. The utility and IPPs intend to maximize their own profit. We mainly use the Stackelberg strategy game theory and Nash equilibrium solution to analyze the negotiation process between the electric utility and IPPS, since it is widely recognized as rational decisions for competitive markets in terms of axiom. (author)

  14. 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)

  15. MiRTE: Mixed Reality Triage and Evacuation game for Mass Casualty information systems design, testing and training.

    Science.gov (United States)

    Yu, Xunyi; Ganz, Aura

    2011-01-01

    In this paper we introduce a Mixed Reality Triage and Evacuation game, MiRTE, that is used in the development, testing and training of Mass Casualty Incident (MCI) information systems for first responders. Using the Source game engine from Valve software, MiRTE creates immersive virtual environments to simulate various incident scenarios, and enables interactions between multiple players/first responders. What distinguishes it from a pure computer simulation game is that it can interface with external mass casualty incident management systems, such as DIORAMA. The game will enable system developers to specify technical requirements of underlying technology, and test different alternatives of design. After the information system hardware and software are completed, the game can simulate various algorithms such as localization technologies, and interface with an actual user interface on PCs and Smartphones. We implemented and tested the game with the DIORAMA system.

  16. Control theory of digitally networked dynamic systems

    CERN Document Server

    Lunze, Jan

    2013-01-01

    The book gives an introduction to networked control systems and describes new modeling paradigms, analysis methods for event-driven, digitally networked systems, and design methods for distributed estimation and control. Networked model predictive control is developed as a means to tolerate time delays and packet loss brought about by the communication network. In event-based control the traditional periodic sampling is replaced by state-dependent triggering schemes. Novel methods for multi-agent systems ensure complete or clustered synchrony of agents with identical or with individual dynamic

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

    International Nuclear Information System (INIS)

    Szabo, Gyoergy; Szolnoki, Attila; Izsak, Rudolf

    2004-01-01

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

  18. A Game Theoretic Framework for Incentive-Based Models of Intrinsic Motivation in Artificial Systems

    Directory of Open Access Journals (Sweden)

    Kathryn Elizabeth Merrick

    2013-10-01

    Full Text Available An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players’ optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.

  19. A game theoretic framework for incentive-based models of intrinsic motivation in artificial systems.

    Science.gov (United States)

    Merrick, Kathryn E; Shafi, Kamran

    2013-01-01

    An emerging body of research is focusing on understanding and building artificial systems that can achieve open-ended development influenced by intrinsic motivations. In particular, research in robotics and machine learning is yielding systems and algorithms with increasing capacity for self-directed learning and autonomy. Traditional software architectures and algorithms are being augmented with intrinsic motivations to drive cumulative acquisition of knowledge and skills. Intrinsic motivations have recently been considered in reinforcement learning, active learning and supervised learning settings among others. This paper considers game theory as a novel setting for intrinsic motivation. A game theoretic framework for intrinsic motivation is formulated by introducing the concept of optimally motivating incentive as a lens through which players perceive a game. Transformations of four well-known mixed-motive games are presented to demonstrate the perceived games when players' optimally motivating incentive falls in three cases corresponding to strong power, affiliation and achievement motivation. We use agent-based simulations to demonstrate that players with different optimally motivating incentive act differently as a result of their altered perception of the game. We discuss the implications of these results both for modeling human behavior and for designing artificial agents or robots.

  20. Autonomous power networks based power system

    International Nuclear Information System (INIS)

    Jokic, A.; Van den Bosch, P.P.J.

    2006-01-01

    This paper presented the concept of autonomous networks to cope with this increased complexity in power systems while enhancing market-based operation. The operation of future power systems will be more challenging and demanding than present systems because of increased uncertainties, less inertia in the system, replacement of centralized coordinating activities by decentralized parties and the reliance on dynamic markets for both power balancing and system reliability. An autonomous network includes the aggregation of networked producers and consumers in a relatively small area with respect to the overall system. The operation of an autonomous network is coordinated and controlled with one central unit acting as an interface between internal producers/consumers and the rest of the power system. In this study, the power balance problem and system reliability through provision of ancillary services was formulated as an optimization problem for the overall autonomous networks based power system. This paper described the simulation of an optimal autonomous network dispatching in day ahead markets, based on predicted spot prices for real power, and two ancillary services. It was concluded that large changes occur in a power systems structure and operation, most of them adding to the uncertainty and complexity of the system. The introduced concept of an autonomous power network-based power system was shown to be a realistic and consistent approach to formulate and operate a market-based dispatch of both power and ancillary services. 9 refs., 4 figs

  1. NASDA knowledge-based network planning system

    Science.gov (United States)

    Yamaya, K.; Fujiwara, M.; Kosugi, S.; Yambe, M.; Ohmori, M.

    1993-01-01

    One of the SODS (space operation and data system) sub-systems, NP (network planning) was the first expert system used by NASDA (national space development agency of Japan) for tracking and control of satellite. The major responsibilities of the NP system are: first, the allocation of network and satellite control resources and, second, the generation of the network operation plan data (NOP) used in automated control of the stations and control center facilities. Up to now, the first task of network resource scheduling was done by network operators. NP system automatically generates schedules using its knowledge base, which contains information on satellite orbits, station availability, which computer is dedicated to which satellite, and how many stations must be available for a particular satellite pass or a certain time period. The NP system is introduced.

  2. 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.

  3. Validation of game scenarios for the assessment of professional competence: Development of a serious game for system managers in training

    NARCIS (Netherlands)

    Hummel, Hans; Nadolski, Rob; Joosten-ten Brinke, Desirée; Baartman, Liesbeth

    2014-01-01

    Serious games hold potential for fostering the acquisition of more complex problem solving skills in professional practice. However, until now the empirical evidence on these workplace learning effects of serious games has remained rather scarce. Therefore such games have hardly been adopted for

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

    Science.gov (United States)

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

    2017-12-01

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

  5. Computer networks ISE a systems approach

    CERN Document Server

    Peterson, Larry L

    2007-01-01

    Computer Networks, 4E is the only introductory computer networking book written by authors who have had first-hand experience with many of the protocols discussed in the book, who have actually designed some of them as well, and who are still actively designing the computer networks today. This newly revised edition continues to provide an enduring, practical understanding of networks and their building blocks through rich, example-based instruction. The authors' focus is on the why of network design, not just the specifications comprising today's systems but how key technologies and p

  6. Communication and control for networked complex systems

    CERN Document Server

    Peng, Chen; Han, Qing-Long

    2015-01-01

    This book reports on the latest advances in the study of Networked Control Systems (NCSs). It highlights novel research concepts on NCSs; the analysis and synthesis of NCSs with special attention to their networked character; self- and event-triggered communication schemes for conserving limited network resources; and communication and control co-design for improving the efficiency of NCSs. The book will be of interest to university researchers, control and network engineers, and graduate students in the control engineering, communication and network sciences interested in learning the core principles, methods, algorithms and applications of NCSs.

  7. Signal-regulated systems and networks

    CSIR Research Space (South Africa)

    Van Zyl, TL

    2010-07-01

    Full Text Available The article presents the use of signal regulatory networks (SRNs), a biologically inspired model based on gene regulatory networks. SRNs are a way of understanding a class of self-organizing IT systems, signal-regulated systems (SRSs). This article...

  8. The Effects of a Simulation Game on Mental Models about Organizational Systems

    Science.gov (United States)

    Reese, Rebecca M.

    2017-01-01

    This mixed methods study was designed to uncover evidence of change to mental models about organizational systems resulting from participation in a simulation game that is based on a system dynamics model. Thirty participants in a 2 day experiential workshop completed a pretest and posttest to assess learning about particular systems concepts.…

  9. Systemic risk on different interbank network topologies

    Science.gov (United States)

    Lenzu, Simone; Tedeschi, Gabriele

    2012-09-01

    In this paper we develop an interbank market with heterogeneous financial institutions that enter into lending agreements on different network structures. Credit relationships (links) evolve endogenously via a fitness mechanism based on agents' performance. By changing the agent's trust on its neighbor's performance, interbank linkages self-organize themselves into very different network architectures, ranging from random to scale-free topologies. We study which network architecture can make the financial system more resilient to random attacks and how systemic risk spreads over the network. To perturb the system, we generate a random attack via a liquidity shock. The hit bank is not automatically eliminated, but its failure is endogenously driven by its incapacity to raise liquidity in the interbank network. Our analysis shows that a random financial network can be more resilient than a scale free one in case of agents' heterogeneity.

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

    Directory of Open Access Journals (Sweden)

    Cuzanauskas Tomas

    2016-12-01

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

  11. Experimental High-Resolution Land Surface Prediction System for the Vancouver 2010 Winter Olympic Games

    Science.gov (United States)

    Belair, S.; Bernier, N.; Tong, L.; Mailhot, J.

    2008-05-01

    The 2010 Winter Olympic and Paralympic Games will take place in Vancouver, Canada, from 12 to 28 February 2010 and from 12 to 21 March 2010, respectively. In order to provide the best possible guidance achievable with current state-of-the-art science and technology, Environment Canada is currently setting up an experimental numerical prediction system for these special events. This system consists of a 1-km limited-area atmospheric model that will be integrated for 16h, twice a day, with improved microphysics compared with the system currently operational at the Canadian Meteorological Centre. In addition, several new and original tools will be used to adapt and refine predictions near and at the surface. Very high-resolution two-dimensional surface systems, with 100-m and 20-m grid size, will cover the Vancouver Olympic area. Using adaptation methods to improve the forcing from the lower-resolution atmospheric models, these 2D surface models better represent surface processes, and thus lead to better predictions of snow conditions and near-surface air temperature. Based on a similar strategy, a single-point model will be implemented to better predict surface characteristics at each station of an observing network especially installed for the 2010 events. The main advantage of this single-point system is that surface observations are used as forcing for the land surface models, and can even be assimilated (although this is not expected in the first version of this new tool) to improve initial conditions of surface variables such as snow depth and surface temperatures. Another adaptation tool, based on 2D stationnary solutions of a simple dynamical system, will be used to produce near-surface winds on the 100-m grid, coherent with the high- resolution orography. The configuration of the experimental numerical prediction system will be presented at the conference, together with preliminary results for winter 2007-2008.

  12. Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?

    Science.gov (United States)

    Arriaga, Patrícia; Esteves, Francisco; Carneiro, Paula; Monteiro, Maria Benedicta

    2008-01-01

    This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. Copyright 2008 Wiley-Liss, Inc.

  13. Heating networks and domestic central heating systems

    Energy Technology Data Exchange (ETDEWEB)

    Kamler, W; Wasilewski, W

    1976-08-01

    This is a comprehensive survey of the 26 contributions from 8 European countries submitted to the 3rd International District Heating Conference in Warsaw held on the subject 'Heating Networks and Domestic Central Heating Systems'. The contributions are grouped according to 8 groups of subjects: (1) heat carriers and their parameters; (2) system of heating networks; (3) calculation and optimization of heating networks; (4) construction of heating networks; (5) operation control and automation; (6) operational problems; (7) corrosion problems; and (8) methods of heat accounting.

  14. 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.

  15. 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

  16. 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.

  17. 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.

  18. Network Physiology: How Organ Systems Dynamically Interact.

    Science.gov (United States)

    Bartsch, Ronny P; Liu, Kang K L; Bashan, Amir; Ivanov, Plamen Ch

    2015-01-01

    We systematically study how diverse physiologic systems in the human organism dynamically interact and collectively behave to produce distinct physiologic states and functions. This is a fundamental question in the new interdisciplinary field of Network Physiology, and has not been previously explored. Introducing the novel concept of Time Delay Stability (TDS), we develop a computational approach to identify and quantify networks of physiologic interactions from long-term continuous, multi-channel physiological recordings. We also develop a physiologically-motivated visualization framework to map networks of dynamical organ interactions to graphical objects encoded with information about the coupling strength of network links quantified using the TDS measure. Applying a system-wide integrative approach, we identify distinct patterns in the network structure of organ interactions, as well as the frequency bands through which these interactions are mediated. We establish first maps representing physiologic organ network interactions and discover basic rules underlying the complex hierarchical reorganization in physiologic networks with transitions across physiologic states. Our findings demonstrate a direct association between network topology and physiologic function, and provide new insights into understanding how health and distinct physiologic states emerge from networked interactions among nonlinear multi-component complex systems. The presented here investigations are initial steps in building a first atlas of dynamic interactions among organ systems.

  19. Network Physiology: How Organ Systems Dynamically Interact

    Science.gov (United States)

    Bartsch, Ronny P.; Liu, Kang K. L.; Bashan, Amir; Ivanov, Plamen Ch.

    2015-01-01

    We systematically study how diverse physiologic systems in the human organism dynamically interact and collectively behave to produce distinct physiologic states and functions. This is a fundamental question in the new interdisciplinary field of Network Physiology, and has not been previously explored. Introducing the novel concept of Time Delay Stability (TDS), we develop a computational approach to identify and quantify networks of physiologic interactions from long-term continuous, multi-channel physiological recordings. We also develop a physiologically-motivated visualization framework to map networks of dynamical organ interactions to graphical objects encoded with information about the coupling strength of network links quantified using the TDS measure. Applying a system-wide integrative approach, we identify distinct patterns in the network structure of organ interactions, as well as the frequency bands through which these interactions are mediated. We establish first maps representing physiologic organ network interactions and discover basic rules underlying the complex hierarchical reorganization in physiologic networks with transitions across physiologic states. Our findings demonstrate a direct association between network topology and physiologic function, and provide new insights into understanding how health and distinct physiologic states emerge from networked interactions among nonlinear multi-component complex systems. The presented here investigations are initial steps in building a first atlas of dynamic interactions among organ systems. PMID:26555073

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

    Science.gov (United States)

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

    2015-12-01

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

  1. Seamless integrated network system for wireless communication systems

    NARCIS (Netherlands)

    Wu, Gang; Mizuno, Mitsuhiko; Hase, Yoshihiro; Havinga, Paul J.M.

    2006-01-01

    To create a network that connects a plurality of wireless communication systems to create optimal systems for various environments, and that seamlessly integrates the resulting systems together in order to provide more efficient and advanced service in general. A network system that can seamlessly

  2. Seamless integrated network system for wireless communication systems

    NARCIS (Netherlands)

    Wu, Gang; Mizuno, Mitsuhiko; Hase, Yoshihiro; Havinga, Paul J.M.

    2002-01-01

    To create a network that connects a plurality of wireless communication systems to create optimal systems for various environments, and that seamlessly integrates the resulting systems together in order to provide more efficient and advanced service in general. A network system that can seamlessly

  3. Network aspects of the Fermilab control system

    International Nuclear Information System (INIS)

    Barton, H.R. Jr.

    1977-01-01

    The control system of the Fermi National Accelerator is a heavily computerized network of distributed processors. One part of the control system includes a multidrop network of eleven Lockheed MAC-16 processors, a Digital Equipment Corporation PDP-11 computer, a Xerox 530, and a Control Data 6600 system. These computers exchange information using serial hardware and dedicated cable buses. The individual functions of the central processing units in this network, the message protocols for computer communications, and design guidelines for future distributed processing control systems are discussed

  4. Use of virtual reality gaming systems for children who are critically ill.

    Science.gov (United States)

    Salem, Yasser; Elokda, Ahmed

    2014-01-01

    Children who are critically ill are frequently viewed as "too sick" to tolerate physical activity. As a result, these children often fail to develop strength or cardiovascular endurance as compared to typically developing children. Previous reports have shown that early participation in physical activity in is safe and feasible for patients who are critically ill and may result in a shorter length of stay and improved functional outcomes. The use of the virtual reality gaming systems has become a popular form of therapy for children with disabilities and has been supported by a growing body of evidence substantiating its effectiveness with this population. The use of the virtual reality gaming systems in pediatric rehabilitation provides the children with opportunity to participate in an exercise program that is fun, enjoyable, playful, and at the same time beneficial. The integration of those systems in rehabilitation of children who are critically ill is appealing and has the potential to offer the possibility of enhancing physical activities. The lack of training studies involving children who are critically ill makes it difficult to set guidelines on the recommended physical activities and virtual reality gaming systems that is needed to confer health benefits. Several considerations should be taken into account before recommended virtual reality gaming systems as a training program for children who are critically ill. This article highlighted guidelines, limitations and challenges that need to be considered when designing exercise program using virtual reality gaming systems for critically ill children. This information is helpful given the popular use of virtual reality gaming systems in rehabilitation, particularly in children who are critically ill.

  5. Adaptive intelligent power systems: Active distribution networks

    International Nuclear Information System (INIS)

    McDonald, Jim

    2008-01-01

    Electricity networks are extensive and well established. They form a key part of the infrastructure that supports industrialised society. These networks are moving from a period of stability to a time of potentially major transition, driven by a need for old equipment to be replaced, by government policy commitments to cleaner and renewable sources of electricity generation, and by change in the power industry. This paper looks at moves towards active distribution networks. The novel transmission and distribution systems of the future will challenge today's system designs. They will cope with variable voltages and frequencies, and will offer more flexible, sustainable options. Intelligent power networks will need innovation in several key areas of information technology. Active control of flexible, large-scale electrical power systems is required. Protection and control systems will have to react to faults and unusual transient behaviour and ensure recovery after such events. Real-time network simulation and performance analysis will be needed to provide decision support for system operators, and the inputs to energy and distribution management systems. Advanced sensors and measurement will be used to achieve higher degrees of network automation and better system control, while pervasive communications will allow networks to be reconfigured by intelligent systems

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

    Directory of Open Access Journals (Sweden)

    Serhat Ahmet Kaymas

    2017-06-01

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

  7. Constructing quantum games from a system of Bell's inequalities

    Energy Technology Data Exchange (ETDEWEB)

    Iqbal, Azhar, E-mail: iqbal@eleceng.adelaide.edu.a [School of Electrical and Electronic Engineering, University of Adelaide, SA 5005 (Australia); Centre for Advanced Mathematics and Physics, National University of Sciences and Technology, Peshawar Road, Rawalpindi (Pakistan); Abbott, Derek [School of Electrical and Electronic Engineering, University of Adelaide, SA 5005 (Australia)

    2010-07-12

    We report constructing quantum games directly from a system of Bell's inequalities using Arthur Fine's analysis published in early 1980s. This analysis showed that such a system of inequalities forms a set of both necessary and sufficient conditions required to find a joint distribution function compatible with a given set of joint probabilities, in terms of which the system of Bell's inequalities is usually expressed. Using the setting of a quantum correlation experiment for playing a quantum game, and considering the examples of Prisoners' Dilemma and Matching Pennies, we argue that this approach towards constructing quantum games addresses some of their well-known criticisms.

  8. Validation of the Emotiv EPOC(®) EEG gaming system for measuring research quality auditory ERPs.

    Science.gov (United States)

    Badcock, Nicholas A; Mousikou, Petroula; Mahajan, Yatin; de Lissa, Peter; Thie, Johnson; McArthur, Genevieve

    2013-01-01

    Background. Auditory event-related potentials (ERPs) have proved useful in investigating the role of auditory processing in cognitive disorders such as developmental dyslexia, specific language impairment (SLI), attention deficit hyperactivity disorder (ADHD), schizophrenia, and autism. However, laboratory recordings of auditory ERPs can be lengthy, uncomfortable, or threatening for some participants - particularly children. Recently, a commercial gaming electroencephalography (EEG) system has been developed that is portable, inexpensive, and easy to set up. In this study we tested if auditory ERPs measured using a gaming EEG system (Emotiv EPOC(®), www.emotiv.com) were equivalent to those measured by a widely-used, laboratory-based, research EEG system (Neuroscan). Methods. We simultaneously recorded EEGs with the research and gaming EEG systems, whilst presenting 21 adults with 566 standard (1000 Hz) and 100 deviant (1200 Hz) tones under passive (non-attended) and active (attended) conditions. The onset of each tone was marked in the EEGs using a parallel port pulse (Neuroscan) or a stimulus-generated electrical pulse injected into the O1 and O2 channels (Emotiv EPOC(®)). These markers were used to calculate research and gaming EEG system late auditory ERPs (P1, N1, P2, N2, and P3 peaks) and the mismatch negativity (MMN) in active and passive listening conditions for each participant. Results. Analyses were restricted to frontal sites as these are most commonly reported in auditory ERP research. Intra-class correlations (ICCs) indicated that the morphology of the research and gaming EEG system late auditory ERP waveforms were similar across all participants, but that the research and gaming EEG system MMN waveforms were only similar for participants with non-noisy MMN waveforms (N = 11 out of 21). Peak amplitude and latency measures revealed no significant differences between the size or the timing of the auditory P1, N1, P2, N2, P3, and MMN peaks

  9. Validation of the Emotiv EPOC® EEG gaming system for measuring research quality auditory ERPs

    Science.gov (United States)

    Mousikou, Petroula; Mahajan, Yatin; de Lissa, Peter; Thie, Johnson; McArthur, Genevieve

    2013-01-01

    Background. Auditory event-related potentials (ERPs) have proved useful in investigating the role of auditory processing in cognitive disorders such as developmental dyslexia, specific language impairment (SLI), attention deficit hyperactivity disorder (ADHD), schizophrenia, and autism. However, laboratory recordings of auditory ERPs can be lengthy, uncomfortable, or threatening for some participants – particularly children. Recently, a commercial gaming electroencephalography (EEG) system has been developed that is portable, inexpensive, and easy to set up. In this study we tested if auditory ERPs measured using a gaming EEG system (Emotiv EPOC®, www.emotiv.com) were equivalent to those measured by a widely-used, laboratory-based, research EEG system (Neuroscan). Methods. We simultaneously recorded EEGs with the research and gaming EEG systems, whilst presenting 21 adults with 566 standard (1000 Hz) and 100 deviant (1200 Hz) tones under passive (non-attended) and active (attended) conditions. The onset of each tone was marked in the EEGs using a parallel port pulse (Neuroscan) or a stimulus-generated electrical pulse injected into the O1 and O2 channels (Emotiv EPOC®). These markers were used to calculate research and gaming EEG system late auditory ERPs (P1, N1, P2, N2, and P3 peaks) and the mismatch negativity (MMN) in active and passive listening conditions for each participant. Results. Analyses were restricted to frontal sites as these are most commonly reported in auditory ERP research. Intra-class correlations (ICCs) indicated that the morphology of the research and gaming EEG system late auditory ERP waveforms were similar across all participants, but that the research and gaming EEG system MMN waveforms were only similar for participants with non-noisy MMN waveforms (N = 11 out of 21). Peak amplitude and latency measures revealed no significant differences between the size or the timing of the auditory P1, N1, P2, N2, P3, and MMN peaks. Conclusions

  10. Validation of the Emotiv EPOC® EEG gaming system for measuring research quality auditory ERPs

    Directory of Open Access Journals (Sweden)

    Nicholas A. Badcock

    2013-02-01

    Full Text Available Background. Auditory event-related potentials (ERPs have proved useful in investigating the role of auditory processing in cognitive disorders such as developmental dyslexia, specific language impairment (SLI, attention deficit hyperactivity disorder (ADHD, schizophrenia, and autism. However, laboratory recordings of auditory ERPs can be lengthy, uncomfortable, or threatening for some participants – particularly children. Recently, a commercial gaming electroencephalography (EEG system has been developed that is portable, inexpensive, and easy to set up. In this study we tested if auditory ERPs measured using a gaming EEG system (Emotiv EPOC®, www.emotiv.com were equivalent to those measured by a widely-used, laboratory-based, research EEG system (Neuroscan.Methods. We simultaneously recorded EEGs with the research and gaming EEG systems, whilst presenting 21 adults with 566 standard (1000 Hz and 100 deviant (1200 Hz tones under passive (non-attended and active (attended conditions. The onset of each tone was marked in the EEGs using a parallel port pulse (Neuroscan or a stimulus-generated electrical pulse injected into the O1 and O2 channels (Emotiv EPOC®. These markers were used to calculate research and gaming EEG system late auditory ERPs (P1, N1, P2, N2, and P3 peaks and the mismatch negativity (MMN in active and passive listening conditions for each participant.Results. Analyses were restricted to frontal sites as these are most commonly reported in auditory ERP research. Intra-class correlations (ICCs indicated that the morphology of the research and gaming EEG system late auditory ERP waveforms were similar across all participants, but that the research and gaming EEG system MMN waveforms were only similar for participants with non-noisy MMN waveforms (N = 11 out of 21. Peak amplitude and latency measures revealed no significant differences between the size or the timing of the auditory P1, N1, P2, N2, P3, and MMN peaks

  11. 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....

  12. Controlling collective dynamics in complex minority-game resource-allocation systems

    Science.gov (United States)

    Zhang, Ji-Qiang; Huang, Zi-Gang; Dong, Jia-Qi; Huang, Liang; Lai, Ying-Cheng

    2013-05-01

    Resource allocation takes place in various kinds of real-world complex systems, such as traffic systems, social services institutions or organizations, or even ecosystems. The fundamental principle underlying complex resource-allocation dynamics is Boolean interactions associated with minority games, as resources are generally limited and agents tend to choose the least used resource based on available information. A common but harmful dynamical behavior in resource-allocation systems is herding, where there are time intervals during which a large majority of the agents compete for a few resources, leaving many other resources unused. Accompanying the herd behavior is thus strong fluctuations with time in the number of resources being used. In this paper, we articulate and establish that an intuitive control strategy, namely pinning control, is effective at harnessing the herding dynamics. In particular, by fixing the choices of resources for a few agents while leaving the majority of the agents free, herding can be eliminated completely. Our investigation is systematic in that we consider random and targeted pinning and a variety of network topologies, and we carry out a comprehensive analysis in the framework of mean-field theory to understand the working of control. The basic philosophy is then that, when a few agents waive their freedom to choose resources by receiving sufficient incentives, the majority of the agents benefit in that they will make fair, efficient, and effective use of the available resources. Our work represents a basic and general framework to address the fundamental issue of fluctuations in complex dynamical systems with significant applications to social, economical, and political systems.

  13. Enhancing Information Systems Auditing Knowledge with Role-Playing Game: An Experimental Investigation

    Science.gov (United States)

    Wongpinunwatana, Nitaya

    2013-01-01

    This study examined the use and effect of a role-playing game on learners' ability in information systems audit. The study is based on experimental research. Information systems control and audit case study and video had been developed. A total of 75 graduate students undertaking a Master's degree in accounting participated in the experiment. The…

  14. Reward system and temporal pole contributions to affective evaluation during a first person shooter video game

    Directory of Open Access Journals (Sweden)

    Weber René

    2011-07-01

    Full Text Available Abstract Background Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI with individual affect measures to address the neuronal correlates of violence in a video game. Results Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS. Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP. Conclusions The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent. We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood.

  15. Mechanisms and dynamics of cooperation and competition emergence in complex networked systems

    Science.gov (United States)

    Gianetto, David A.

    Cooperative behavior is a pervasive phenomenon in human interactions and yet how it can evolve and become established, through the selfish process of natural selection, is an enduring puzzle. These behaviors emerge when agents interact in a structured manner; even so, the key structural factors that affect cooperation are not well understood. Moreover, the literature often considers cooperation a single attribute of primitive agents who do not react to environmental changes but real-world actors are more perceptive. The present work moves beyond these assumptions by evolving more realistic game participants, with memories of the past, on complex networks. Agents play repeated games with a three-part Markovian strategy that allows us to separate the cooperation phenomenon into trust, reciprocity, and forgiveness characteristics. Our results show that networks matter most when agents gain the most by acting in a selfish manner, irrespective of how much they may lose by cooperating; since the context provided by neighborhoods inhibits greedy impulses that agents otherwise succumb to in isolation. Network modularity is the most important driver of cooperation emergence in these high-stakes games. However, modularity fails to tell the complete story. Modular scale-free graphs impede cooperation when close coordination is required, partially due to the acyclic nature of scale-free network models. To achieve the highest cooperation in diverse social conditions, both high modularity, low connectivity within modules, and a rich network of long cycles become important. With these findings in hand, we study the influence of networks on coordination and competition within the federal health care insurance exchange. In this applied study, we show that systemic health care coordination is encouraged by the emergent insurance network. The network helps underpin the viability of the exchange and provides an environment of stronger competition once a critical-mass of insurers have

  16. A Process Management System for Networked Manufacturing

    Science.gov (United States)

    Liu, Tingting; Wang, Huifen; Liu, Linyan

    With the development of computer, communication and network, networked manufacturing has become one of the main manufacturing paradigms in the 21st century. Under the networked manufacturing environment, there exist a large number of cooperative tasks susceptible to alterations, conflicts caused by resources and problems of cost and quality. This increases the complexity of administration. Process management is a technology used to design, enact, control, and analyze networked manufacturing processes. It supports efficient execution, effective management, conflict resolution, cost containment and quality control. In this paper we propose an integrated process management system for networked manufacturing. Requirements of process management are analyzed and architecture of the system is presented. And a process model considering process cost and quality is developed. Finally a case study is provided to explain how the system runs efficiently.

  17. Network performance for graphical control systems

    International Nuclear Information System (INIS)

    Clout, P.; Geib, M.; Westervelt, R.

    1992-01-01

    Vsystem is a toolbox for building graphically-based control systems. The real-tiem database component, Vaccess, includes all the networking support necessary to build multi-computer control systems. Vaccess has two modes of database access, synchronous and asynchronous. Vdraw is another component of Vsystem that allows developers and users to develop control screens and windows by drawing rather than programming. Based on X-windows, Vsystem provides the possibility of running Vdraw either on the workstation with the graphics or on the computer with the database. We have made some measurements on the cpu loading, elapsed time and the network loading to give some guidance in system configuration performance. It will be seen that asynchronous network access gives large performance increases and that the network database change notification protocol can be either more or less efficient than the X-window network protocol, depending on the graphical representation of the data. (author)

  18. Apriori-based network intrusion detection system

    International Nuclear Information System (INIS)

    Wang Wenjin; Liu Junrong; Liu Baoxu

    2012-01-01

    With the development of network communication technology, more and more social activities run by Internet. In the meantime, the network information security is getting increasingly serious. Intrusion Detection System (IDS) has greatly improved the general security level of whole network. But there are still many problem exists in current IDS, e.g. high leak rate detection/false alarm rates and feature library need frequently upgrade. This paper presents an association-rule based IDS. This system can detect unknown attack by generate rules from training data. Experiment in last chapter proved the system has great accuracy on unknown attack detection. (authors)

  19. Developing aircraft photonic networks for airplane systems

    DEFF Research Database (Denmark)

    White, Henry J.; Brownjohn, Nick; Baptista, João

    2013-01-01

    Achieving affordable high speed fiber optic communication networks for airplane systems has proved to be challenging. In this paper we describe a summary of the EU Framework 7 project DAPHNE (Developing Aircraft Photonic Networks). DAPHNE aimed to exploit photonic technology from terrestrial...

  20. Network model of security system

    Directory of Open Access Journals (Sweden)

    Adamczyk Piotr

    2016-01-01

    Full Text Available The article presents the concept of building a network security model and its application in the process of risk analysis. It indicates the possibility of a new definition of the role of the network models in the safety analysis. Special attention was paid to the development of the use of an algorithm describing the process of identifying the assets, vulnerability and threats in a given context. The aim of the article is to present how this algorithm reduced the complexity of the problem by eliminating from the base model these components that have no links with others component and as a result and it was possible to build a real network model corresponding to reality.